Re: Where would casting skill animations be at?
There's no need to edit .stck files.
Re: Where would casting skill animations be at?
Re: Where would casting skill animations be at?
hardcoded in elementclient.exe then :mellow:
Re: Where would casting skill animations be at?
Re: Where would casting skill animations be at?
That's how:
Quote:
Originally Posted by
Du100
Have you ever tried to fix mount, or fly, or any other model with animation?
If yes, then tou must know, that there's CombineActNames in .ecm file, wich says, what action is this. In that CombineActName there's name link to animation it self.
Example: you are jumping. There's an action in .ecm file, smthing like "Jump" (On Chinese), it links to animation, wich is playing, wile doing this action.
How to fix? Replace CombineActName to you needed.
How to understand what change to what? When I was fixing mounts, flyes, etc., I was translating CombineActNames with google translate, and by translation I was guesing wich action I need.
Re: Where would casting skill animations be at?
Re: Where would casting skill animations be at?
Ok an animation have two important parameters to modify.
-Efects: The ligths or effects, in profesional terms its name is particle system, of the skill.
-Animations: Named clips.Is the player movement when cast skills.
OK to edit Effects you need to unpack gfx.pck with PWPack.exe and edit the files stored inside.
For change animations you need first you fix ecm files with sMODFix and later you would change animations with sACTedit.
Re: Where would casting skill animations be at?
Quote:
Originally Posted by
coolgirlpwns
Okay but you dont understand, In nowhere in my client is there any skill files at all. Im trying to figgure out
where i can edit them. Like the link to them :/ Like where in my client does it say this:
Skill A links to gfx/file/file/skillA.gfx
Not how to edit them :( Im just trying to figure out where they are in the client now.
Does anybody have teamviewer or msn im seriously willing to pay for help if someone will just show me where to look now because i dont think anybody understands what im trying to ask here.
I think i may be describing it wrong so i took a short video to show you all exactly what im trying to do. Im just trying to link the skill effect to the skill.
extra extra example:
YouTube - Animations Error
---------- Post added at 10:13 PM ---------- Previous post was at 10:09 PM ----------
feel free to add me to msn if anybody is nice enough to look at it:
coolgirlpwns@live.com
[facepalm]
Realy, read my posts again. It's all there.
Re: Where would casting skill animations be at?
Re: Where would casting skill animations be at?
Re: Where would casting skill animations be at?
Re: Where would casting skill animations be at?
Re: Where would casting skill animations be at?
Quote:
Originally Posted by
coolgirlpwns
Or how do i see the link from the skill into the gfx.pck, Where is the actual file that tells the skill to have those effects >.> That one dude is saying Models.pck, people are telling me its in configs.pck, other people are saying its in elements.data
That's how.
Quote:
Originally Posted by
Du100
Game links to .ecm file, wich is links to:
- .att files (AtkPath:)
files located at .\Game\element\gfx.pck.files\gfx\skillattack
About effects:
.att files links to .gfx files, and that's how it works.
Re: Where would casting skill animations be at?
Re: Where would casting skill animations be at?
You see, the game links to .ecm file, and when you trying to use skill, it loos for some CombineActName, which is action.
That action has animation, and some effects.
Your animation doesn't work, because game couldn't find needed CombineActName in the .ecm file.
For example:
In Your Game:
CombineActName: SuperCombo (it's an action)
BaseActName: SuperCombo (it's an animation)
AtkPath: SuperCombo.att (it's an effect)
In Some Other Wanmei Game:
CombineActName: SuperPunch (it's an action)
BaseActName: SuperPunch (it's an animation)
AtkPath: SuperPunch.att (it's an effect)
Your animation didn't works, because game looks for CombineActName: SuperCombo, but there's no SuperCombo, there is SuperPunch, and game don't use it, because nothing links to it.
You need to make somthing like that:
CombineActName: SuperCombo
BaseActName: SuperPunch
AtkPath: SuperPunch.att