[solved]Standard Human Animations

Started by tirpider, May 22, 2013, 10:40:14 AM

Previous topic - Next topic
Curious.

The only other zat I could find was Human_Bank_Alert\human_animation_alert.ZAT
It has Num Animations: <23>

Nice that it has all the bone locations and rotations in matrix format.

I'm thinking the ZAT might be a debug output from the munger, like the text versions of .model
Nice to be able to read them, but do the mungers use them to build .lvls?

August 21, 2013, 08:52:33 AM #16 Last Edit: August 21, 2013, 08:55:10 AM by -RepublicCommando-
Well, I think you'd notice some difference if you changed 23 to 24, and added a one of their unused anim MSHs.
I think if it does munge them (or if it's even possible to do so.. Why would they include it in the assets if it didn't?..) then you could find the value 24 and a reference that you added in the ZAA or ZAFs.

These are the currently used ones in the Alert folder.
[spoiler=23 animation calls]<human_rifle_crouch_idle_emote_alert>
<human_rifle_crouch_walkbackward_alert>
<human_rifle_crouch_walkforward_alert>
<human_rifle_stand_idle_emote_alert>
<human_rifle_stand_runbackward_alert>
<human_rifle_stand_runforward_alert>
<human_rifle_stand_walkbackward_alert>
<human_rifle_stand_walkforward_alert>
<human_sbdroid_crouch_walkbackward_alert>
<human_sbdroid_crouch_walkforward_alert>
<human_sbdroid_stand_runbackward_alert>
<human_sbdroid_stand_runforward>
<human_sbdroid_stand_runforward_alert>
<human_sbdroid_stand_walkbackward_alert>
<human_sbdroid_stand_walkforward_alert>
<human_tool_crouch_idle_emote_alert>
<human_tool_crouch_walkbackward_alert>
<human_tool_crouch_walkforward_alert>
<human_tool_stand_idle_emote_alert>
<human_tool_stand_runbackward_alert>
<human_tool_stand_runforward_alert>
<human_tool_stand_walkbackward_alert>
<human_tool_stand_walkforward_alert>
[/spoiler]
If it effects the ZAA or ZAF, I think we'd be on to something..
What I think is strange that only two banks have ZATs, maybe if this works, they could be reconstructed (not the most fun work, I imagine..) and used to add new animations.

-- If this gets deeper, perhaps split the topic. I don't feel like highjacking today :P

August 21, 2013, 09:45:35 AM #17 Last Edit: August 21, 2013, 09:48:55 AM by tirpider
The ZAT is created by the munge process.
It's a debug report reflecting what's in the other za* files.

If we can get something good about not only munging a new human animation, but also getting it working in game, then it would get stickied. :P

August 21, 2013, 10:09:59 AM #18 Last Edit: August 21, 2013, 10:11:54 AM by -RepublicCommando-
Agh..., Hope =

-Atleast it means that 23 of the animations used in Alert bank were mung-a-ble :P