
Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
|
Posted: Jun 30, 2013 08:46 AM
Msg. 1 of 2
HEY!!!
I just spent the last hour an half decompiling EACH .JMO, .JMA and .JMZ file out of the floodcombat_human.model_animations file to remove the tenticles so I can rig it to a new biped without it screaming an me for node count errors.
anyways, I rigged and crud, it's in-game and rigged to the flood-human bones but since it has no tenticles I removed those bones.
anyways (again), I got ALL the files into their original-ish format (JMA ect.) and then realized that (even thought the anims worked on my tenticle-less bones) that the tenticle bones were counted as if they were there, but they weren't animated.
SO... I wanted to ask yal' if there were a quik fix for removing those WITHOUT opening Gmax again, (as in in notepad)
OR...
does anyone have a better idea that I could do within 30-40 minutes? (unless you don't reply in time and I have all of tomorrow).
:)
-Hobbet360 -Robert -Whatever -thanks :D
|

Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
|
Posted: Jun 30, 2013 08:33 PM
Msg. 2 of 2
Hmm... I did that to start off with, but i got node count errors, so I messed with the node list checksum to match the animations but I didn't know what to change the things that referenced to that tentacles to.
:o
EDIT - Whoopsess, I misread, I'll try (do or do not). Edited by hobbet360 on Jun 30, 2013 at 08:35 PM
|