
MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 4, 2015 01:48 PM
Msg. 1 of 20
it says it compresses it at 0 bytes, and none of the anims work or seem to actually compile.  and yes, i fixed the reload being JMO already. I exported with CAD's anim exporter, compact version. Edited by MEGASEAN2812 on May 4, 2015 at 01:50 PM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 4, 2015 01:58 PM
Msg. 2 of 20
Call them like "first-person melee" "first-person throw-grenade" etc. Just check stock fp animation tags to know how they should be called.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 4, 2015 03:13 PM
Msg. 3 of 20
they seem to compile fine now but dont show up ingame no matter what i do.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 4, 2015 03:49 PM
Msg. 4 of 20
Did you rename them as I told you to? Check in animations tag under "first person weapon" if animations are assigned there.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 4, 2015 04:37 PM
Msg. 5 of 20
Quote: --- Original message by: altis94 Did you rename them as I told you to? Check in animations tag under "first person weapon" if animations are assigned there. Yes and yes.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 4, 2015 04:40 PM
Msg. 6 of 20
And you don't get error that animation graph doesn't match? Maybe fp arms in animations are different from the ones you are using in your map?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 4, 2015 04:51 PM
Msg. 7 of 20
I've had that issue before. Make sure the FP model's node checksum matches that of the animations (not the other way around, modify the checksum to the animation checksum, you can check that out in the .model_animation tag). If they don't, that's probably your issue. If they do match and for some reason still refuse to work, delete the fp gbx and the model animation tags, and then re-export.
Edit: Your fire animation should be named first-person fire-1.jma
The names are like this
first-person fire-1.jma (Primary Fire) first-person fire-2.jma (Secondary fire, replaces grenades) first-person idle.jma (Idle animation, basically when no other animation is playing) first-person melee.jma (Melee Animation, hitting people in the face) first-person moving.jmo (Walking Animation) first-person overlays.jmo (Overlay Animation, there's a whole tutorial about how to do this) first-person posing.jma (Idle-Break, plays when you don't do anything for a while) first-person ready.jma (Draw Weapon Animation, the first one you'll see) first-person reload-empty.jma (Reload when there are no bullets left in the magazine) first-person reload-full.jma (Reload when there is 1 or more bullets in the magazine) first-person throw-grenade (Grenade toss animation)
Here's a few others you may want to look into, depending on your weapon
first-person charging.jmo (Going into the charge loop) first-person fire-2.jma (Secondary fire, can be used as the overheat-fire) first-person misfire-1.jma (Firing when low on ammo first-person o-h-exit.jma (returning to origin after overheated) first-person o-h-s-enter.jma (firing after charging and immediately going to overheat) first-person overcharge-jitter.jmo (Looping Charging animation) first-person overheated.jma (Looping overheat animation) first-person overheating.jma (going into the overheat animation) first-person overheating-again.jma (Draw animation while overheated) first-person throw-overheated.jma (Throwing grenade while overheated) Edited by R93_Sniper on May 4, 2015 at 05:08 PM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 4, 2015 04:59 PM
Msg. 8 of 20
Quote: --- Original message by: R93_Sniper I've had that issue before. Make sure the FP model's node checksum matches that of the animations (not the other way around, modify the checksum to the animation checksum, you can check that out in the .model_animation tag). If they don't, that's probably your issue. If they do match and for some reason still refuse to work, delete the fp gbx and the model animation tags, and then re-export. I have no clue what the issue is, but it refuses to work, even with what you just said, I am currently getting aLTis' help.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 4, 2015 05:15 PM
Msg. 9 of 20
Problem was that model nodes didn't match animations nodes.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: May 4, 2015 05:19 PM
Msg. 10 of 20
Well that's something fairly hard to avoid.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: May 4, 2015 07:41 PM
Msg. 11 of 20
Quote: --- Original message by: sparky I learned earlier this year that custom playback animations need to have node list checksums of 0 in the .model_animations tag. Lies. That's empirical.
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teh lag
Joined: May 6, 2008
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Posted: May 4, 2015 07:46 PM
Msg. 12 of 20
Quote: --- Original message by: sparky I learned earlier this year that custom playback animations need to have node list checksums of 0 in the .model_animations tag. what? no. they need checksums that match the model they're played on.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 4, 2015 11:44 PM
Msg. 13 of 20
Is there any way to adjust the positioning of the weapon without having to make new origins and recompile? and i dont mean the OS thing
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 5, 2015 01:08 AM
Msg. 14 of 20
Sparky I think you should stop talking, you're giving out bad information.
TLDR Sean, if you want to modify the origins, you actually have to modify the animations by yourself. Given this isn't particularly difficult if you know some basic scene manipulation, but it'll be tedious work
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 5, 2015 01:09 AM
Msg. 15 of 20
Quote: --- Original message by: R93_Sniper Sparky I think you should stop talking, you're giving out bad information.
TLDR Sean, if you want to modify the origins, you actually have to modify the animations by yourself. Given this isn't particularly difficult if you know some basic scene manipulation, but it'll be tedious work Thank you sniper. Hoping other people can find help on this thread. And with the info sparky is giving, I can see Zeus being a great program :^> Edited by MEGASEAN2812 on May 5, 2015 at 01:11 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 5, 2015 03:19 AM
Msg. 16 of 20
I don't want to insult him on that inadvertently. What he's doing is, theoretically, a good thing, but I think having some better sources of information (ie people who've actually screwed around with the engine a bit more).
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 5, 2015 03:29 AM
Msg. 17 of 20
I have a question.
Is it possible to implement animation permutations for fp animations?
E.g having two or three different melee or reload empty anims which play in an organised looped.
If anim melee perm 1 = A
And if anim melee perm 2 = B
Could I get them to appear in an organised loop?
A - B - B - A - B - A - A (THEN LOOP STARTS FROM BEGINNING AGAIN)
Can it be done with or without Os?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 5, 2015 09:54 AM
Msg. 18 of 20
OS supports fp animation permutations. Learn to google.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: May 5, 2015 07:54 PM
Msg. 19 of 20
Quote: --- Original message by: sparky So you're looking for variety? The standard approach is to use the Functions block in the biped tag. Another approach is memory modification, which is currently feasible if you know how to replace a pointer -- use Cheat Engine for this task. Cheat Engine has a walkthrough tutorial that is very educational and will only take a short time. Then, your Cheat Engine modification will work whenever you load that particular map file, and you can distribute the memory mod with your map. I know why you look like a serial killer ! You are always trying to act and helpful, by any mean, even spreading lies around as if you had something really bad to blame yourself for and needed redemption, and that cold and injonctive speech doesn't help.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 6, 2015 07:04 AM
Msg. 20 of 20
Ty for the help. I guess. :D
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