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Forum » Cossacks II » Modding » Need help. drawing a blank
Need help. drawing a blank
[hwk]poppenDate: Tuesday, 15/June/2010, 11:06 PM | Message # 1
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hello all
i seem to have drawn a blank on strings in MD files, i used to have this down pat but i cant seem to remember now
ex.@DEATH 9 4 0 80
so 9 nine is the amount of angles, the 4 refers to the USERLC animation, the 0 is the frame to start on and the 80 is the amount of frames in the total animation, please verify if i am correct
One love

[HWK]Michael/poppen






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EbelAngelDate: Wednesday, 16/June/2010, 11:36 AM | Message # 2
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Hey

I'm not sure if that is entirely right.
I always thought it was:
#ANIMATION Rotations NFrames FileID_1 frame1 ... FileID_N frameN
@DEATH 9 4 0 80

But this could be wrong aswell because it would mean there are 4 frames but there is only 1 in this line, being 80.

One hart

[E-BEL]Angel


 
[hwk]poppenDate: Wednesday, 16/June/2010, 6:34 PM | Message # 3
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so then it would be 9, then the number of frames, the file, and the frame to start on?





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[hwk]poppenDate: Friday, 18/June/2010, 1:25 AM | Message # 4
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ok so i think i solved it with a little tool work
ok. the 9 is the angles or amount of directions in any single animation file
4 is the userlc that the animation is in
the next number is the frame number u want it to start on
and the next one should be the one you want it to end on






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EbelAngelDate: Tuesday, 22/June/2010, 12:53 PM | Message # 5
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That makes sense, however,
@DEATH 9 4 0 80
in this case it would be starting at frame 0 of USERLC 4 and stop at frame 80 of USERLC 4, which is possible ( since there are 81 frames/9 directions=9=round number), but

What if the line says:

#STANDLO 1 4 0 8 0 9 0 10 0 11

1 rotation, USERCL 4, start frame 0, stop frame 8, start frame 0, stop frame 9,...right? ( from a building this)

And while we are at this, what is this then:

#REST 9 144 12 0 12 1 12 2 12 3 12 4 12 5 12 6 12 7 12 8 12 9 12 10 12 11 12 12 12 13 12 14 12 15 12 16 12 17 12 18 12 19 12 20 12 21 12 22 12 23 12 24 12 25 12 26 12 27 12 28 12 29 12 30 12 31 12 32 12 33 12 34 12 35 12 36 12 37 12 38 12 39 12 40 12 41 12 42 12 43 12 44 12 45 12 46 12 47 12 48 12 49 12 50 12 51 12 52 12 53 12 54 12 55 12 56 12 57 12 58 12 59 12 60 12 61 12 42 12 43 12 44 12 45 12 46 12 47 12 48 12 49 12 50 12 51 12 52 12 53 12 54 12 55 12 56 12 57 12 58 12 59 12 60 12 61 12 42 12 43 12 44 12 45 12 46 12 47 12 48 12 49 12 50 12 51 12 52 12 53 12 54 12 55 12 56 12 57 12 58 12 59 12 60 12 61 12 41 12 40 12 39 12 38 12 37 12 36 12 35 12 34 12 33 12 32 12 31 12 30 12 29 12 28 12 27 12 26 12 25 12 24 12 23 12 22 12 21 12 20 12 19 12 18 12 17 12 16 12 15 12 14 12 13 12 12 12 11 12 10 12 9 12 8 12 7 12 6 12 5 12 4 12 3 12 2 12 1 12 0

(this is from the english peasant). Have a good look at the second number which, as you state is the USERLC, supposedly 144 in this case, but we both know there are only 13 animations for the peasant.

So, my point, as you state it the second number defines which g17/g2d file to pick frames from and then followed by those frames specified ( start & end)
I used to think these were pairs of frames and the second number used to tell how many pairs there were, like you can see in the peasant rest animation.
There are 144 pairs of frames here.

So, it can't be both right, or the @ & # animations are set up differently.

Sorry if it's a bit confusing what I'm trying to explain, kinda in a rush...
Let me know what you ( or anyone) thinks

wacko


 
[hwk]poppenDate: Tuesday, 22/June/2010, 9:15 PM | Message # 6
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you may be right that the 3 ,@ & and # are different entirely, buy from my test, the one i showed works for the ones with 4 sets of numbers, the one with like 10 numbers could be the stages, build complete die etc, because a building will just sit there if no one is working on them to complete,
anyways
im not sure if we will ever get the MD fully cracked, what may be right for one part, may be utterly wrong for other parts






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OC_DavoutDate: Saturday, 28/August/2010, 7:36 PM | Message # 7
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The @ and the # symbols do indeed have a different meaning.

@ indicates a consecutive sequence hence:
@DEATH 9 4 0 80
is 9 rotations, USERLC 4, Start at 0 image, end at 80 image.

# indicates a list of frames, and as a result:
#REST 9 144 12 0 12 1 12 2 12 3 12 4 12 5 12 6 12 7 12 8 12 9 12 10 12 11 12 12 12 13 12 14 12 15 12 16 12 17 12 18 12 19 12 20 12 21 12 22 12 23 12 24 12 25 12 26 12 27 12 28 12 29 12 30 12 31 12 32 12 33 12 34 12 35 12 36 12 37 12 38 12 39 12 40 12 41 12 42 12 43 12 44 12 45 12 46 12 47 12 48 12 49 12 50 12 51 12 52 12 53 12 54 12 55 12 56 12 57 12 58 12 59 12 60 12 61 12 42 12 43 12 44 12 45 12 46 12 47 12 48 12 49 12 50 12 51 12 52 12 53 12 54 12 55 12 56 12 57 12 58 12 59 12 60 12 61 12 42 12 43 12 44 12 45 12 46 12 47 12 48 12 49 12 50 12 51 12 52 12 53 12 54 12 55 12 56 12 57 12 58 12 59 12 60 12 61 12 41 12 40 12 39 12 38 12 37 12 36 12 35 12 34 12 33 12 32 12 31 12 30 12 29 12 28 12 27 12 26 12 25 12 24 12 23 12 22 12 21 12 20 12 19 12 18 12 17 12 16 12 15 12 14 12 13 12 12 12 11 12 10 12 9 12 8 12 7 12 6 12 5 12 4 12 3 12 2 12 1 12 0
is 9 rotations and there will be 144 pairs of the following, USERLC, image number
thus:
USERLC 12, image 0,
USERLC 12, image 1
USERLC 12, image 2
USERLC 12, image 3
USERLC 12, image 4
.......................
USERLC 12, image 11
USERLC 12, image 12
etc.

Please excuse me on the other detail as I am a bit rusty

 
[hwk]poppenDate: Saturday, 28/August/2010, 8:19 PM | Message # 8
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ah. i see. i will be sure to add this to the PDF im creating about the very basics of modding





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OC_DavoutDate: Monday, 30/August/2010, 6:06 AM | Message # 9
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Quote (|hwk|poppen)
ah. i see. i will be sure to add this to the PDF im creating about the very basics of modding

Well if it is of some help then there is maybe still a use for this aging old brain. wink

 
[hwk]poppenDate: Monday, 30/August/2010, 9:32 PM | Message # 10
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yes. always room for a brain around here. also you love to talk to you about modeling, i saw a bunch of the models on your site and i love them. far far better then my model lol, more realistic





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