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Post by DbZGeek on Jun 17, 2015 21:03:13 GMT
Well as the thread name says.. I would like a tutorial or short explaination on how to add a tail+animation to your CaC.
if its programming or scripting the tutorial could be intermediate or pro.(since i already know how to program in C++, delphi, C#, HTML and Java and edit meshes+bones.)
The reason i want to know this is, i want to contribute to this site as well with some nice mods and/or add-ons. Thanks on forehand!
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Post by evanrezane on Jun 17, 2015 21:55:33 GMT
you could look at some of the existing mods??? The best way to learn things is observing how others do it, and working from there. Look at the TONS of tail outfit mods here, and see that they have in common!
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Post by DbZGeek on Jun 17, 2015 22:51:47 GMT
dude thats the basic answer.. in other words RTFM right? Look, im lookin for help not a push aside answer..
i can look whatever i want, but without knowing what they adjusted or which file they adjusted, and what was added... i can search until next year with so much code and data to cover.
all i want is a push in the right direction, not just reverse engineer the whole freakin thing.
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Post by evanrezane on Jun 18, 2015 20:20:41 GMT
I mean, you can look at the similarities, and just compare The Tail-less base game outfits to the modded tail bearing ones. This is from someone with no experience making tail mods, so its all I have to offer.
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Post by Gurlok on Jun 19, 2015 10:33:38 GMT
Well as the thread name says.. I would like a tutorial or short explaination on how to add a tail+animation to your CaC. if its programming or scripting the tutorial could be intermediate or pro.(since i already know how to program in C++, delphi, C#, HTML and Java and edit meshes+bones.) The reason i want to know this is, i want to contribute to this site as well with some nice mods and/or add-ons. Thanks on forehand! If you are familiar with blender or 3ds max (personally I prefer the first) as far models can go you shouldn't have many issues. You can check kthxbai's thread, not only he provides some nice mods, he also provide a tail accessory. You could always bind the tail to the bust in order to save an accessory slot (I did it myself, is really easy), keep in mind though, the tail will not move. However, if you are aiming for a tail + animation, for now all you can do is the follow: 1) You can use Goku, Vegeta or Gogeta SSJ4 pants or extract their tail and put it in CaC pants model, along GK4 skeleton; 2) There is no saiyan tail animation in the lobby, ending in the tail being rigid, all you could do is to use the frieza race animation (but resulting in your character foot going underground due to saiyan being taller); 3) Same goes for stages, the only way to fix it is by replacing your character animation with the one of Goku/Vegeta/Gogeta SSJ4, but this will glitch every combo and throw you do. That's pretty much at the moment, I highly suggest to go for kthxbai's accessory tail, even more if you use female characters, as the above method will NOT work.
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Post by DbZGeek on Jun 19, 2015 13:30:57 GMT
Well as the thread name says.. I would like a tutorial or short explaination on how to add a tail+animation to your CaC. if its programming or scripting the tutorial could be intermediate or pro.(since i already know how to program in C++, delphi, C#, HTML and Java and edit meshes+bones.) The reason i want to know this is, i want to contribute to this site as well with some nice mods and/or add-ons. Thanks on forehand! If you are familiar with blender or 3ds max (personally I prefer the first) as far models can go you shouldn't have many issues. You can check kthxbai's thread, not only he provides some nice mods, he also provide a tail accessory. You could always bind the tail to the bust in order to save an accessory slot (I did it myself, is really easy), keep in mind though, the tail will not move. However, if you are aiming for a tail + animation, for now all you can do is the follow: 1) You can use Goku, Vegeta or Gogeta SSJ4 pants or extract their tail and put it in CaC pants model, along GK4 skeleton; 2) There is no saiyan tail animation in the lobby, ending in the tail being rigid, all you could do is to use the frieza race animation (but resulting in your character foot going underground due to saiyan being taller); 3) Same goes for stages, the only way to fix it is by replacing your character animation with the one of Goku/Vegeta/Gogeta SSJ4, but this will glitch every combo and throw you do. That's pretty much at the moment, I highly suggest to go for kthxbai's accessory tail, even more if you use female characters, as the above method will NOT work. Thanks ^_^ maybe that animation can be fixed by adjusting the default skeleton and hex edit the .ean files. I will look into it. Thanks for your advise ^_^
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Post by Gurlok on Jun 19, 2015 14:27:50 GMT
Thanks ^_^ maybe that animation can be fixed by adjusting the default skeleton and hex edit the .ean files. I will look into it. Thanks for your advise ^_^ HUM Skeleton and GK4 Skeleton are identical, the latter has only the tail added, so just rename it as HUM and put it inside the HUM folder, less hassle for the same result . I tried to hexedit the ean files and made some tests, but the results ended in either loading loop or crashes. sadly the file contains way too many strings. But I'm not a professional when it comes to that stuff, so maybe you could attain something, let me know if you find a solution .
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Post by DbZGeek on Jun 19, 2015 15:02:16 GMT
Thanks ^_^ maybe that animation can be fixed by adjusting the default skeleton and hex edit the .ean files. I will look into it. Thanks for your advise ^_^ HUM Skeleton and GK4 Skeleton are identical, the latter has only the tail added, so just rename it as HUM and put it inside the HUM folder, less hassle for the same result . I tried to hexedit the ean files and made some tests, but the results ended in either loading loop or crashes. sadly the file contains way too many strings. But I'm not a professional when it comes to that stuff, so maybe you could attain something, let me know if you find a solution . hmm maybe very basic, but why not replace the HUM.esk and the HUM.ean file with that of GK4. i notice with myself i overcomplicate things when it comes to coding, has anyone already tried that?? renaming GK4.ean > HUM.ean and GK4.esk > HUM.esk ?
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Post by Gurlok on Jun 19, 2015 16:48:22 GMT
hmm maybe very basic, but why not replace the HUM.esk and the HUM.ean file with that of GK4. i notice with myself i overcomplicate things when it comes to coding, has anyone already tried that?? renaming GK4.ean > HUM.ean and GK4.esk > HUM.esk ? That's what I meant when I gave you the instruction on my first post, the problem is that it doesn't work completely and the moves glitch out.
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Post by DbZGeek on Jun 19, 2015 17:56:31 GMT
hmm maybe very basic, but why not replace the HUM.esk and the HUM.ean file with that of GK4. i notice with myself i overcomplicate things when it comes to coding, has anyone already tried that?? renaming GK4.ean > HUM.ean and GK4.esk > HUM.esk ? That's what I meant when I gave you the instruction on my first post, the problem is that it doesn't work completely and the moves glitch out. ah, okay, im currently testing some stuff out in the hum.ean thingy. If everything works out correctly all thats left is fix the part that the game actually understands its a tail and not the arm/leg or whatever. Which shouldnt be too hard.
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Post by DbZGeek on Jun 19, 2015 17:57:18 GMT
Well got it working after a long night of work xD Working on the Lobby now. Check it out Download + extra vid on fighting here
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