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Adventurer
[QUESTION] Can someone do empty, working in-game .xmot animation file?
Hi. I have a question.... Can someone do empty, working in-game .xmot animation file? Is it possible? I'm not asking for "just empty" .xmot file (in-game error will be), but file, that will work as no reaction animation (for example, if you are hitted, there aren't be any "stumble"(stun) animation). I tried to make empty file, or delete some text in notepad file edition and file with GENOMFLE text only, but that doesn't work (error in game). I tried too to replace .xmot animation file with shortest (smallest) animation, but this doesn't works on hero animations (works, but makes-game-not-playable bugs, see http://www.youtube.com/watch?v=56XHU...ature=youtu.be ;http://forum.worldofplayers.de/forum...ion-of-enemies ; http://forum.worldofplayers.de/forum...ng-Stumble-Mod ). I don't know how to do empty anims ... Can someone help? Thanks.
EDIT: Sorry for english, i'm POLSKA !!! If someone didn't understand english too, try to GOOGLE TRANSLATOR.
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Lucky 7
Friends, have you any ideas? This problem is very actual.
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I remember that I tried to replace choosen animations with some smallest ones. It works for monsters, for example when I replaced scavenger stumble anims with some smallest .xmot file, I hitted creature and It stand without any animation and continues fighting. I don't remember what tool was I using and what files I was replacing, and links from this threads and video are dead. But I remembered that I was looking on smallest .xmot size. Sadly, when I tried to use that anims on humans, Hero after plenty animation uses started to float 5000m ahead from camera (same situations like shooting bandits floating 5m up ahead). For what you need empty animations?
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Lucky 7
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Lucky 7
Ok, problem is solved. No need to create empty file and no need to repack the whole _compiledAnimation.pack.
Thanks to Baltram, who remind me how to force engine not to use file *.xmot. Just create any file *.xmot.deleted and pack it.
You may use this tool.
Find original "target" files, create "_compiledAnimation" folder, copy files into it, copy also these two files ("tool"), run bat-file. All files now have size = 0 bytes and marked "deleted". Delete two files ("tool") from folder and pack new game archive.
Also I created Animation Mod. Sorry, still no description in English. But I will create new theme about it later if I manage to make even better version. Now I am trying to modify dll-files to remove interruption of animations after getting hit. May be some of you have expierance in debugger?
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Good work and very good idea! I will try your mod out :-)
There is also some very annoying thing with hero dropping his shield/weapon after 2,5 seconds even when the block mouse- button is still pressed ( i think it's 2,5 seconds ) do you think you could remove this crappy problem too?
Geändert von CzarnyAfgan (01.10.2013 um 11:58 Uhr)
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Lucky 7
 Zitat von CzarnyAfgan
There is also some very annoying thing with hero dropping his shield/weapon after 2,5 seconds even when the block mouse- button is still pressed ( i think it's 2,5 seconds ) do you think you could remove this crappy problem too?
Of cause you know that this is not a problem at all. Just turn off Alternative AI to "solve" it. But I am sure that it is possible to remove this feature from Alternative AI. E.g. I managed to remove "30%PickBroke" and "NotDuringCombat" features.
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I don't want to turn the "Alternative A.I." off because when it's on enemies are smarter and combat is more challenging- at least that's my impression. Shield / weapon drop is the only element that is redundant.
I wanted to download the tool you posted and try to do some modding ( I want to try to remove "ground spring attacks" on my own, but it looks like the WOP upload servers are down... )
Zandr - Could you please try to make a mod that removes the shield/weapon drop ? ( to use it with Alternative A.I. on )
Geändert von CzarnyAfgan (01.10.2013 um 13:11 Uhr)
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Lucky 7
 Zitat von CzarnyAfgan
I wanted to download the tool you posted and try to do some modding ( I want to try to remove "ground spring attacks" on my own, but it looks like the WOP upload servers are down... )
Mirror
 Zitat von CzarnyAfgan
Zandr - Could you please try to make a mod that removes the shield/weapon drop ? ( to use it with Alternative A.I. on )
Ok, I'll try later. But I am beginner in dll-files editing. I hope there are some more experienced camrades who can do much more difficult things.
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zandr wrote:
"Ok, I'll try later. But I am beginner in dll-files editing. I hope there are some more experienced camrades who can do much more difficult things. "
Thank you, thank you very much 
zandr - do you maybe also have a mirror to your animation mod?
Geändert von CzarnyAfgan (01.10.2013 um 14:42 Uhr)
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Lucky 7
 Zitat von CzarnyAfgan
zandr - do you maybe also have a mirror to your animation mod?
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Hey zandr - I have checked your mod and did some testing too - what I can say is: I need to admit this some very good attempt to fix G3 combat system and you are certainly going the right way . Amongs others -you eliminated the most annoying element of G3 combat - the very chaotic knock back animations.
What I need to comment:
You deleted the annoying knock back animations - in my opinion this is a good step, but I think they are still "needed" in some way, because game without knock back animations now looks a bit "unnaturaly" - in my opinion knockback animations should be somehow "reduced", but not totally deleted
-deletes knock down animations - I still think that knock down animations could be left in game to increase combat diversity, but I would rather delete the "spring attack animation" ( when hero/npc/orc ) gets up from the ground rapidly hitting everything in front of him/ behind him.
-I think that you should not delete the knock back animations - when hero/npc/orc/monster is hit by projectile as bolt or arrow, strenght of the knock back could be somehow reduced but not totally deleted
-I like very much the quickloot ( or quick pick ) way, in which the plants picking now works, it became very similar to Risen
Still very good work done congratulations! 
