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11-24-2005, 12:59 PM
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#1
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chown -R cchargin /plans/deathstar/*
Join Date: Apr 2004
Location: San Jose, CA
Posts: 203
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Animations cracked!
Hello all,
The mysterious rotations are no longer mysterious!
Thanks to JdNoa who figured out that the rotations are compressed quaternions AND how to uncompress them!
JdNoa sent me a patch to MDLOps and I tried it out on the infamous rancor model. For the first time in gmax I saw the rancor walking about, not scrunched up in a little ball!
JdNoa, you ROCK!
I just got the patch yesterday, so there is still a bit of work to do to get the rest of my code ready. So don't expect a new MDLOps in a few days. I just wanted to let everyone know that animations are on their way.
Oh, and I will be needing testers... If you are a person that isn't afraid of crashing Kotor (and perhaps your system), PM me.
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11-24-2005, 01:03 PM
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#2
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Dapper Chimp
Join Date: May 2004
Posts: 8,145
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OMG!
Nuff said.
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11-24-2005, 01:19 PM
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#3
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And I control your eyes
Join Date: Jul 2004
Location: USA
Posts: 4,363
Current Game: Fallout 3
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I think Achilles summed it up right there.
Fantastic news! This'll open up possibilities beyond control for the KotOR series. Keep us posted as you continue to test it out! 
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11-24-2005, 01:51 PM
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#4
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Rookie
Join Date: Apr 2005
Posts: 58
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OMG..............................
Holy shimaleans..........
I mean seriously this is a breakthrough.
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11-24-2005, 02:04 PM
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#5
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Ha-Ha Kotor Modding
Join Date: Sep 2003
Location: In the eye of the beholder.
Posts: 1,133
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OH GOD IN HEAVEN!
I
Im speachless
Uh
WOW.
Okay now you bbbreak ttthat module format you crazy man you!
Thanks cchargin for doin all of this, really shows you a good hearted man doing this for the community..
And mr JdNoa whoever you are, you deserve a heroe's welcome as well.
I don't need you no more in this world. I'll meet you in the next one, and don't be late.
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11-24-2005, 02:25 PM
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#6
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Rookie
Join Date: Apr 2004
Location: Canada
Posts: 39
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Quote:
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Originally Posted by Gsccc
And mr JdNoa whoever you are, you deserve a heroe's welcome as well.
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*waves*
Glad I could help with the most nifty mdlops. I enjoy figuring out data formats, actually.
(btw, that'd be Ms. JdNoa, thx.)
(edit: or JdNoa will do... I just meant I'd rather not be called Mr.! Heh.)
Last edited by JdNoa; 11-24-2005 at 05:39 PM.
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11-24-2005, 02:28 PM
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#7
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Ha-Ha Kotor Modding
Join Date: Sep 2003
Location: In the eye of the beholder.
Posts: 1,133
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GOOOOO! Im SO sorry, you really cant tell online these days.
I know my cousin casey would have chainsawed me had i had made that mistake with her, my deepest appologiez(dont even tell me how to spell that)
let me rephrase then...
And Ms. JdNoa whoever you are, you deserve a HEROINE's welcome as well.
I don't need you no more in this world. I'll meet you in the next one, and don't be late.
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11-24-2005, 02:28 PM
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#8
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Dapper Chimp
Join Date: May 2004
Posts: 8,145
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^^^^ *pokes GSCCC and agrees with JdNoa*
Looks like someone hasn't been paying much attention to the audio updates  . The female voice should have been a dead give away.
Kudos to all involved!
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11-24-2005, 02:45 PM
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#9
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Did you reset?
Join Date: Jan 2004
Location: Vancouver, BC
Posts: 2,971
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This is great news, you can count me in for testing. 
Last edited by T7nowhere; 11-24-2005 at 04:59 PM.
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11-24-2005, 02:54 PM
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#10
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Giant Monkey of Doom™
Join Date: Dec 2003
Location: Florida
Posts: 2,478
Current Game: Mass Effect 2
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I heart you.
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11-24-2005, 02:55 PM
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#11
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Ha-Ha Kotor Modding
Join Date: Sep 2003
Location: In the eye of the beholder.
Posts: 1,133
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AUDIO UPDATE???? WHAT THE HECK IS THAT?
MAN!!! I AM BEHIND ON MY GEEKYNESS.
Better do some brushing up. Eh Achillies? 
I don't need you no more in this world. I'll meet you in the next one, and don't be late.
Last edited by Gsccc; 11-24-2005 at 03:13 PM.
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11-24-2005, 02:59 PM
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#12
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Scruffy Englishman
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
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Wow! YAY! YAY! And so forth. This is great! I can smell new animations (Odd that really isn't it? I never ealised I had that skill)
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11-24-2005, 03:01 PM
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#13
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Jr. Malkavian Detective
Join Date: Jan 2005
Location: On the case! Both my minds!
