Looking for some information on animation ID's and how they point to specific .DAT files. My goal is to say create a new weaponskill using an unused WS ID, but have that ID point to a specific .DAT that I have created. I know that other users would need the specific .DAT file for them to use it, but I am just looking to see if I can point an unused WS ID to a .DAT file of my choosing.
Thanks.
How do animation files point to the .DAT location
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Re: How do animation files point to the .DAT location
If you just want to change a ws animation to a different ws animation where both already exist, you wouldn't point it to a dat you'd change the ID being used.
If you want to insert a new ws animation (dat mod) you should be asking this on a site that hosts dat mods because that's going to be a client side thing and if you are replacing one, it'd be the same ID still. If you are trying to insert a new one and keep all the old ones, its extremely unlikely anyone here can advise you on methods or results of the attempt.
If you want to insert a new ws animation (dat mod) you should be asking this on a site that hosts dat mods because that's going to be a client side thing and if you are replacing one, it'd be the same ID still. If you are trying to insert a new one and keep all the old ones, its extremely unlikely anyone here can advise you on methods or results of the attempt.
Hi, I run The Demiurge server.
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Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
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Re: How do animation files point to the .DAT location
Basically what I am trying to do is this:
There are a lot of Campaign Weaponskill Animations, and as it turns out, those weaponskill animations are NPC/Race specific. I know how to convert the .DAT's between races as it is just a simple matter of editing the hex code and replacing the weaponskill motions with the correct set from the race/gender I am importing to. So for example, Soulfetter Arrow is mithra only, but I can convert that WS to all races so they can all have a .DAT file that has that animation. The campaign weaponskills are located somewhere around ID 255-264 (depending on race/gender).
My plan is in a few months, to introduce these new Weaponskills to players on my server through a download/install file that will install the new .DAT's in the appropriate location (Along with the name and description file). My hope is that there is a way to create the "new" animation .DAT files in a new ROM folder with it's own numbering for all of the animation DATs and have unused WS animation IDs point to those new files.
Example:
Weapon Skill Animation ID#270 (currently unused) mapped to
ROM/355/0.DAT - Taru
ROM/355/1.DAT - Hume Male
ROM/355/2.DAT - Hume Female
ROM/355/3.DAT - Elvaan Male
ROM/355/4.DAT - Elvaan Female
ROM/355/5.DAT - Mithra
ROM/355/6.DAT - Galka
ROM/355/ doesn't currently exist.
There are a lot of Campaign Weaponskill Animations, and as it turns out, those weaponskill animations are NPC/Race specific. I know how to convert the .DAT's between races as it is just a simple matter of editing the hex code and replacing the weaponskill motions with the correct set from the race/gender I am importing to. So for example, Soulfetter Arrow is mithra only, but I can convert that WS to all races so they can all have a .DAT file that has that animation. The campaign weaponskills are located somewhere around ID 255-264 (depending on race/gender).
My plan is in a few months, to introduce these new Weaponskills to players on my server through a download/install file that will install the new .DAT's in the appropriate location (Along with the name and description file). My hope is that there is a way to create the "new" animation .DAT files in a new ROM folder with it's own numbering for all of the animation DATs and have unused WS animation IDs point to those new files.
Example:
Weapon Skill Animation ID#270 (currently unused) mapped to
ROM/355/0.DAT - Taru
ROM/355/1.DAT - Hume Male
ROM/355/2.DAT - Hume Female
ROM/355/3.DAT - Elvaan Male
ROM/355/4.DAT - Elvaan Female
ROM/355/5.DAT - Mithra
ROM/355/6.DAT - Galka
ROM/355/ doesn't currently exist.
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- Posts: 129
- Joined: Wed May 27, 2015 4:23 pm
Re: How do animation files point to the .DAT location
Ok so after a lot of digging I figured it out. I used a file audit program and started messing with unused ID numbers to find where the files point to. Apparently there are a TON of unused motion .DAT files that are 1KB in size that are floating around in the files for the game. So I will be mapping the unused ID's from each race/gender to the appropriate file location where the .DAT is stored and then replace them. Users will still need a patch file to replace the unused animations with the ones I will create, however this is a much better and easier option.
Update:
Tested and it works. I had to go thru a group of ID's to find that each race has a sequential ID set that points to "blank" motion .DAT files. Then I gave the new WS's an unused ID number and in the core made a condition based on race and WS ID on ActionAbilityFinish that added or subtracted the number to point to the right ID.
Update:
Tested and it works. I had to go thru a group of ID's to find that each race has a sequential ID set that points to "blank" motion .DAT files. Then I gave the new WS's an unused ID number and in the core made a condition based on race and WS ID on ActionAbilityFinish that added or subtracted the number to point to the right ID.