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Time to train!
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Post by Sentaku Yujo on Mar 15, 2018 1:29:32 GMT
where do i find havock files?
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Conqueror Of The Sea
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Post by olganix on Mar 15, 2018 13:44:33 GMT
where do i find havock files? Convert a map file in Xml with XenoXmlConverter, you will have a folder with the name of the map file, with inside the Havok files and CollisionGeometry.emd (visual debug of groups of Havok, see the hierarchy in map/hitbox). I advice to anyone to test before map file by remove one by one the "Object" part from the last to the first. you should understand what is in the stage. (in BFten, for resume (last to first) : -rock generated from collision kmh (kamehameha) and a wall/havok of a building, -buildings boundingbox/mesh, -parasols and other objects -"small scene" for say to the engine to update the render to texture, for the zeplin TV texture. -round animation for zeplin LCD -zeplin -emo 02 for all the buildings + public, with havok : -for ground, -wall (visual when you are near), -wall invisible -and all buildings and public. -emo 01 for sky. )
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Post by olganix on Mar 15, 2018 15:26:53 GMT
Hi. I try to simplify the case of Blender for camera animation edition. I have release a new version of EmdFbx (don't forget to update the blender pluging)
It's not a sucess on fov or Roll animations witch still need to be animate by hand (because there isn't animation of focal length in actions , or if someone success , contact me)
But it's good to avoid manually selection of action and TrackToConstraint. It's also better in final Xml, you have more than necessary animations, but the last witch, the only one witch have position + targetCameraPosition, it's all good. so you just have to remove others.
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Conqueror Of The Sea
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Post by olganix on Mar 16, 2018 9:31:19 GMT
Hi. apparently a little bug was on EmaEan.exe. I updated it.
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Conqueror Of The Sea
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Post by olganix on Mar 22, 2018 0:44:41 GMT
Hi. I just refresh link to tutorials on the first page. and I also add a 'tutorial', a look for stage things (map/havok/spm). take a look here
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Post by Feraz on Mar 30, 2018 9:21:39 GMT
Hi olganix, thanks for you work, you're helping the scene a lot! Can I ask you, if you could take a loot at OBL files? specifically "OptionBGMList.obl" file, that maybe has something to do with BGM selection, I'd like to add new tracks to the game, but unfortunately I've got no skills in programming, thanks in advance for any answer ^^
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Post by olganix on Mar 31, 2018 14:51:17 GMT
Hi olganix, thanks for you work, you're helping the scene a lot! Can I ask you, if you could take a loot at OBL files? specifically "OptionBGMList.obl" file, that maybe has something to do with BGM selection, I'd like to add new tracks to the game, but unfortunately I've got no skills in programming, thanks in advance for any answer ^^ I haven't scheduled to do that file format. I just take a look, it's was very pretty easy to xml that file. are you really sure you need this to "add a new track" ? I don't want to do this for nothing.
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Post by Feraz on Mar 31, 2018 15:43:56 GMT
I'm not 100% sure, but I think it has something to do with bgms, i've got no infos, so i've asked you, obiously, don't worry, if you don't want to risk to waste time, it's okay, thanks for the answer btw
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Post by olganix on Apr 6, 2018 9:45:10 GMT
Add Obl, I take less than one hours for that. It's done => XenoXmlConverter version 2.2.1. Notice: the unk_2 with 0x1XX may be must be separate. but i don't know about BGM at all.
I also just update EanOrganizer for new BoneFilters Preset (and also arms updated) : 'spine', 'wings', 'sword', 'cane', 'spear', 'acessories'. Have a good day.
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Post by olganix on Apr 9, 2018 13:07:10 GMT
Hi everyone. By trying to solve troubles on add animations for stage, I see discovered lot of fonctionnalities on esk, ean, emo , and ema., more precisely on unknow values/parts. For making character, it's work in most of case (else everyone will crying), but if you try to make a animation for a object in a stage, please wait futur updates of the tools + more informations into the tutorial/look on stages. Have a good day
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Post by ussj2trunks on Apr 26, 2018 17:21:36 GMT
olganix Hi, I need your help: could you teach me how is possible to give tail animation with eanorganizer?
