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Thread: How to merge animations from 2 different mods

  1. #21
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: How to merge animations from 2 different mods

    I've started to have a look through your files. So far, I' haven't found the problem.
    But I've notice the strange "behaviour" of the software when unpacking the pack.dat file. It could be due to the amount of files in it (quite numerous actually ). But that's just a guess.

    Edit: Is your game running fine without the BreUnor animations? I'm asking because I've spotted some differences between your entries in the descr_skeleton file and the original one from the Myth.
    Last edited by Lifthrasir; December 22, 2015 at 06:49 AM.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  2. #22

    Default Re: How to merge animations from 2 different mods

    Quote Originally Posted by Lifthrasir View Post
    I've started to have a look through your files. So far, I' haven't found the problem.
    But I've notice the strange "behaviour" of the software when unpacking the pack.dat file. It could be due to the amount of files in it (quite numerous actually ). But that's just a guess.

    Edit: Is your game running fine without the BreUnor animations? I'm asking because I've spotted some differences between your entries in the descr_skeleton file and the original one from the Myth.
    The mod works fine without breunor units, the problem starts when i put the entry of the unit in the battlemodel_DB of MOS. the desc_skeleton its the one of mos 1.70.
    A funny thing is that they already have implement some animations of myth and the wolf unit. It's very strange that breunor unit cause a lot of problems.

  3. #23

    Default Re: How to merge animations from 2 different mods

    Do you know the purpose of these lines and numbers?
    I found them only in the beginning of the descr_skeleton:
    Spoiler Alert, click show to read: 
    ;;;;;;;;;; test for bones in a weapon ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;type fs_test_weapon
    ;anim default data/animations/test_weapon/weapon_frame0.CAS
    ;anim stand_a_idle data/animations/test_weapon/weapon_anim.CAS

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type fs_test_primary_weapon
    anim default data/animations/test_weapon/sword_1_primary_0.CAS
    anim stand_a_idle data/animations/test_weapon/sword_1_primary_anim.CAS

    type fs_test_secondary_weapon
    anim default data/animations/test_weapon/sword_2_primary_0.CAS
    anim stand_a_idle data/animations/test_weapon/sword_2_primary_anim.CAS

    type fs_test_shield
    anim default data/animations/test_weapon/shield_primary_0.CAS
    anim stand_a_idle data/animations/test_weapon/shield_primary_anim.CAS

    type fs_test_primary_bow
    anim default data/animations/test_weapon/Bow_primary_0.CAS
    anim stand_a_idle data/animations/test_weapon/Bow_primary_anim.CAS

    type fs_test_secondary_bow
    anim default data/animations/test_weapon/Bow_secondary_0.CAS
    anim stand_a_idle data/animations/test_weapon/Bow_secondary_anim.CAS

    type fs_test_primary_smallround_shield
    anim default data/animations/test_weapon/smallround_primary_0.CAS
    anim stand_a_idle data/animations/test_weapon/smallround_primary_anim.CAS

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



    Spoiler Alert, click show to read: 
    17 snaga_skirmishers
    1 1
    48 unit_models/_Units/EN_Lmail_Hmail/omss_lod0.mesh 6400
    5
    3 hre
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_orcsmm.texture
    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_orcsmm_normal.texture
    45 unit_sprites/hre_snaga_skirmishers_sprite.spr
    6 france
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_orcsmm.texture
    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_orcsmm_normal.texture
    45 unit_sprites/hre_snaga_skirmishers_sprite.spr
    8 portugal
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_orcsmm.texture
    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_orcsmm_normal.texture
    45 unit_sprites/hre_snaga_skirmishers_sprite.spr
    4 merc
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_orcsmm.texture
    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_orcsmm_normal.texture
    45 unit_sprites/hre_snaga_skirmishers_sprite.spr
    5 slave
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_orcsmm.texture
    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_orcsmm_normal.texture
    45 unit_sprites/hre_snaga_skirmishers_sprite.spr
    5
    3 hre
    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture
    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0
    6 france
    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture
    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0
    8 portugal
    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture
    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0
    4 merc
    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture
    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0
    5 slave
    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture
    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0
    1
    4 None
    24 MTW2_Goblin_Fast_Javelin
    21 MTW2_Goblin_Fast_Mace 2
    27 MTW2_Goblin_Javelin_primary
    14 fs_test_shield 2
    24 MTW2_Goblin_Mace_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    Basically this unit of MOS are very similar to the breunor unit.
    The differences are the shield lines, but both units don't have a shield in the game.

