How to make an animated MDL
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I cant give enough kudos for this. This is an exceptional tutorial. While Mick is the maker of this fantastic programme, you've done a great job of condensing the necessary stages in getting it to work.
One question: In a hex editor, open an existing PRF that corresponds to the animations you have included in your MDL and write your MDL's name over the original MDL name. Save the altered PRF under a new name. Can i use any prf? For example if i were to create an enemy i could just use a skeletons prf? Edited: Does x2mdl automatically assign 'take damage' / attack points for the enemies mdl? Edited again: If i were to make a custom hidden door for use with a map editor where would i place my mdl and cp?
I'm glad if you find it helpful :)
No one has taken the time to chart PRF files so there are a lot of unanswered question. That was why I posted here: https://swordofmoonlight.com/bbs/index.p...ml#msg5347 When we learn more about their format, we should be able to make custom to match our models. Quote:Can i use any prf? For example if i were to create an enemy i could just use a skeletons prf?Untill we learn more about PRFs, you should use one from an enemy that has all the animations which you included in your custom model. You can tell which animations are listed in a specific enemy's PRF by looking at them in the Parameter editor The buttons that aren't greyed out show you which animations are listed in that PRF. The picture attached shows which animation number-names go with which buttons. For Objects, you should use a PRF from a corresponding type (door, chest etc). I think PRFs for NPCs are all interchangeable. Quote:If i were to make a custom hidden door for use with a map editor where would i place my mdl and cp?For a custom hidden door, you would place the MDL and CP in ".../data/OBJ/Model" folder. And use a PRF from an existing door. Quote:Does x2mdl automatically assign 'take damage' / attack points for the enemies mdl?I honestly have no idea about this. My educated guess would be the 'take damage' area is decided by the collision size/shape set in the PRF. -- -------------------------------------- There's a couple addendums to the How-to. 1) Mick says MDLs can have at least 4 different 256x256 textures used on each model (how-to said only 1) . I haven't tested it though. 2) It appears that x2mdl might turn the first frame of an animation into a 'default pose' for the model, but that frame is not used in the actual in-game animation. So, you might have to make your animation start on the second frame. Especially for doors and such or they will appear open a little in-game.
2011-03-21, 09:48 PM
I updated the x2mdl how-to, but the first one I wrote only had one download. I expect Verdite is the only person interested so it's not worth my time to type up a long how-to.
However, I'll answer any questions and try to help people step-by step with any specific projects they want to do. That's probably the best way to learn anyways. The new x2mdl how-to is available here: https://swordofmoonlight.com/bbs/index.p...ml#msg5433
2011-03-21, 10:29 PM
I think madison lastrega will be working with it too, he really wants custom enemies in his game, thing is he rarely posts
Probably once the new demos get some nifty new enemies some people may get their feet wet.
2011-03-21, 11:56 PM
If we get some standardized animated skeletons together and available for download, it should be quite easy for people to slap a new model on the animated bones. That might generate more interest
2011-03-24, 04:02 AM
Hope it helps. I successfully created an decently functioning NPC so we're getting closer. . .
The latest version of x2mdl (available on som.net) no longer inverts stuff so it's easier to use. Also, I learned you can only 'save as animated X' when you're in Keynote's "motion" mode. If you try in a different 'control mode', you get an untranslated Japanese error. If anyone wants to create a specific animated part, I'll try to help with the process.
2011-03-25, 02:51 PM
About your arm mdl, i tried to get it in game for test purposes and it wouldnt show, the swing anim was weird for my weapon too.
2011-03-25, 06:25 PM
I cant wait til I can buckle down on all this new stuff youve guys have worked on and start messing with and helping out some.
It just seems so cool you guys have broken the lock on this feature. John, I wanted to ask you, do you happen to know where the animations for the player swing are stored, do you think it would be possible to create new ones, such as bow and arrow or 2 handed swing or even customs for sword magic like KF3?
- Todd DuFore (DMPDesign)
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