Posts: 2,095
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OMG!!
You two ROCK!!
I thought this would never happen. I can't wait to see what comes of it!
WOOT!
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11-24-2005, 03:16 PM
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#14
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Rookie
Join Date: Oct 2004
Location: Houma, Louisiana
Posts: 202
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oh you guys.!!!.!!.! yall rawk!!!! but seriously, yall get on that module code now.
i'm 100% in love and on fire for God!
THE SECRET TO LIFE, THE UNIVURSE AND EVERYTHING IS............................
42
now watch srtongbad dance  :
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11-24-2005, 03:23 PM
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#15
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Rookie
Join Date: Sep 2005
Posts: 118
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Impressed Statement: It seems as if the organic meatbags have cracked the code concerning animations.
::HK-47 Bows Before You All::
Query: What will such talented and loving meatbags think of next?
Query: Lightmaps perhaps Masters? My motivators are giddy at the very notion!
Edit: I can test some too. Now finally my walking Gizka animated.gif may come true! But yes, having a squished Gizka in 3ds Max isn't all that useful.
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11-24-2005, 03:24 PM
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#16
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Join Date: Jan 2003
Location: Montreal, Canada
Posts: 733
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Ms. JdNoa , and Chuck you both rock  !!!
Count me in for testing  this is fantastic news
svösh
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11-24-2005, 04:57 PM
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#17
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Forumite
Join Date: Mar 2004
Location: England
Posts: 631
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heh, just browsing these forums for the first time in months and see this
good going guys 
Doom_Dealers Mods:
http://doomdealer.tripod.com/
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11-24-2005, 05:12 PM
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#18
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Senior Member
Join Date: Sep 2003
Posts: 1,056
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Quote:
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Originally Posted by Achilles
OMG!
Nuff said.
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What he said. But with !!!!11!!oneone!!!eleven!!1! added on the end for added effect.
And a huge welcome to Ms. JdNoa the boards new heroine.
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11-24-2005, 05:15 PM
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#19
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Scruffy Englishman
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
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So what exactly will be possible when creating animations. Obviously the engine has constraints but how far do they limit animation use?
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11-24-2005, 06:01 PM
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#20
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And I control your eyes
Join Date: Jul 2004
Location: USA
Posts: 4,363
Current Game: Fallout 3
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Yeah, I'm curious about that too. Does this mean new player model support?
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11-24-2005, 06:11 PM
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#21
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Rookie
Join Date: Sep 2005
Posts: 118
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I think so. Now we can use the animations of previous characters and give them to new ones. So, we can have melee weapon weilding droids and etc. I think.
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11-24-2005, 06:51 PM
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#22
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Jr. Malkavian Detective
Join Date: Jan 2005
Location: On the case! Both my minds!
Posts: 2,095
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Many people have complained about the way the Female charactors run.
Maybe that could be the first test?
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11-24-2005, 06:51 PM
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#23
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Ha-Ha Kotor Modding
Join Date: Sep 2003
Location: In the eye of the beholder.
Posts: 1,133
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Not only that but it will also lead to the eventual cracking of Modules, Animations are a big part of out door modules, IE trees moving in the wind, waterfalls. Also Machinery, turbines. It will happen eventually guys. Dont know about you but I can do with this for a while
Seriously though, what the heck are audio updates?!? 
I don't need you no more in this world. I'll meet you in the next one, and don't be late.
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11-24-2005, 07:36 PM
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#24
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Rookie
Join Date: Apr 2004
Location: Canada
Posts: 39
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Quote:
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Originally Posted by Gsccc
Seriously though, what the heck are audio updates?!? 
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Completely unrelated to this, so nothing to worry about.  We recorded voice updates a while back for TSLRP (Sith Lords Restoration Project), which is the mod project I spend much of my free time working on.
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11-24-2005, 08:00 PM
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#25
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36 Wings, 365 Eyes
Join Date: Oct 2004
Posts: 5,479
Current Game: Ass Effect
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Awesome! I'd be happy to do any testing.
Quote:
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Originally Posted by Sabretooth
We will be great failures one day, you and I
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11-24-2005, 09:53 PM
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#26
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Rating: Awesome
Status: Administrator
Join Date: Jan 2005
Location: Chicago, IL, USA
Posts: 8,416
Current Game: SWTOR
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Wow. I never thought that animations would ever be figured out. Great job both of you 
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11-24-2005, 10:30 PM
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#27
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Shadow Lord Of The Sith™
Status: Moderator
Join Date: Mar 2004
Location: Stormreach CA.