If people like you will continue work on animation changes maybe we will see some acceptable combat in Gothic 3
Geändert von CzarnyAfgan (02.10.2013 um 19:38 Uhr)
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Lucky 7
You deleted the annoying knock back animations - in my opinion this is a good step, but I think they are still "needed"  in some way, because game without knock back animations now looks a bit "unnaturaly" - in my opinion knockback animations should be somehow "reduced", but not totally deleted
-I think that you should not delete the knock back animations - when hero/npc/orc/monster is hit by projectile as bolt or arrow, strenght of the knock back could be somehow reduced but not totally deleted
It is only first test version 0.1. I agree that it should be improved (if possible).
-deletes knock down animations - I still think that knock down animations could be left in game to increase combat diversity...
You may find in Russian description:
It means that you may rename .p04 to .p02 and you will have knock down animations again.
Any player may suggest how to make combat system better. I am happy to get feedback from you.
...but I would rather delete the "spring attack animation" ( when hero/npc/orc ) gets up from the ground rapidly hitting everything in front of him/ behind him.
If you don't like GetUpAttack try to modify Script_Game.dll with this patch "patch". Your anti-virus may don't like it but it's Ok.
-I like very much the quickloot ( or quick pick ) way
Thanks! I also like saving my time by pressing only RMB.
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Nice nice nice 
This becomes better every time
Do you have any experiences with replacing animations with different ones?
Edit:
Could you make another patch or tell me how can I bring back the "stun" effect ( animation ) after being hit by projectile? I think such
animation should be in game after all.
Greetings 
Edit2:
Can you tell me which animations are responsible ( human/orc/moster ) for stun animation after being hit by bolt or arrow?
Geändert von CzarnyAfgan (04.10.2013 um 10:47 Uhr)
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Lucky 7
This becomes better every time
But still the whole room for improvements.
Do you have any experiences with replacing animations with different ones?
Yes, I have. Some animations "fits" to each other. For instance, it is possible to replace correctly any "Say"-animations on any "Ambient"-animations or even "Stumble"-animations. You may try this test mini-mod which I created to find interesting Ambient animations that may be added to standart Say animations (SD_* comands in info-files). Use "Spawn sh" for test.
Can you tell me which animations are responsible ( human/orc/moster ) for stun animation after being hit by bolt or arrow?
I don't know exactly. I guess there are no special "not melee" Stumble animations. You may make experiments and find out what Stumble animations are used in this case.
Could you make another patch or tell me how can I bring back the "stun" effect ( animation ) after being hit by projectile? I think such
animation should be in game after all.
So may be such separation on "melee" and "not melee" Stumble can be done on dll-level. But that's not so easy.
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Lucky 7
Zandr - Could you please try to make a mod that removes the shield/weapon drop ? ( to use it with Alternative A.I. on )
Ok, try this "patch". Please, test it carefully. I checked little bit - now block with weapon is unlimited for the hero, as well should be with schield. But I am not sure about NPCs.
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Thanks for patch, but you should check it - I moved the patch to game/scripts and succesfully patched the .dll
When I run the game, turned the alternative A.I. on and started a new game - the game crashes every time after I draw a weapon and right click for block - so something is wrong
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Lucky 7
When I run the game, turned the alternative A.I. on and started a new game - the game crashes every time after I draw a weapon and right click for block - so something is wrong
Oops! I told you I am very bad "hacker". Sorry for that. This is correct patch.
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Works fine now, thanks a lot! 
zandr - I found out the name of this group of animations responsible for "stun" effect after being hit by projectile ( bolt or arrow ) it's "_StumbleR_Hit_"
Edit:
There is a one conclusion from my observations of combat animations - the Gothic3's mayor problem with animations are too short pauses between one animation and another one, which comes after it. That often causes some visual chaos, unexpectable damage coming from anywhere and irrational behaviour -for example enemy, who is going down on the ground, but in almost the same moment ( only part of the seconds after ) his body becomes artiffically "lifted up" to recieve a hit from some other npc's weapon.
Better than David Copperfield... 
If we only could increase durations of each "stun" animation twice or even three times - everything would look more natural and the gameplay feel would also profit.
Then the changes to each combat attack move should come.
The most actual fix to do ( in my modest opinion ) is to give player possibility to block attacks of all monsters ( ok - of course except attacks of trolls and ogres - they are big guys after all ). The only one creatures that currently can be blocked using shield are Goblin and Minecrawler. I tried to fix this by altering templates in various ways, but it looks that this must be hardcoded into game script...
Geändert von CzarnyAfgan (06.10.2013 um 14:14 Uhr)
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Lucky 7
Sorry, I noticed your last post update only few day ago.
 Zitat von CzarnyAfgan
The most actual fix to do ( in my modest opinion ) is to give player possibility to block attacks of all monsters ( ok - of course except attacks of trolls and ogres - they are big guys after all ). The only one creatures that currently can be blocked using shield are Goblin and Minecrawler. I tried to fix this by altering templates in various ways, but it looks that this must be hardcoded into game script...
It took much time but finally I found out appropriate place in programme code and managed to create working version of such mod. Please, try it.
In original game all enemies armed with fists except Minecrawler can break the block. In this mod all enemies except Trolls can't break the block.
It is too difficult for me to change things for Ogres becaus they armed with weapon.
Also may be it is possible to create mod in which only block with schield can provide defence against animals. But in this mod you can block without schield, using any weapon.
Geändert von zandr (13.10.2013 um 07:40 Uhr)
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