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seanthelawn
September 26th, 2008, 06:12 PM
Hey I'm looking for CMDR Reservoir's tutorial for Custom FP Animations, but the link on TheGhost's site is outdated and doesn't work.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?

FRain
September 26th, 2008, 10:55 PM
CMDR Reservoir's tutorial is very outdated, as it was released in 04-05'.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.

Matooba
September 26th, 2008, 11:46 PM
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 (http://www.modacity.net/forums/member.php?u=15)) 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: (?)

seanthelawn
September 27th, 2008, 08:06 AM
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.

Patrickssj6
September 27th, 2008, 10:00 AM
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.

Advancebo
September 27th, 2008, 01:20 PM
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

Invader Veex
September 27th, 2008, 01:48 PM
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: )

FRain
September 27th, 2008, 04:32 PM
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.

Ki11a_FTW
September 27th, 2008, 06:07 PM
light-on, light-off, and put-away arent properly coded to be used

FRain
September 27th, 2008, 07:57 PM
1 hour, 35 minutes later, Killa.

seanthelawn
September 27th, 2008, 08:03 PM
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.

If there are better ways, someone should definitely make a tutorial on them. Even so, I tried yours again and it worked, so thanks a lot.

p0lar_bear
September 28th, 2008, 02:32 AM
Name: First-Person Put-Away
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: The animation that is played when the user puts away his weapon. (?)

Addendum: 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.

Hunter
October 3rd, 2008, 06:02 AM
The tutorial website really needs the links updating and some tutorial re made for some that are lost.

Couldnt CMT do it in their spair time as they have been doing this shit for a long time and know their stuff.

Masterz1337
October 3rd, 2008, 01:40 PM
The tutorial website really needs the links updating and some tutorial re made for some that are lost.

Couldnt CMT do it in their spair time as they have been doing this shit for a long time and know their stuff.
CMT is our "spair" time. I'll write any tutorials you want though if you want to pay my phone bill for a month.

Masterz1337
October 3rd, 2008, 01:45 PM
light-on, light-off, and put-away arent properly coded to be used
Interestingly enough the light ones were working in beta builds of H1.

Matooba
October 3rd, 2008, 04:09 PM
How much is your phone bill? What tutorial would you make if it was paid?

teh lag
October 3rd, 2008, 04:50 PM
How much is your phone bill? What tutorial would you make if it was paid?

Are you fucking serious? Do you understand the meaning of his post at all?

legionaire45
October 3rd, 2008, 06:47 PM
If Masters had suggested that someone buy him a car in exchange for tutorials, someone would have probably asked "what make and model?"

BTW, move on to Source. Billions and Trillions of tutorials for everything out there. Hell, UT3 or CryEngine 2.0 maybe.

Roostervier
October 4th, 2008, 08:54 AM
Btw, that list of first person animations Matooba posted is technically incorrect. Replace all the JMA's with JMM's. It'll work either way, but JMA's create redundant data (or so I'm told).

Matooba
October 4th, 2008, 12:44 PM
Are you fucking serious? Do you understand the meaning of his post at all?
Joke.....:( Just a joke..... No fun at all.

@flyinrooster:


Btw, that list of first person animations Matooba posted is technically incorrect. Replace all the JMA's with JMM's. It'll work either way, but JMA's create redundant data (or so I'm told).Is this true? I will change it if someone else agrees.

CtrlAltDestroy
October 4th, 2008, 06:45 PM
Yes, 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.

I also wrote that list of animations, way back when... ;p

Roostervier
October 4th, 2008, 06:48 PM
Yeah, leet was the one who told me in the first place anyway. lol