john_smith_account Posted February 9, 2014 Share Posted February 9, 2014 *REMOVED* 2 Link to comment Share on other sites More sharing options...
SanguinettiMods Posted February 9, 2014 Share Posted February 9, 2014 Easy enough. I'll have it done within two weeks. School limits my time. >.>; Link to comment Share on other sites More sharing options...
john_smith_account Posted February 9, 2014 Author Share Posted February 9, 2014 *REMOVED* Link to comment Share on other sites More sharing options...
SanguinettiMods Posted February 9, 2014 Share Posted February 9, 2014 That shop keeper... I know more now than I did back then. I've actually done a playable sheik before, but I lost the source files. Won't be so hard to recreate them. Link to comment Share on other sites More sharing options...
john_smith_account Posted February 9, 2014 Author Share Posted February 9, 2014 *REMOVED* Link to comment Share on other sites More sharing options...
Three_Pendants Posted February 9, 2014 Share Posted February 9, 2014 This would be quite interesting. "Play As" Mods have always interested me and in OoT especially and with a little bit of elbow grease can make this character quite different from Link by changing animation pointers to create a different fighting style if so desired. But I am slightly confused how we would plan to have Link and other characters as playable in the same mod? Link to comment Share on other sites More sharing options...
Airikita Posted February 9, 2014 Share Posted February 9, 2014 There are so many ways to do this, most of which are messy ways to do it. I would imagine my model-swapping technique would work best, but the sword or shield might appear on Sheik's ass (or the other ones for that matter), as my experience with model-swapping results in certain attachments attaching to the other object's ass. Special additions would be required in order to point to the new display lists, or make a generic reference at the top of each object file and use it as a general reference for all objects (requiring to expand Link's file mind you), so etc etc... Link to comment Share on other sites More sharing options...
john_smith_account Posted February 9, 2014 Author Share Posted February 9, 2014 *REMOVED* Link to comment Share on other sites More sharing options...
Airikita Posted February 9, 2014 Share Posted February 9, 2014 @Airikita: I'm told you can swap animations from the added model. Is this as easy as it sounds? Animations are limited to the number of limbs, however if the animation being applied to another model has fewer limbs, some analysis can remove some limbs per frame, or pad the animation rotation values with 00000000 values to compensate for a model with more limbs (which may not work, but I haven't attempted this)... but no, that part is not easy, but it could be done by separating each frame with the limbs, and analyzing them. It would require extra work. Luckily the animations can still be transferred and manipulated. I would also assume padding with 00000000 would result in some parts sticking to the ground, making the character look disconnected. You could, however, take a model with more limbs that has animations, and trim them down to attach them to the limbs of the model with fewer limbs to get a similar result with animations. You'd have to check with the hierarchy which rotation goes to which limb on each model. Animations with the same limb count can be easy, but it's very picky. I was able to port Shiek's animations to Saria because they both have 0x10 limbs, however, even though Child Princess Ruto has 0x10 limbs, she has fins that animate, and her animations could not port over without Saria contorting herself. Shieks animations are still misplaced on Saria since it makes her float higher, and there's other issues with Ganondorf's AI not agreeing with Saria's limb hierarchy. Link to comment Share on other sites More sharing options...
john_smith_account Posted February 9, 2014 Author Share Posted February 9, 2014 *REMOVED* Link to comment Share on other sites More sharing options...
Jason777 Posted February 9, 2014 Share Posted February 9, 2014 http://wiki.spinout182.com/w/Animation_Format Also, I wrote a program a long time ago to extract or "port" (recalculates pointers) hierarchies from model files if you're interested in that type of stuff. If you just used the original hierarchy for a model then porting animations would be a lot simpler. Also, in actor files there tends to be a function call in the "init" function that sets up the actors hierarchy... I believe there is a limb count involved. EDIT: This version of spinout's "play as anything" hack could be modified to suit your needs: http://spinout182.com/playas/ I know how the hack works so I might be able to help you. Link to comment Share on other sites More sharing options...
Airikita Posted February 9, 2014 Share Posted February 9, 2014 ...Oh yeah... sounds... simple? All kidding aside are there notes, or a FAQ avalible on the subject? Also, would it be possible to break down the required work into smaller pieces, and work on it as a group? And thank you for the quick responses. I have to create my own notes when making animation and model ports/swaps, there are no notes on all the hierarchies or animations. I can figure them out though, if you want a certain thing done. If you like the animation of a particular model, I can look into it. If you want the limb counts, they're listed here: http://wiki.spinout182.com/w/Debug_ROM:_ZOBJ_List Animation headers, values, etc... are here: http://wiki.spinout182.com/w/Animation_Format Link to comment Share on other sites More sharing options...
SanguinettiMods Posted February 9, 2014 Share Posted February 9, 2014 In-Game coming soon. Yes, I altered the sheath to be more fitting. Link to comment Share on other sites More sharing options...
john_smith_account Posted February 9, 2014 Author Share Posted February 9, 2014 *REMOVED* Link to comment Share on other sites More sharing options...
SanguinettiMods Posted February 9, 2014 Share Posted February 9, 2014 Also, I mentioned that I can port animations manually. Basically porting each limb rotation frame-by-frame and limb-by-limb using Hylian Toolbox. It's not hard, but pretty tedious. Otherwise, the model swaps are easy, for me. Link to comment Share on other sites More sharing options...
john_smith_account Posted February 9, 2014 Author Share Posted February 9, 2014 *REMOVED* Link to comment Share on other sites More sharing options...
Airikita Posted February 9, 2014 Share Posted February 9, 2014 In-Game coming soon. Yes, I altered the sheath to be more fitting. Are there instructions somewhere for the Hylian Toolbox? Link to comment Share on other sites More sharing options...
SanguinettiMods Posted February 10, 2014 Share Posted February 10, 2014 There are a few tutorials and a user guide that comes with it. It should be relatively self-explanatory, though. Link to comment Share on other sites More sharing options...
john_smith_account Posted February 10, 2014 Author Share Posted February 10, 2014 UPDATE: The new Gerudo, and Shiek will need a way to get around faster, and Airikita has voulnteered the solution! White Sheikah Steed Black Gerudo Stallion All credit goes to Aikita for this one. I can't wait to see the finished product. 4 Link to comment Share on other sites More sharing options...
Conker Posted February 10, 2014 Share Posted February 10, 2014 Black Gerudo Stallion All credit goes to Aikita for this one. I can't wait to see the finished product. Oh my God. I've wanted to ride that thing so bad for the longest time. Awesome, Airikita! 2 Link to comment Share on other sites More sharing options...
Three_Pendants Posted February 11, 2014 Share Posted February 11, 2014 Great work Airikita and SanguinettiMods, and a fine idea, JSA! I am looking forward to the progress on these! Link to comment Share on other sites More sharing options...
john_smith_account Posted February 27, 2014 Author Share Posted February 27, 2014 *REMOVED* Link to comment Share on other sites More sharing options...
john_smith_account Posted April 3, 2014 Author Share Posted April 3, 2014 *REMOVED* Link to comment Share on other sites More sharing options...
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