http://www.youtube.com/watch?v=dQw4w9WgXcQ
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Somewhere in gfx.pck, translate some of the chinese and I believe there is a folder named 'skills' or something like that
nope . chuck testa
3d clips for 3d models in .ecm files on Models/Players but the effects for this animations are on gfx.data
nope. chuck testa
nope.chuck testa
Ok for example, go to Models/PLayers and find some model (blademaster for example). This model got a .ecm file. Well this ecm file got all the skills animations for the class blademaster inside specified like a 3d corrdinates for the 3d bone system of the model. Im not 100% sure but i think is 3dmax biped bone system or something like that.
Here and example of ecm file:
PHP Code:MOXTVersion: 32
SkinModelPath: Models\Players\ÐÎÏó\ÎäÏÀÅ®\Çû¸É\ÎäÏÀÅ®.smd
OrgColor: ffffffff
SrcBlend: 5
DestBlend: 6
OuterNum: 8
Float: 1.000000
Float: 1.000000
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Float: 1.000000
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Float: 1.000000
Float: 1.000000
Float: 1.000000
NewScale: 0
BoneNum: 0
DefSpeed: 1.000000
ChannelCount: 0
ChannelCount: 16
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
ChannelMask: -1
CoGfxNum: 0
ComActCount: 642
CombineActName: °µÆ÷_ͨÓÃÂä
LoopCount: 1
RankCount: 0
EventChannel: 0
BaseActCount: 1
BaseActName: °µÆ÷_ͨÓÃÂä
ActStartTime: 0
LoopCount: 1
EventCount: 0
CombineActName: °µÆ÷_ͨÓÃÆð
LoopCount: 1
RankCount: 0
EventChannel: 0
BaseActCount: 1
BaseActName: °µÆ÷_ͨÓÃÆð
ActStartTime: 0
LoopCount: 1
EventCount: 0
CombineActName: °ÔÍõ±©Å_¿ÕÖзɽ£_Ê©·ÅÂä_Ë«ÊÖ³¤
LoopCount: 1
RankCount: 0
EventChannel: 0
BaseActCount: 1
BaseActName: °ÔÍõ±©Å_Ê©·ÅÂä_Ë«ÊÖ³¤
ActStartTime: 0
LoopCount: 1
EventCount: 2
EventType: 101
StartTime: 0
TimeSpan: -1
Once: 1
FxFilePath: Skill\01Fighter\°ÔÍõ±©Å_C.wav
HookName:
HookOffset: 0.000000, 0.000000, 0.000000
HookYaw: 0.000000
HookPitch: 0.000000
HookRot: 0.000000
BindParent: 1
FadeOut: 1
UseModelAlpha: 0
SoundVer: 1
Force2D: 0
IsLoop: 0
Volume: 100
MinDist: 12.000000
MaxDist: 50.000000
EventType: 100
StartTime: 0
TimeSpan: -1
Once: 0
FxFilePath: ÈËÎï\¼¼ÄÜ\ÎäÏÀ\°ÔÍõ±©ÅÊ©·Å.gfx
HookName:
HookOffset: 0.000000, 0.000000, 0.000000
HookYaw: 0.000000
HookPitch: 0.000000
HookRot: 0.000000
BindParent: 1
FadeOut: 1
UseModelAlpha: 0
GfxScale: 0.700000
GfxAlpha: 1.000000
GfxSpeed: 0.850000
GfxOuterPath: 0
GfxParamCount: 0
CombineActName: °ÔÍõ±©Å_¿ÕÖзɽ£_Ê©·ÅÂä_Ë«ÊÖ¶Ì
LoopCount: 1
RankCount: 0
EventChannel: 0
BaseActCount: 1
BaseActName: °ÔÍõ±©Å_Ê©·ÅÂä_Ë«ÊÖ¶Ì
ActStartTime: 0
LoopCount: 1
EventCount: 2
EventType: 101
StartTime: 0
TimeSpan: -1
Once: 1
FxFilePath: Skill\01Fighter\°ÔÍõ±©Å_C.wav
HookName:
HookOffset: 0.000000, 0.000000, 0.000000
HookYaw: 0.000000
HookPitch: 0.000000
HookRot: 0.000000
BindParent: 1
FadeOut: 1
UseModelAlpha: 0
SoundVer: 1
Force2D: 0
IsLoop: 0
Volume: 100
MinDist: 12.000000
MaxDist: 50.000000
EventType: 100
StartTime: 0
TimeSpan: -1
Once: 0
FxFilePath: ÈËÎï\¼¼ÄÜ\ÎäÏÀ\°ÔÍõ±©ÅÊ©·Å.gfx
HookName:
HookOffset: 0.000000, 0.000000, 0.000000
HookYaw: 0.000000
HookPitch: 0.000000
HookRot: 0.000000
BindParent: 1
FadeOut: 1
UseModelAlpha: 0
GfxScale: 0.700000
GfxAlpha: 1.000000
GfxSpeed: 0.850000
GfxOuterPath: 0
GfxParamCount: 0
CombineActName: °ÔÍõ±©Å_¿ÕÖзɽ£_Ê©·ÅÆð_Ë«ÊÖ³¤
LoopCount: 1
RankCount: 0
EventChannel: 0
BaseActCount: 1
BaseActName: °ÔÍõ±©Å_Ê©·ÅÆð_Ë«ÊÖ³¤
ActStartTime: 0
LoopCount: 1
EventCount: 2
EventType: 102
StartTime: 25
TimeSpan: -1
Once: 0
ChildActName: µ¶¹â
HHName: HH_righthandweapon
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TrailSpan: 300
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nope.chuck testa
Skills are alwais on .ecm because skills are animations. Now, im thinking that are you talking about skill effects?
Skill effects gfx but skill animations on ecm.
Game links to .ecm file, wich is links to:
- .smd file (SkinModelPath:)
files located at .\Game\element\models.pck.files
- .ski files (AddiSkinPath:)
files located at .\Game\element\models.pck.files\Models
- .wav files (FxFilePath:)
files located at .\Game\element\sfx.pck.files\sfx
- .gfx files (FxFilePath:)
files located at .\Game\element\gfx.pck.files\gfx
- .att files (AtkPath:)
files located at .\Game\element\gfx.pck.files\gfx\skillattack
About animation:
.ecm files links to animation by CombineActName. In .smd file there's name, and link to animation file (in 8 version of smd file).
About effects:
.att files links to .gfx files, and that's how it works.
nope.chuck testa
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.
I tought it has something to do with *.bon and *.stcks files ...
I think this is a laguage problem, sorry my english is too bad. Collgirl if you want to aplly an , for example, ep skill to an blademaster with hex, the skill will run but the player looks freeze when cast the skill. If i understood you correctly, you are are talking about take the animation of casting this skills of the ep class and put it on the blademaster class.
Well for do that you need to edit .ecm files and .stcks files because on .ecm files there are the list of skills and on the .stcks are the skills animations.
Sorry for my bad english i hope you understood me :*::*::*::*: