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[Tutorial] Simple .ANI Tutorial

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Post by CometStrife Thu Nov 03, 2011 3:46 am

just remove the rest, and for the additional spaces, replace them with spaces (20)
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Post by Guest Thu Nov 03, 2011 4:44 am

Ok, I'll try it. More important thing is dependancy of filesize to number of spawners. Is there any calculation algorithm? Oh! Almost forgot. Do anybody know how game calculates how much consecutive blows to deliver until it's "enough" (mech falls and turns yellow) and can it be edited or not?
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Post by CometStrife Fri Nov 04, 2011 4:53 am

ATTACK(blabla,.....,blabla,blabla);
the ... decides it
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Post by Guest Sat Nov 05, 2011 9:37 am

ok uh how do u change the sound and Textures of other beam attacks?
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Post by CometStrife Sun Nov 06, 2011 12:33 am

sound is based on Snd(number);
for the numbers, they start from 0. i've never really been interested in them, so i don't bother finding them out. thou i do know Snd(8); is the sound for funnel release
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Post by Guest Sun Nov 06, 2011 9:20 am

I see. what about textures?
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Post by CometStrife Sun Nov 06, 2011 9:56 pm

could you post all your questions at once? for textures, refer to the ani tutorial
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Post by Guest Tue Nov 08, 2011 2:08 am

i have a question.. can i use the spaces (red ones) to add runproc/weaponattack(dark blue) in what manner could possibly be done? i tried add weaponattck(blue ones) as it only two so i made it four totally ..but i got error .. i know icouldbe posible coz originally the kd_06 has 6 of them 6 of them right?

03511909 5D 54 65 78 4E 6F 20 5B 36 5D 97 55 ]TexNo [6] U
03511921 93 B1 8A 70 93 78 2A 31 30 30 0D 0A . p x*100..
03511933 20 20 20 20 20 20 20 20 20 20 20 20
03511945 20 20 20 20 20 20 20 20 20 20 20 20
03511957 20 20 20 20 20 20 20 20 20 20 20 20
03511969 20 20 20 20 20 20 20 20 20 20 20 20
03511981 0D 0A 20 20 20 20 20 20 20 20 20 20 ..
03511993 20 20 20 20 20 20 20 20 20 20 20 20
03512005 20 20 20 20 20 20 20 20 20 20 20 20
03512017 20 20 20 20 20 20 20 20 20 20 20 20
03512029 20 20 0D 0A 20 20 20 20 20 20 20 20 ..
03512041 20 20 20 20 20 20 20 20 20 20 20 20
03512053 20 20 20 20 20 20 20 20 20 20 20 20
03512065 20 20 20 20 20 20 20 20 20 20 20 20
03512077 20 20 20 20 0D 0A 20 20 20 20 20 20 ..
03512089 20 20 20 20 20 20 20 20 20 20 20 20
03512101 20 20 20 20 20 20 20 20 20 20 20 20
03512113 20 20 20 20 20 20 20 20 20 20 20 20
03512125 20 20 20 20 20 20 0D 0A 0D 0A 20 20 ....

03512137 20 20 20 20 20 20 20 20 20 20 20 20
03512149 20 20 20 20 20 0D 0A 0D 0A 45 4E 44 ....END
03512161 49 46 3B 0D 0A 0A 00 00 00 0A D7 23 IF;........#
03512173 3C 93 01 00 00 27 89 BA 94 BC 90 67 < ...' . . g
03512185 82 CC 82 DD 0D 0A 49 46 28 40 69 6E . ...IF(@in
03512197 74 5B 31 35 31 5D 20 20 2C 3D 3D 2C t[151] ,==,
03512209 20 20 20 20 30 29 3B 0D 0A 0D 0A 4D 0);....M
03512221 6F 76 65 3D 28 53 54 4F 50 2C 53 54 ove=(STOP,ST
03512233 4F 50 2C 53 54 4F 50 29 3B 0D 0A 46 OP,STOP);..F
03512245 6F 72 63 65 3D 28 53 54 4F 50 2C 53 orce=(STOP,S
03512257 54 4F 50 2C 53 54 4F 50 29 3B 0D 0A TOP,STOP);..
03512269 76 46 5F 4D 75 6C 74 69 3D 30 2E 30 vF_Multi=0.0
03512281 3B 0D 0A 0D 0A 41 54 54 41 43 4B 28 ;....ATTACK(
03512293 34 30 20 2C 33 30 2C 20 30 2E 30 2C 40 ,30, 0.0,
03512305 20 30 29 3B 0D 0A 41 74 74 61 63 6B 0);..Attack
03512317 46 6C 61 67 20 3D 20 33 3B 0D 0A 27 Flag = 3;..'
03512329 20 5B 30 5D 57 50 20 5B 31 5D 45 6E [0]WP [1]En
03512341 65 20 5B 32 5D 77 2A 31 30 30 20 5B e [2]w*100 [
03512353 33 5D 53 70 65 65 64 2A 31 30 30 20 3]Speed*100
03512365 5B 34 5D 8E 9D 91 B1 8E 9E 8A D4 20 [4] . . .
03512377 5B 35 5D 54 65 78 4E 6F 20 5B 36 5D [5]TexNo [6]
03512389 97 55 93 B1 8A 70 93 78 2A 31 30 30 U . p x*100
03512401 0D 0A 57 65 61 70 6F 6E 41 74 74 61 ..WeaponAtta
03512413 63 6B 32 28 30 2C 32 35 2C 09 33 2C ck2(0,25,.3,
03512425 33 30 30 2C 38 30 2C 31 35 30 2C 38 300,80,150,8
03512437 30 2C 32 38 2C 30 2C 30 2C 30 2C 30 0,28,0,0,0,0
03512449 29 3B 0D 0A 57 65 61 70 6F 6E 41 74 );..WeaponAt
03512461 74 61 63 6B 32 28 31 2C 32 35 2C 09 tack2(1,25,.
03512473 36 2C 33 30 30 2C 38 30 2C 31 35 30 6,300,80,150
03512485 2C 38 30 2C 32 38 2C 30 2C 30 2C 30 ,80,28,0,0,0
03512497 2C 30 29 3B 0D 0A 0D 0A 41 74 74 61 ,0);
....Atta
03512509 63 6B 44 65 6C 61 79 28 34 2C 35 30 ckDelay(4,50
03512521 30 29 3B 0D 0A 47 76 45 6E 61 62 6C 0);..GvEnabl
03512533 65 3D 30 3B 0D 0A 4C 6F 63 6B 42 6F e=0;..LockBo
03512545 64 79 44 6F 77 6E 54 61 72 67 65 74 dyDownTarget
03512557 28 39 39 39 2C 39 39 39 29 3B 0D 0A (999,999);..
03512569 0D 0A 0D 0A 45 4E 44 49 46 3B 0D 0A ....ENDIF;..
03512581 46 00 00 00 0A D7 23 3C D8 00 00 00 F.....#<....
03512593 27 89 BA 94 BC 90 67 82 CC 82 DD 0D ' . . g . ..
03512605 0A 49 46 28 40 69 6E 74 5B 31 35 31 .IF(@int[151
03512617 5D 20 20 2C 3D 3D 2C 20 20 20 20 30 ] ,==, 0
03512629 29 3B 0D 0A 0D 0A 76 46 5F 4D 75 6C );....vF_Mul
03512641 74 69 3D 30 2E 30 3B 0D 0A 47 76 45 ti=0.0;..GvE
03512653 6E 61 62 6C 65 3D 30 3B 0D 0A 4C 6F nable=0;..Lo
03512665 63 6B 42 6F 64 79 44 6F 77 6E 54 61 ckBodyDownTa
03512677 72 67 65 74 28 39 39 39 2C 39 39 39 rget(999,999
03512689 29 3B 0D 0A 0D 0A 43 61 6D 45 66 66 );....CamEff
03512701 65 63 74 3D 30 3B 0D 0A 0D 0A 45 78 ect=0;....Ex
03512713 65 63 53 63 72 69 70 74 45 76 65 72 ecScriptEver
03512725 79 54 69 6D 65 28 30 29 3B 0D 0A 40 yTime(0);..@
03512737 69 6E 74 5B 31 30 30 5D 20 2D 3D 20 int[100] -=
03512749 37 3B 0D 0A 49 46 28 40 69 6E 74 5B 7;..IF(@int[
03512761 31 30 30 5D 2C 3C 2C 30 29 3B 0D 0A 100],<,0);..
03512773 20 20 40 69 6E 74 5B 31 30 30 5D 20 @int[100]
03512785 3D 20 30 3B 0D 0A 45 4E 44 49 46 3B = 0;..ENDIF;
03512797 0D 0A 0D 0A 45 4E 44 49 46 3B 0D ....ENDIF;.
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Post by CometStrife Tue Nov 08, 2011 4:20 am

you might want to reexplain what you mean
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Post by Guest Tue Nov 08, 2011 7:11 am

what i mean is can i use those spaces ..in a way deleting them and adding those spaces after the weapon attack..like just inserrtin those after the dark blue words ther..
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Post by CometStrife Tue Nov 08, 2011 9:44 pm

nope, tried it before, but it may only just be me. but i have seen such things happened before, so it is definitely possible. what hex editing software are you using?
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Post by Guest Tue Nov 08, 2011 10:06 pm

im using the one from the starter pack.
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Post by Guest Wed Nov 09, 2011 5:22 am

wah..load datatotablever2..:(
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Post by CometStrife Wed Nov 09, 2011 6:09 am

hmm if you are using the one from the starter pack, then it can't be done. i was hoping winhex can do it, but i'm lazy enough not to try it lol
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Post by Guest Wed Nov 09, 2011 8:20 am

haha..but your so damn good script advices..hehe.. attackposeis he only thing im frustrated about.cozirealycant do mix matching of hod files..exept for attacktypes andtesxtures.. andsome editable features by merely changing some values..^^ one more thing i dorealyhome i could find a way to do a 1st person camera view.. i alreadydit it but.. a lil problem with the position in it's height(cam view is in betweenlegs) i dont think somembers ouldlike to havea cockpit beaneath the gundams balls..haha...haha but soon as i find out..i'll just inform you ahead.
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Post by Guest Wed Nov 09, 2011 2:01 pm

sadly winhex wont work..values im searching wont appear.
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Post by Guest Wed Nov 09, 2011 11:54 pm

Umm... I have anohert stupid question: 1st argument of ChangeAnime function takes animation number. Am I right? If so, why in most cases this value is far more than number of folders in scrip.ani?
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Post by Guest Thu Nov 10, 2011 2:10 am

so far the highest number i saw is 30^^
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Post by Guest Thu Nov 10, 2011 7:06 pm

heyp...zeranti^^haha i made it.. just that ...my new prob is now the weapon points.. if imade use of itried to use .2 and .4 for the weapon points with normal correspondiong weapon points of/from infdinite justice. but beams wont come out fron the shoulders.... though i made it this way;
[Tutorial] Simple .ANI Tutorial - Page 11 Shot098


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Post by CometStrife Fri Nov 11, 2011 3:26 am

hmm, you have to copy BBurner1 and BBurner2 as well

@ZmeYGr
it depends on the total number of files, not folders
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Post by Guest Fri Nov 11, 2011 5:06 am

i was using KD-06 scripts, but i have also made one out of KD-07..^^...
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Post by CometStrife Fri Nov 11, 2011 6:58 am

if you are using KD-07, then i believe there should be BBurners there
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Post by Guest Fri Nov 11, 2011 2:57 pm

yeap but i'm using main_weaponfire..hehe..or rather the mainfire... istil got few fixes n that on realigning everything..perfection is my tastes. ijust really hate to sea mech performing bad attcks ..hehe.. not even nearly to the exact one.. and i still have to change the atack pose for sub the sub2..
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Post by CometStrife Fri Nov 11, 2011 9:46 pm

well, good luck to you then, .HOD are the most time-consuming of them all

@ZmeYGr

okay, i'm not sure about the changeanime parts. you might want to ask Ephemeral about it. he is a better teacher in the changeanime areas
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Post by CometStrife Fri Nov 11, 2011 10:00 pm

Updated ChangeAnime Command
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