3rd Party Models/Media Chat / Animer and Mender Character Conversion Problems

Author
Message
GoDevils
10
Years of Service
User Offline
Joined: 24th Sep 2014
Location: Arizona USA
Posted: 25th Jan 2015 14:40
I'm having problems getting Mender and Animer to convert characters from the FPSC character Pack 4 to Reloaded.

I purchased and used these (Animer and Mender) successfully last summer, but now I'm experiencing the same Animer program crashes I had early on. Are there any updates for Animer and Mender, and if so where can I download them? I have a copy of Mender 2.0 Beta, as well as 1.5.

Mender appears to work, but when I set the save frames to "0 and 1", and then load the character into Animer, the original 2,400+ frames of the original animation are still attached to the character model (??) Using the 1.5 Mender and following to the letter the process, Animer completes the conversion but then the character disappears and the program crashes. Using the file from Mender 2 beta, the program crashes when I attempt to convert to the reloaded animations????

Any help or direction would be appreciated.

"There is no spoon"
Rafhalzer
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 25th Jan 2015 18:34 Edited at: 25th Jan 2015 20:20
Last official updates: Animer 2.2 and Mender 2.0

Mender 2.0 you can find here:

http://www.thegamecreators.com/?m=view_product&id=2316

Animer 2.2 you should have in your TGC account - My Products.



If you set the save frames to "0 and 1", after entering a value press ENTER key.



I have the FPSC character Pack 4, if you will have problems with any character let me know.



Some characters need to use also MView:

https://www.dropbox.com/s/t1wrhjvcx09qb3c/mview.zip?dl=0



Use MView and Mender before loading the file into Animer.

ANIMER - Character Animations Editor.

Edit and create your own animations of FPSC characters.

Supports DirectX and DBO formats.
Rafhalzer
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 26th Jan 2015 07:46
I also found that the skeleton of Masked Soldier was changed in version 1.009 of FPSCR.
if you import FPSCR animations to FPSC Model Packs characters, you have to use 'Masked Soldier.X' file from 1.0085 or earlier version of FPSCR!

ANIMER - Character Animations Editor.

Edit and create your own animations of FPSC characters.

Supports DirectX and DBO formats.
GoDevils
10
Years of Service
User Offline
Joined: 24th Sep 2014
Location: Arizona USA
Posted: 28th Jan 2015 18:37
Happy to report that with the addition of MView, and making sure I got the step by step right, I converted the Female Clerk from FPSC pack 4 into reloaded.

I also checked some of the animations and they are working correctly..

Is there a manual for MViewer? Not sure what other things it does, and would like to learn.

Thanks

"There is no spoon"

Attachments

Login to view attachments
Rafhalzer
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 29th Jan 2015 08:06
MView is from DirectX 9 SDK.
I never found a manual for it, just open and save .x files to fix bugs.
If someone finds a manual, let me know.

ANIMER - Character Animations Editor.

Edit and create your own animations of FPSC characters.

Supports DirectX and DBO formats.
Super Clark
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 4th Apr 2011
Location: UK
Posted: 9th Feb 2015 15:38 Edited at: 9th Feb 2015 15:39
Hi, I'm Back and with an issue LOL. All the Classic Characters I got to work in Reloaded v.7 using Animer

not just stand ther doing nothing? with v.9 whats the fix Rafhalzer any ideas.
PM
Rafhalzer
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 10th Feb 2015 21:22
@Super Clark,

If you got to work the Classic Characters in Reloaded v.7, these characters will work in the current version of Reloaded.
'.x' files are O.K. - you don't need to change them.
You should only adapt '.fpe' files to the current version of
Super Clark
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 4th Apr 2011
Location: UK
Posted: 11th Feb 2015 21:21
Yep, I figured it out I swopped all info and sorted. Thanks anyways Rafhalzer
PM
Super Clark
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 4th Apr 2011
Location: UK
Posted: 13th Feb 2015 04:02
Just installed the latest Beta and found that all the Characters From Classic FPSC I converted with mender
2.1 all have a God mode, i.e you can not kill them no matter what you do even swopping setting in fpe
does nothing. any ideas what can be the issue Rafhalzer matey?
PM
Rafhalzer
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 15th Feb 2015 09:52
@Super Clark,

Copy .fpe file of Masked Soldier from last version of Reloaded and adjust it to your classic character.
It works for me.
ANIMER - Character Animations Editor.