Posts: 9,184
Current Game: DDO, Stormreach
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Quote:
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Originally Posted by Achilles
OMG!
Nuff said.
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Quoted for emphasis...
Thanks to everyone involved... I'm all giddy with excitement. 
"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'" ----------------------------------------------------------------------
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11-24-2005, 10:51 PM
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#28
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Junior Member
Join Date: Jan 2004
Location: Modesto, CA (USA)
Posts: 314
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You know, this is why I still check in on this forum occasionally.
Yay, Chuck and JdNoa!
Count me in for testing if you could.
---------------------
(bee-knee-zee)
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11-24-2005, 10:53 PM
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#29
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And I control your eyes
Join Date: Jul 2004
Location: USA
Posts: 4,363
Current Game: Fallout 3
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Hey, long time no see, bneezy. Good to see you're still around. 
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11-24-2005, 11:44 PM
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#30
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Rookie
Join Date: Nov 2005
Location: Quebec City
Posts: 61
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OMG!
You can count me in as a tester also...
Good job!
LoneFerret
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11-25-2005, 12:19 AM
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#31
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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11-25-2005, 12:41 AM
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#32
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Rookie
Join Date: Aug 2005
Posts: 17
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One word: SWEET!!!
Keep up the good work Ms. JdNoa!
Quote:
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Originally Posted by Achilles
Nuff said.
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Darth_Pavel a.k.a. The guy in the Hologram
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11-25-2005, 01:39 AM
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#33
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Forumite
Join Date: Mar 2004
Location: Totally lost
Posts: 554
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Wow. Might as well hld up on my awesome modded-up KOTOR game so I don't have to use starchy Revan robes now. I applaud you two.
My sig is stupid.
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11-25-2005, 11:20 AM
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#34
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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This is great news Chuck.
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
[TSL]Holowan Plugin
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11-25-2005, 02:08 PM
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#35
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Works-In-Progress
~
Mods Released
~
Website
~
Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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11-25-2005, 04:09 PM
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#36
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Veteran
Join Date: Mar 2005
Posts: 966
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Holy Shiza...
The day of reckoning has come! 
This is wonderful news man, and JdNoa, you deserve a LOT of respect from now on.
/me waits eagerly for a mod to truly put this information to work.
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11-25-2005, 08:29 PM
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#37
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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*** WARNING - Technical discussion ahead! - WARNING ***
So which controller type(s) (number codes) do we know how to interpret now?
Also, which Perl revision are you using to build MDLOps; 5.6.x, 5.8.4, 5.8.7, etc? I get a strange runtime error when I build it against the 5.6.x release; Perl tells me it doesn't like the '[' type in the GeoHeader template, as in Z[32]. (I am using the Perl Dev Kit 6.0 w/PerlApp to build the .exe).
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
Visit the Kotor Tool Forum
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11-25-2005, 08:46 PM
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#38
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Rookie
Join Date: Jul 2005
Location: Illinois
Posts: 85
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Woohoo!! Best news I've heard in awhile, good job CChargin and JdNoa thanks a ton for always opening new doors for us.. 
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11-25-2005, 11:53 PM
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#39
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Destroyer of Burfday!
Join Date: May 2005
Location: Your liver... and a hobgoblin's jugular... simultaneously
Posts: 2,967
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Sooo, in dumb guy terms this means we can move models any way we want?
If so...
hmmm, maybe I'd better go warn Bastila about all the new stuff she's going to be doing in E-Mail only mods XP
The Binary Theory of Life: Inside the box = bad... Outside the box = good...
Sanity is the highest form of oppression.
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11-26-2005, 12:59 AM
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#40
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chown -R cchargin /plans/deathstar/*
Join Date: Apr 2004
Location: San Jose, CA
Posts: 203
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Hello all,
Quote:
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Does this mean new player model support?
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Well... We still have a problem with skin mesh. I don't know how to compile the bone weights for the .mdx. So, a brand new skin mesh body is most likely a no (for now). But changing character animations should be possible since the animations are stored outside the body models. However, completely new droids will most likely be a possibility, as well as droid melee animations!
Quote:
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So which controller type(s) (number codes) do we know how to interpret now?
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Still not that many, and pretty much only for meshes/animations.
Quote:
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Also, which Perl revision are you using to build MDLOps
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I am currently using Activestate Perl 5.8.6 build 811 and Activestate Perl Dev Kit 6.0 with PerlApp 6.0.0 build 117102.
Quote:
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this means we can move models any way we want?
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Well, within the limits of the game of course. I don't know if it is possible to add a completely new animation and have the game use it. We will have to see if it is possible for scripts and feats to access new animations. If we can't then we will be stuck with replacing original animations with new ones.
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releases 3000 killer sheep on an unsuspecting planet
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???????
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