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Thread: Looking for a certain tutorial...

  1. #1
    Senior Member
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    Looking for a certain tutorial...

    Hey I'm looking for CMDR Reservoir's tutorial for Custom FP Animations, but the link on TheGhost's site is outdated and doesn't work. Does anyone have it/a link to it?
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  2. #2
    Taiko Drums = Win
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    Re: Looking for a certain tutorial...

    CMDR Reservoir's tutorial is very outdated, as it was released in 04-05'. I haven't seen it in almost 3 years. I should create a new tutorial on how to do it properly soon.
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  3. #3
    Freakonomics Matooba's Avatar
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    Re: Looking for a certain tutorial...

    Use this one: http://hce.halomaps.org/index.cfm?pg=3&fid=1285

    and copy paste these to your wordpad, then save it.

    Note: (CtrlAltDestroy) JMA's have been changed to JMM because tool does generate data useless for first person animations when compiling JMA's. This information is called frame info, which is used for bipeds in walking, etc animations. (specifically, JMA generates dx and dy frame info). JMM, however, does not generate any frame info.

    Name: First-Person Idle
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Animation used when the user does nothing.



    Name: First-Person Posing
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Animation used when the user idles for a set about of time and "checks out" his weapon.



    Name: First-Person Fire-1
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Animation used when the user fires the primary trigger.



    Name: First-Person Moving
    Animation Type: JMO (Overlay)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Animation used when the user moves. (Generic "sway" of the weapon.)



    Name: First-Person Overlays
    Animation Type: JMO (Overlay)
    Frame Count: 9 [10 including 0]
    Specific Frame Info: Frame 0 - Default Position
    Frame 1 - Move Forwards
    Frame 2 - Move Backwards
    Frame 3 - Move Right
    Frame 4 - Move Left
    Frame 5 - Look Left
    Frame 6 - Look Right
    Frame 7 - Look Up
    Frame 8 - Look Down
    Frame 9 - Fully Automatic Firing

    Description: How the weapon reacts to movement. For example, when you move forwards, the gun lags a bit backwards, when you move left, the gun lags a bit to the right, when you look up, the gun points a bit more up.



    Name: First-Person Light-Off
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: When the user turns off the flashlight (?)



    Name: First-Person Light-On
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: When the user turns on the flashlight (?)



    Name: First-Person Reload-Empty
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: When the user reloads when the magazine is empty (Zero Rounds)




    Name: First-Person Reload-Full
    Animation Type: JMM (Base)
    Frame Count: : Any
    Specific Frame Info: N/A

    Description: When the user reloads when the magazine has one or more rounds in it.



    Name: First-Person Overheated
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: The ?default? animation when a weapon is overheated. Played after ?First-Person Overheating? and before ?First-Person O-H-Exit?.



    Name: First-Person Ready
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: The animation that is played when the user switches/brings out a weapon.



    Name: First-Person Put-Away
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: The animation that is played when the user puts away his weapon. (?)
    Addendum: (via Polar_bear) This animation only plays, and stops on the last frame, when sitting in a passenger seat in which the user cannot fire their weapon from (iirc), like the pelicans on Hugeass.


    Name: First-Person Overcharged
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: The animation that is continuously played when the weapon is charged.



    Name: First-Person Melee
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Played when the user melees his weapon.



    Name: First-Person Fire-2
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Animation used when the user fires the secondary trigger.



    Name: First-Person Overcharged-Jitter
    Animation Type: JMO (Overlay)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: The animation that is continuously played over ?First-Person Overcharged?.



    Name: First-Person Throw-Grenade
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Played when the user throws a grenade.



    Name: First-Person Ammunition
    Animation Type: JMO (Overlay)
    Frame Count: Magazine Capacity +1
    Specific Frame Info: Frame 0 ? Default
    Frame 1 ? Empty
    Frame 2 ? One Round Left
    Frame 3 ? Two Rounds Left
    Frame 4 ? Three Rounds Left
    ?
    Last Frame - Full

    Description: Defines what the weapon will look like depending on how much ammunition is remaining in the weapon.



    Name: First-Person Misfire-1
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Played when the user misfires the primary trigger.



    Name: First-Person Misfire-2
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Played when the user misfires the secondary trigger.



    Name: First-Person Throw-Overheated
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Played when the user throws a grenade while the weapon is overheated.



    Name: First-Person Overheating
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: The opening animation when the weapon overheats. Proceeded by ?First-Person Overheated?.



    Name: First-Person Overheating-Again
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Animation used when the user switches to a gun that is currently overheated.



    Name: First-Person Enter
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Animation played when the user enters the stage of reloading a weapon. Proceeded by ?First-Person Reload-Empty?.



    Name: First-Person Exit-Empty
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Played after the user finishes reload his weapon. Only used when the user started reloading when there was no rounds left in the magazine.



    Name: First-Person Exit-Full
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Played after the user finishes reload his weapon. Only used when the user started reloading when there was one or more rounds left in the magazine.



    Name: First-Person O-H-Exit
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: Animation played when the weapon has finished overheating. Preceded by ?First-Person Overheated?.



    Name: First-Person O-H-S-Enter
    Animation Type: JMM (Base)
    Frame Count: Any
    Specific Frame Info: N/A

    Description: (?)
    Last edited by Matooba; October 19th, 2008 at 08:05 AM.
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  4. #4
    Senior Member
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    Re: Looking for a certain tutorial...

    Cool, thanks. I've already tried Patrick's and failed twice, but I guess I'll try again.

    I should create a new tutorial on how to do it properly soon.
    Oh that'd be good. It's always nice to have multiple tutorials.
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  5. #5
    Senior Member Patrickssj6's Avatar
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    Re: Looking for a certain tutorial...

    Quote Originally Posted by seanthelawn View Post
    Cool, thanks. I've already tried Patrick's and failed twice, but I guess I'll try again.

    Oh that'd be good. It's always nice to have multiple tutorials.
    Mine was based and was an improved version of CMDR's but it's very old and there are way better ways of doing it now.
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  6. #6
    and Masterz1337 too! Advancebo's Avatar
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    Re: Looking for a certain tutorial...

    For the flashlight animations:
    I cant remember, but I think when you turn on the lights in the assault rifle, he moves his hand to press the green power button on the left side of the rifle
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  7. #7
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    Re: Looking for a certain tutorial...

    Quote Originally Posted by Advancebo View Post
    For the flashlight animations:
    I cant remember, but I think when you turn on the lights in the assault rifle, he moves his hand to press the green power button on the left side of the rifle
    http://img82.imageshack.us/img82/6051/arlightfu0.gif

    I personally used Patrick's to learn animating. worked great for me (and I still use the provided arms D: )
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  8. #8
    Taiko Drums = Win
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    Re: Looking for a certain tutorial...

    Quote Originally Posted by Advancebo View Post
    For the flashlight animations:
    I cant remember, but I think when you turn on the lights in the assault rifle, he moves his hand to press the green power button on the left side of the rifle
    The light-on and light-off animations are in the tag, but are never referenced in the game, and do nothing.
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  9. #9
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: Looking for a certain tutorial...

    light-on, light-off, and put-away arent properly coded to be used
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  10. #10
    Taiko Drums = Win
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    Re: Looking for a certain tutorial...

    1 hour, 35 minutes later, Killa.
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