Edit and create your own animations of FPSC characters.

Supports DirectX and DBO formats.
Super Clark
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 4th Apr 2011
Location: UK
Posted: 15th Feb 2015 10:29 Edited at: 15th Feb 2015 10:33
Hi, matey I have swopped the FPE File to Reloaded's v1.9 of Masked Soldier and same
thing, they can only be killed with rocket launcher nothing else, And you have to be
a long way, away to get a chance to get them as the Ai is also making them very
keen to kill yeh......

See the Fpe Attached


header
desc = AIKO (1) Colt 1911

;visualinfo
textured = AIKO (1) Colt 1911_d.dds
effect = effectbank\reloaded\character_basic.fx
castshadow = 0

;ai
aimain = ai_soldier.lua

;orientation
model = AIKO Master File.X
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 0
materialindex = 0

;identity details
ischaracter = 1
hasweapon = modern\colt1911
isobjective = 0
cantakeweapon = 1
ragdoll = 1

;headlimbs
headlimbs = 32,54

;statistics
strength = 100
explodable = 0
debrisshape = 0

;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;anim
animmax = 1
anim0 = 3000,3100
playanimineditor = 1

;AIAnims
csi_relaxed1 = 900,999
csi_relaxed2 = 1000,1282
csi_relaxedmovefore = 1290,1419
csi_cautious = 900,999
csi_cautiousmovefore = 1325,1419
csi_unarmed1 = 3000,3100
csi_unarmed2 = 3430,3697
csi_unarmedconversation = 3110,3420
csi_unarmedexplain = 4260,4464
csi_unarmedpointfore = 4470,4535
csi_unarmedpointback = 4680,4745
csi_unarmedpointleft = 4610,4675
csi_unarmedpointright = 4540,4605
csi_unarmedmovefore = 3870,3900
csi_unarmedmoverun = 3905,3925
csi_unarmedstairascend = 5600,5768
csi_unarmedstairdecend = 5800,5965
csi_unarmedladderascend1 = 4148,4110
csi_unarmedladderascend2 = 4148,4255
csi_unarmedladderascend3 = 4225,4255
csi_unarmedladderdecend1 = 4255,4225
csi_unarmedladderdecend2 = 4225,4148
csi_unarmeddeath = 4800,4958
csi_unarmedimpactfore = 4971,5021
csi_unarmedimpactback = 5031,5090
csi_unarmedimpactleft = 5171,5229
csi_unarmedimpactright = 5101,5160
csi_inchair = 3744,3828
csi_inchairsit = 3710,3744
csi_inchairgetup = 3828,3862
csi_swim = 3930,4015
csi_swimmovefore = 4030,4072
csi_stoodnormal = 100,205
csi_stoodrocket = 6133,6206
csi_stoodfidget1 = 100,205
csi_stoodfidget2 = 210,318
csi_stoodfidget3 = 325,431
csi_stoodfidget4 = 440,511
csi_stoodstartled = 1425,1465
csi_stoodpunch = 2340,2382
csi_stoodkick = 5511,5553
csi_stoodmovefore = 685,707
csi_stoodmoveback = 710,735
csi_stoodmoveleft = 740,762
csi_stoodmoveright = 765,789
csi_stoodstepleft = 610,640
csi_stoodstepright = 645,676
csi_stoodstrafeleft = 855,871
csi_stoodstraferight = 875,892
csi_stoodturnleft = 765,771
csi_stoodsubtleturnleft = 765,766
csi_stoodvault = 2281,2332
csi_stoodmoverun = 795,811
csi_stoodmoverunleft = 815,830
csi_stoodmoverunright = 835,850
csi_stoodreload = 515,605
csi_stoodreloadrocket = 6233,6315
csi_stoodwave = 1470,1520
csi_stoodtoss = 2390,2444
csi_stoodfirerocket = 6207,6232
csi_stoodincoverleft = 1580,1580
csi_stoodincoverpeekleft = 1581,1581
csi_stoodincoverthrowleft = 2680,2680
csi_stoodincoverright = 1525,1525
csi_stoodincoverpeekright = 1526,1526
csi_stoodincoverthrowright = 2570,2570
csi_crouchidlenormal1 = 1670,1819
csi_crouchidlenormal2 = 1825,1914
csi_crouchidlerocket = 6472,6545
csi_crouchdown = 1630,1646
csi_crouchdownrocket = 6316,6356
csi_crouchrolldown = 2160,2216
csi_crouchrollup = 2225,2281
csi_crouchmovefore = 2075,2102
csi_crouchmoveback = 2102,2131
csi_crouchmoveleft = 2015,2043
csi_crouchmoveright = 2043,2072
csi_crouchmoverun = 2135,2153
csi_crouchreload = 1920,2010
csi_crouchreloadrocket = 6380,6471
csi_crouchwave = 2460,2510
csi_crouchtoss = 2520,2555
csi_crouchfirerocket = 6357,6379
csi_crouchimpactfore = 5240,5277
csi_crouchimpactback = 5290,5339
csi_crouchimpactleft = 5409,5466
csi_crouchimpactright = 5350,5395
csi_crouchgetup = 1646,1663
csi_crouchgetuprocket = 6573,6607
PM
Rafhalzer
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 15th Feb 2015 13:23
Hi matey,