    Infact the breunor:
    Spoiler Alert, click show to read: 
    7 breunor
    1 1
    45 unit_models/_Units/tfl_merc/breunor_lod0.mesh 5200
    6
    8 scotland
    57 unit_models/_Units/tfl_merc/textures/breunor_merc.texture
    59 unit_models/_Units/tfl_merc/textures/breunor_normal.texture
    36 unit_sprites/merc_breunor_sprite.spr
    6 russia
    57 unit_models/_Units/tfl_merc/textures/breunor_merc.texture
    59 unit_models/_Units/tfl_merc/textures/breunor_normal.texture
    36 unit_sprites/merc_breunor_sprite.spr
    5 turks
    57 unit_models/_Units/tfl_merc/textures/breunor_merc.texture
    59 unit_models/_Units/tfl_merc/textures/breunor_normal.texture
    36 unit_sprites/merc_breunor_sprite.spr
    5 spain
    57 unit_models/_Units/tfl_merc/textures/breunor_merc.texture
    59 unit_models/_Units/tfl_merc/textures/breunor_normal.texture
    36 unit_sprites/merc_breunor_sprite.spr
    7 hungary
    57 unit_models/_Units/tfl_merc/textures/breunor_merc.texture
    59 unit_models/_Units/tfl_merc/textures/breunor_normal.texture
    36 unit_sprites/merc_breunor_sprite.spr
    5 slave
    57 unit_models/_Units/tfl_merc/textures/breunor_merc.texture
    59 unit_models/_Units/tfl_merc/textures/breunor_normal.texture
    36 unit_sprites/merc_breunor_sprite.spr
    6
    8 scotland
    52 unit_models/AttachmentSets/breunor_merc_diff.texture
    47 unit_models/AttachmentSets/breunor_norm.texture 0
    6 russia
    52 unit_models/AttachmentSets/breunor_merc_diff.texture
    47 unit_models/AttachmentSets/breunor_norm.texture 0
    5 turks
    52 unit_models/AttachmentSets/breunor_merc_diff.texture
    47 unit_models/AttachmentSets/breunor_norm.texture 0
    5 spain
    52 unit_models/AttachmentSets/breunor_merc_diff.texture
    47 unit_models/AttachmentSets/breunor_norm.texture 0
    7 hungary
    52 unit_models/AttachmentSets/breunor_merc_diff.texture
    47 unit_models/AttachmentSets/breunor_norm.texture 0
    5 slave
    52 unit_models/AttachmentSets/breunor_merc_diff.texture
    47 unit_models/AttachmentSets/breunor_norm.texture 0
    1
    4 None
    25 MTW2_breunor_Slow_Javelin
    26 MTW2_breunor_Fast_Knifeman 1
    28 MTW2_breunor_Javelin_primary 1
    26 MTW2_breunor_Knife_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  4. #24
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: How to merge animations from 2 different mods

    The fs_test_shield has something relating to the animation of the shield if I remember it correctly. I can't remember precisely and I'm unable to find the source where I read something about it.

    The number you highlighted is to tell the game how many entries are following. For the Breunor, it's a "1" because there's no shield. For the snaga skirmishers, it's a "2" because of the shield. For more info, read the tutorials about the modeldb file. It's explained in a much better manner than mine

    Regarding your problem, I haven't found anything wrong with your modeldb file or descr_skeleton file. With what is mentioned in your log, I think that there an error in one of the relevant skeleton for that animation. It might take a while before I find out. But no worries, I'm not forgetting you
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  5. #25

    Default Re: How to merge animations from 2 different mods

    Thanks to the Gods of modding and the great holy Ape
    I have play with the unit in custom battle without crash!!!
    It was exactly that missing line about Shield which cause the problem, infact i put the lines like the snaga skirmishers and it worked:

    Spoiler Alert, click show to read: 
    7 breunor
    1 1
    41 unit_models/_Units/Myth/breunor_lod0.mesh 5200
    3
    5 spain
    53 unit_models/_Units/Myth/textures/breunor_merc.texture
    55 unit_models/_Units/Myth/textures/breunor_normal.texture
    36 unit_sprites/merc_breunor_sprite.spr
    4 merc
    53 unit_models/_Units/Myth/textures/breunor_merc.texture
    55 unit_models/_Units/Myth/textures/breunor_normal.texture
    36 unit_sprites/merc_breunor_sprite.spr
    5 slave
    53 unit_models/_Units/Myth/textures/breunor_merc.texture
    55 unit_models/_Units/Myth/textures/breunor_normal.texture
    36 unit_sprites/merc_breunor_sprite.spr
    3
    5 spain
    52 unit_models/AttachmentSets/breunor_merc_diff.texture
    47 unit_models/AttachmentSets/breunor_norm.texture 0
    4 merc
    52 unit_models/AttachmentSets/breunor_merc_diff.texture
    47 unit_models/AttachmentSets/breunor_norm.texture 0
    5 slave
    52 unit_models/AttachmentSets/breunor_merc_diff.texture
    47 unit_models/AttachmentSets/breunor_norm.texture 0
    1
    4 None
    25 MTW2_breunor_Slow_Javelin
    26 MTW2_breunor_Fast_Knifeman 2
    28 MTW2_breunor_Javelin_primary
    14 fs_test_shield 2
    26 MTW2_breunor_Knife_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002



    It woulb be interesting thing understand why these units like breunor and snaga skirmisher needs a shield entry but they don't have it ingame.
    If you play the breunor unit in the Myth mod, it doesn't need the fs_test_shield line, it works perfectly but in the TATW mod no. Why?
    However thanks for your support and i whish you merry christmas and happy hollydays!!!

  6. #26
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: How to merge animations from 2 different mods

    Glad you made it work.
    Yep, I don't see why that line is that important. If I find something, I'll let you know.
    Merry Xmas.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  7. #27

    Default Re: How to merge animations from 2 different mods

    Hello!

    Have any of you tried the game's .exe native packer for animations and skeletons?
    The engine successfully creates the .dat and .idx files but however not all the animations seem to be packed and must remain outside loose in the folder...
    not sure why this happens and haven't seen any thread addressing that so that's why I'm writing it here.

    Any ideas, past experiences?

    Also, I've noticed something weird, the binary data doesn't match when packing with the game engine and unpacking with Zarathos' tool
    in fact the unpacked animations from SS6.4 apparently causes CTD right away

  8. #28

    Default Re: How to merge animations from 2 different mods

    About inserting new animations...
    When editing the anim files, apart from the extractors for anims/skeletons, as well the .txt lists must be edited for all new additions and the path of the extracted anim files must be changed via Notepad++ (as when passing anims from one mod to another, the mod path needs to change as well), and of course the descr_skeleton... all must be done synchronically, otherwise CTD at game start...


  9. #29

    Default Re: How to merge animations from 2 different mods

    Ok upon further testing, the animations not packed were actually not referenced in the descr_skeleton.txt, which makes sense...so that part can be disregarded.

    I have managed a working .dat and .idx using original animations and other animations files which were provided in loose format (not packed)

    However I still have a persistent problem, animations unpacked with Zarathos' Tool (v0.6) do seem to cause CTD when you try to pack them with the Engine's native packer.

    So my question is this, have anyone else experienced this?
    Do I have to forcibly repack with Zarathos' Tool again?

  10. #30
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: How to merge animations from 2 different mods

    I haven't used the Zarathos' tool v0.6. I'm fine with the previous version (v0.5) as I've never encourtered any issue with it while unpacking/packing the animations. There are several posts mentioning issues with the v0.6 and I don't know if it has been fixed. That might be the reason.

    Another point is that there are a bunch of useless animations in SS6.4. Basically, you just need the pack.dat, pack.idx, skeletons.dat and skeletons.idx files and the folder named engine. All the others can be removed. I have no idea why bit the folder "engine" has to be kept or the game crashes.

    Now, I'm not sure to get what you call "the engine native packer" but if it is the tool included in M2TW, I think that it is incompatible with the Zarathos' tool as the list of animations (once unpacked) should be in different formats in both tools.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  11. #31

    Default Re: How to merge animations from 2 different mods

    And upon further investigation, I came across this post:
    Quote Originally Posted by Morfans View Post
    This tool actually works fine.

    My mistake was to assume that any animation in ".cas" format was equal to M2TW, which is not the case.

