Author
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Topic: hex editing the animadat file.........................
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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 19 April 2002 00:51
I need to edit the animadat file to change the offsets of the zombie. can some one tell me what i need to type in the hex edit to change it? for instance ZMTRLITA1HTH.dcc is the file name for attack 1. how do i find it in the file. what exactly do i look for? as always any help would be appreciated. please keep in mind ive never used hex before.thanks for your time and effort

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 19 April 2002 01:04
You look for the cof file name. So, it would be ZMA1HTH.------------------ Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 19 April 2002 21:53
ok i opened my hex editor and found the adress of ZMA1HTH which is 5A 4D 41 31 48 54 48 and then its followed by: 00 10 00 00 00 00 01. i believe its the 10 that needs to be changed but not sure what im to put there. what do i need to do? im changing the offsets for my graphics.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 19 April 2002 21:58
No no, animdata is only for frame counts, not offsets. Offsets all you do is resave the file with Cv5 and change the offsets(a popup will appear with boxes you can insert numbers in for offsets).------------------ Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

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Sir_General Moderator
   
Posts: 697 From: Registered: Aug 2001 |
posted 19 April 2002 22:35
Something tells me this might belong in the Graphics/Animation Forum.------------------ Sir_General That's Sir_General with an _. Leave it out and I'll beat you with a rubber chicken.

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Baz Honorary Warlord
   
Posts: 687 From: The Netherlands Registered: Nov 2001 |
posted 19 April 2002 23:56
I just looked at other files with the frame count number I wanted, so that I knew what I had to write. Then I just replaced the thing I wanted to change... and it worked!------------------ Give me fuel, give me fire, give me all that I desire Pŀāňεşĉąρē Ŧỗѓмĕⁿŧ mod is comming!!! post all your ideas in the HARRY POTTER MOD forum!

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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 20 April 2002 00:15
oops let me clarify this. I already changed the offsets for the graphics using cv5. but when im in the game and my new monster hits me it crashes. i was told to modify the animadat to correct this. thats what im trying to do. my ZMTRLITA1HTH has 128 frames so do i go into ZMLITA1HTH which is: 5A 4D 41 31 48 54 48 00 10 00 00 00 00 01 I believe i have to change the frame count to match my new monsters frame correct? but heres another question then. i modified the new monsters frame to match exactly that of the monster its replacing thus the old and the new have 128 frames each and same as the rest of the .dccs any thoughts on this?

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 20 April 2002 00:18
"5A 4D 41 31 48 54 48 00 10 00 00 00 00 01 I believe i have to change the frame count to match my new monsters frame correct? but heres another question then. i modified the new monsters frame to match exactly that of the monster its replacing thus the old and the new have 128 frames each and same as the rest of the .dccs any thoughts on this?"Okay, the '5A 4D 41 31 48 54 48' is not important, it's just the hex values for the string 'ZMA1HTH'. What you need to modify is the hex value after the string(about the second byte after the string) which is in this case, 10. Now, find out the frame count for your whole animation, then divide by the number of directions. Then, convert that number to hexadecimal value, then replace the '10' with the new value. ------------------ Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 20 April 2002 00:53
just to clear up a few more things. when you say count your frames for the whole animation and divide by # of directions.. do you mean all of the .ddc files(A1,A2,ddhth,dthth,nuhth,wlhth ect.)you add all of these frames up and divide by 8 (directions)or do you mean each file (in this case ZMA1HTH)you add the frames up (128) and divide by 8 = 16 turn into hex which is 10 and replace the current frame # with this. then i open ZMA2HTH and do it again right? until all of the frame counts have been modified. ok seems simple emough but one small problem. I said i replaced all of the old monsters frames with same # of new monster frames. in other words: old: 00 10 00 00 00 00 01 new: 00 10 00 00 00 00 01 they have the same amount of frames so the numbers wont change so why does it crash as soon as the monster hits me? SORRY if i seem confusing.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 20 April 2002 01:00
"do you mean all of the .ddc files(A1,A2,ddhth,dthth,nuhth,wlhth ect.)you add all of these frames up and divide by 8 (directions)"NOOOOO. You do it for each file. See, if you look for the 'attack1 cof', then you calculate the frames and such only for the attack1 cof. Then you do the same for all the other cofs. "then i open ZMA2HTH and do it again right? until all of the frame counts have been modified. ok seems simple emough but one small problem. I said i replaced all of the old monsters frames with same # of new monster frames. in other words: old: 00 10 00 00 00 00 01 new: 00 10 00 00 00 00 01 they have the same amount of frames so the numbers wont change so why does it crash as soon as the monster hits me?" That means that a different 'state' is crashing you. Meaning, it may be the attack1 state that is crashing you, or the gethit state, etc. It seems that whatever the change you made above(where both were 10 hex frames), it did not cause the crash, another file did. ------------------ Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 20 April 2002 02:45
ok i did check everything in AnimData.D2 a1 frames 128 divided by 8 =16 hex 10 a2 frames 128 divided by 8 =16 hex 10 dd frames 8 divided by 8 =1 hex 01 dt frames 152 divided bt 8 = 19 hex 13 gh frames 40 divided by 8 = 5 hex 05 nu frames 64 divided by 8 = 8 hex 08 rn frames 64 divided by 8 = 8 hex 08 wl frames 96 divided by 8 = 12 hex 0C s1 frames 128 divided by 8 =16 hex 10 well thats what i change them to however all of them were the same except for dt. but i still get game crash when monster dies. I havent modified any items or armor or anything like that.[This message has been edited by darkwhispers (edited 20 April 2002).]

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 20 April 2002 07:20
If any of your animations are longer than the original zombie ones, you will need a different COF as well. Remember if your monster tries to use more frames then are in the COF, CRASH. Try the Pinhead's dying animation for passive things (walk, gethit, neutral, dying, etc.) Something else that's long enough for the attack animation (heck pinheads attack might work here)

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