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Post by olganix on Apr 27, 2018 7:38:36 GMT
Hi. (hyp: you allreaady have Tail's bones with the right names. if not , do it in blender, or copy bone with EskOrganizer). If File_1.ean don't have Tail's animations, and File_2.ean have the same animations but with tail's (the duration could not be the same): Load both file
Load File_1.ean Load File_2.ean Now, get the "lastIndex" of animation (for after copy a range)
GetAnimList 1 Now, we add Tail's bones in a filter (the copy/paste will be done on only on this bones)
AddBoneFilterPreset 0 tail On this line replace "<lastIndex>" by the last index.
CopyPasteRange_WithBoneFilter 1 0 0 <lastIndex> And now just save
Save 0 File_1_modified.ean
If you need to do the same for only one by one animation, just use "Copy" and "PasteWithBoneFilter" commands. Type "Help" for explaination on all commands.
Have a good day.
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Post by ussj2trunks on Apr 27, 2018 16:22:02 GMT
I will try, thank you.
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Post by ussj2trunks on Apr 29, 2018 20:02:44 GMT
olganix ok, now I have another a question: what about skills? I mean, for example big bang kamehameha has no problem with tail animation, because this move belong to gogeta ssj4, but soul punisher yes... is it a solvable problem?
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Post by olganix on May 1, 2018 12:49:35 GMT
you have to edit the animation (and skeleton) of the character of the effect, to add the tails.
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Post by ussj2trunks on May 1, 2018 14:23:46 GMT
you have to edit the animation (and skeleton) of the character of the effect, to add the tails. sorry, what? the animation OF THE CHARACTER OF THE EFFECT? what does it means?
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Post by olganix on May 2, 2018 7:13:56 GMT
if I take the skill "data\skill\SPA\000_GOK_KMH" (Goku classic Kamehameha), you have 000_GOK_KMH.ean to animate the character or the player witch will do the kamehameha. If this animation don't have Tails, you will have tails no animated. (Notice there is also 000_GOK_KMH_F.ean, and 000_GOK_KMH_MAM.ean for special cases).
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Post by ussj2trunks on May 3, 2018 14:15:31 GMT
if I take the skill "data\skill\SPA\000_GOK_KMH" (Goku classic Kamehameha), you have 000_GOK_KMH.ean to animate the character or the player witch will do the kamehameha. If this animation don't have Tails, you will have tails no animated. (Notice there is also 000_GOK_KMH_F.ean, and 000_GOK_KMH_MAM.ean for special cases). nothing works... gogeta super saiyan has his personal skill animation (1200_SOL_GG1 for example), but even if I give the tail animation to his personal file, tail doesn't move and I don't know why. I tried other thing, like taking the 1200_SOL_F animation (frieza race? female? boh...) and change its name, but it doesn't work with the GG1 tag, and it works, I don't know how, without a final tag, like it was the "simple" 1200_SOL; BUT, if I try to change the other 2 gogeta's personal skill, nothing else works anymore, as if there was conflict between them... this is a big chaos... I believe it's an unsolvable problem, the only way is to create a new character with eternity's tools, which it won't have personal skill animation and it will use the same of the other race, with no problem like this.
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Post by razedevastator on May 4, 2018 8:54:35 GMT
olganix, I understand you're a busy man and your modding tools are the stuff of legends... I've recently taken up to stage editing thanks to your latest tools. If I may ask, what precisely would I need to edit in stages to change the shape/size (or even add/remove) boundary walls for the stages? I think in the XML of the map file, they were referred to as "invisible walls". Any help at all would be GREATLY appreciated!
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Post by olganix on May 4, 2018 11:38:38 GMT
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