    Animations in .cas format that tools (like Milkshape/Goat) can handle or the database CA released (here) are different from those packed in .dat/.idx databases. You can directly see that through a hex editor.

    I wanted to create a "idx" package by assembling animations in both formats, but that's not possible.

    I solved it by :

    • consolidating all "Goat" format animations with the CA package
    • letting the game assemble a new idx from the consolidated package
    • unpacking the idx with this tool
    • merging all idx animations (those natively availabe in idx format and those converted by the game) into a common folder
    • repacking with this tool

  12. #32

    Default Re: How to merge animations from 2 different mods

    What I can say is that when I edit animations and customize them, I use the xidx, and the batch files of extract_animations/extract_skeletons, pack_animations/pack_skeletons so as to obtain the new .dat and .idx once I did all necessary changes to implement them... and never encounter problems with it.


  13. #33

    Default Re: How to merge animations from 2 different mods

    @Lift: Yeah I figured out about the "engines" folder thing, since the engines animations are referenced by descr_engine_skeleton.txt, it is irrelevant for the packed files, which essentially only deals with descr_skeleton.txt
    And the CTD when the folder is missing happen because it contain the mangonel animations and events which are nowhere else to be loaded because it was added with the Kingdoms' Teutonic Campaign, all other engines anims are stored in the main Data_#.Pack files.

    About the useless animations in SS6.4, well they are in "editable" CAS format, which is the one that the game's native packer can read as well as GOAT/GOAL tools, so I suppose the devs had them there for future editing or whatever, but it's true that they can be removed without any impact on the game whatsoever.

    @rafmc1989: So you're saying you've actually managed to get editable animations from the files extracted? do these work with GOAT?
    I've used XIDX for extracting sound files successfully, however about using it for the animations/skeletons I've read several posts discouraging it's use because it corrupts the data...not sure how bad it is though.

  14. #34

    Default Re: How to merge animations from 2 different mods

    Melooo I use the Vercingetorix tool most of the time
    http://www.twcenter.net/forums/downl...?do=file&id=32
    and never had problems about other data files... just need to edit the lists for skeletons and animations, plus modifications in the descr_skeleton and it's done... Moreover, I usually do manual editing to the d_skeleton for some animations that I want to look different , like cutting the reload sequence to javelinmen, adding a sequence variety to maces/axes and so on (and finally report the new edited animations in the .db)... Works with zero issues.

    And as you said, I use it for customized music as well, and no problems.


  15. #35

    Default Re: How to merge animations from 2 different mods

    Thank you for the guide.

    However I cannot see the screenshots you have posted due to bandwidth issues on photobucket's end.

    I seem to have problems with skeletons because when merging the packs the newly merged pack of skeletons cannot be loaded without CTD when starting the game. Logs tell me nothing.

    Also when editing a skeleton file with notepad ++ is there a way to make the formatting neater? All I see are NULL NULL NULL directory NULL NULL...

  16. #36

    Default Re: How to merge animations from 2 different mods

    always check to have the corrected path of the new folder where the animations are included when you edit with Notepad++, as well as updating the descr_skeleton and the txt lists generated by the extraction of animations...
    CTD means one of the processes is not correct, it's a delicate manouver... To avoid continuous errors, try merging one animation at time and you pack again, then unpack and add another one, etc...

    While, the NULL NULL stuff it's the coding itself, what matters is the correct path of the folder containing the animations...


  17. #37
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: How to merge animations from 2 different mods

    @ IGdood, thanks for reminding me that bloody new Photobucket policy. I'll re-upload them somewhere else

    For the rest, it's what rafmc1989 said. The only interesting part in these files are the paths. All the "fancy" font/letters/words don't concern us for the job.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  18. #38
    Frunk's Avatar Form Follows Function
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    Default Re: How to merge animations from 2 different mods

    May as well upload them to a Profile Album, mate.

    http://www.twcenter.net/forums/album.php?u=71862

  19. #39
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: How to merge animations from 2 different mods

    Thanks Frunk

    Edit: the missing pics have been restored in the OP

    @ Frunk, the pic loaded on TWC album appeared too small while posted in threads. So I've used Imgur instead.
    Last edited by Lifthrasir; November 13, 2017 at 04:11 AM.
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  20. #40
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    Default Re: How to merge animations from 2 different mods

    Odd. Mine seem to upload to near-enough full res. Imgur is good as well, though, as long as you use an account.

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