This is very strange, because I don't have problems with killing them.
Your .fpe file is O.K.
Please, publish the video so I can see how you're trying to kill them, and send me 'AIKO Master File.X' - I'll try it on my computer.
ANIMER - Character Animations Editor.

Edit and create your own animations of FPSC characters.

Supports DirectX and DBO formats.
Super Clark
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 4th Apr 2011
Location: UK
Posted: 15th Feb 2015 16:40 Edited at: 15th Feb 2015 17:50
Ok matey. Done... Video Below and you have Mail.



https://www.youtube.com/watch?v=a9lrUzVUVV0&feature=youtu.be









View on YouTube
PM
Super Clark
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 4th Apr 2011
Location: UK
Posted: 15th Feb 2015 17:28 Edited at: 15th Feb 2015 17:50

PM
Rafhalzer
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 16th Feb 2015 11:17
Thanks matey for a file and video!

If your .x file is a binary, convert it to txt - for example in MView.
Open .x file in a text editor (I use PSPad).
Find a Frame with a mesh, in Aiko it's a 'Frame Body01'.
Frame Body01 has a Transform Matrix:
FrameTransformMatrix {
0.343084,0.000000,0.000000,0.000000,
0.000000,0.343084,0.000000,0.000000,
0.000000,0.000000,0.343084,0.000000,
40.275757,42.018650,-0.800831,1.000000;;
}
For latest version of Reloaded it should look like this:
1.000000,0.000000,0.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000,
0.000000,0.000000,0.000000,1.000000;;
Change it and you're done.
ANIMER - Character Animations Editor.

Edit and create your own animations of FPSC characters.

Supports DirectX and DBO formats.
Super Clark
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 4th Apr 2011
Location: UK
Posted: 16th Feb 2015 11:45
Yep that did the trick matey .... Big Thanks you are a
PM

Login to post a reply

Server time is: 2024-11-24 02:27:59
Your offset time is: 2024-11-24 02:27:59