the Phrozen Forums
  Graphics and Animation
  Frustrations with Monster Animations

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   Frustrations with Monster Animations
Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 24 December 2001 22:03     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Okay, I have a problem. First off, I reinsert a D1 animation for a monster. This first happened with FoxBat's Knights. I edited everything properly, put them in the correct paths but the thing is, all the new monster animations work fine EXCEPT the walking animation. This ALWAYS happens and I don't know why. The bloodknights are replaced mosquitos. Now, when they attack, die, gethit or stand still, they look like BloodKnights. The moment they start walking after me, they "transform" into mosquitos until they either stand still, attack, gethit or die. This is getting really annoying, it's like the game is ignoring the walking animation that I insert into the mpq along with the dying, neutral, gethit and attacking animations. And to top it off, I also tried using Teknokyo's Ice Golem monster from Icewind Dale(he gave me permission )I replace the Tainted with the Icedude. Again, all the animations of the Ice Monster work fine except for the walking animation which makes the Icegolem monster "transform" back into a Tainted one when he is walking. What's happening, is there something else that needs to be done with the walking animations of monsters so they actually appear. This is getting really frustrating for me... Can anyone help?

IP Logged

NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 25 December 2001 02:12     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
i would again advice to use -direct -txt since that way u can check much faster if you put a file in the wrong place

------------------
Nefarius' Secondary Mod Site
Nefarius' Primary Mod Site

------------------
XyRAX v21.00 Comming Soon!
------------------
NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

IP Logged

Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 25 December 2001 06:32     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
I am using -direct -txt and the paths are in the correct locations. I have looked at it multiple times and it's really frustrating. And it always happens with a monster's walking animation...

------------------
God gave me a brain to use but I miserably failed to use it to my advantage

IP Logged

NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 25 December 2001 07:39     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
maybe this will help as far as i know the mosquito archives contain the following parts/files.

S1 (The wing overlay)

MOS1LITA1HTH
MOS1LITA2HTH
MOS1LITDDHTH
MOS1LITDTHTH
MOS1LITGHHTH
MOS1LITNUHTH
MOS1LITWLHTH

S3 (Big Blood Squirt, Death overlay)

MOS3LITDDHTH
MOS3LITDTHTH

S8 (The Same Death Overlay as Above)

MOS8LITDDHTH
MOS8LITDTHTH

TR (The Mosquito itself)

MOTRLITA1HTH
MOTRLITA2HTH
MOTRLITDDHTH
MOTRLITDTHTH
MOTRLITGHHTH
MOTRLITNUHTH
MOTRLITWLHTH

check if they are all ending with .DCC unless you made windows recognize .DCC as a file type it will be part of the name.

------------------
Nefarius' Secondary Mod Site
Nefarius' Primary Mod Site

------------------
XyRAX v21.00 Comming Soon!
------------------
NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

IP Logged

Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 25 December 2001 08:05     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
YEp, that's how I have it. And no, it's not that it can't recognize .dcc because all of the new monster's animations work EXCEPT for the walking one. And I'm having the same problem with the IceGolem when it replaces the Tainted. Though I never took a screenshot of him transforming, here is a screenshot of him:


http://www.apocalypsedemon.freeservers.com/index.html

I'll try to make a few pics that show him "transforming" into a Tainted when he walks. It seems for every monster I replace, it ignores the walking animation HOWEVER, it seems the only monster that works probably is the Magma Demon which is found on the photo part of the site. But BloodKnights, Biclops, Icemen, Necromorbs, Psychorbs, Horkdemons, etc seem to "transform" back to the original monster when they walk.

------------------
God gave me a brain to use but I miserably failed to use it to my advantage

IP Logged

NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 25 December 2001 08:51     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
maybe somthing ****ed up in your language support on your pc and it does somthing to the W or the L for some reason dunno i once had a bug like that on my chomp started typing $ instead of P. try to see if the pc has problems loading keyboard.sys on start up

------------------
Nefarius' Secondary Mod Site
Nefarius' Primary Mod Site

------------------
XyRAX v21.00 Comming Soon!
------------------
NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

[This message has been edited by NefariusDX (edited 25 December 2001).]

IP Logged

Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 25 December 2001 10:56     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Yah but if that was the case, all of the paths for all animations that I type would not work but in my case, only the walking one doesn't work. I'm getting very frustrated and the thing is that it works perfectly with the Magma Demons replacing Tainted but replacing the Tainted with anything else causes them to "transform" when they walk back to the original monster. I also tried the Fallen Brute and it does the same thing for them.

------------------
God gave me a brain to use but I miserably failed to use it to my advantage

IP Logged

NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 25 December 2001 11:03     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
did you check if the frames match?

------------------
Nefarius' Secondary Mod Site
Nefarius' Primary Mod Site

------------------
XyRAX v21.00 Comming Soon!
------------------
NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

IP Logged

Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 25 December 2001 11:07     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
No, but shouldn't FoxBat's BloodKnights frames already match(or be adjusted to work) because this also happens when I replace the mosquitos with the Bloodknights. When they run after me, the bloodknights turn into mosquitos until they either standstill, attack, die or gethit.

------------------
God gave me a brain to use but I miserably failed to use it to my advantage

IP Logged

NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 25 December 2001 11:13     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
here is why, u cant have the changes from more then one animdata.d2 at once unless you hex edit one of them to match both this is probably what happened, you tried to use more then 1 gfx plugin but didnt replace the changed code in animdata.d2 or am i wrong

------------------
Nefarius' Secondary Mod Site
Nefarius' Primary Mod Site

------------------
XyRAX v21.00 Comming Soon!
------------------
NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

IP Logged

Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 25 December 2001 11:39     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Actually, that's not the case. First, I tried FoxBat's animdata for the BLoodKnights and the problem happened with the BloodKnights. However, I did not hex edit anything in animdata at all ever for the Icemonster or the other monsters(and the thing that's weird is I never ever changed anything in animdata for the magma demons and they spawned perfectly just needed alittle offset editing.) Would missing frames(or not the same amount of frames) cause the whole animation to not work at all and revert to the original monster's animation?

------------------
God gave me a brain to use but I miserably failed to use it to my advantage

IP Logged

NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 25 December 2001 11:41     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
the magma demons i did where done in a methode i use if the monster dosent have boss size i just adjust the amount of frames

------------------
Nefarius' Secondary Mod Site
Nefarius' Primary Mod Site

------------------
XyRAX v21.00 Comming Soon!
------------------
NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

[This message has been edited by NefariusDX (edited 25 December 2001).]

IP Logged

FoxBat
Moderator

Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 25 December 2001 16:13     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
Make sure you've got the COF files in there too. If so then it should work fine.

IP Logged

Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 25 December 2001 18:36     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Ok, I have all cof files, animdata, all .dcc files, montype altered, my own monstats.txt(with the changes you have in yours), all .wav files. Now, the sound works good, and everything else works fine EXCEPT the walking animation. Man, seriously I don't know what's happening(oh Nefarius, and for the magma demons, I never used your plugin, I just put them in by overwriting the file name of the magma demon's .dcc to what the tainted files are named and it worked fine.) No .cof or animdata altering was needed for that(except offset altering). And another weird thing, when I do give the mosquitos the bloodknight animations and the walking animation is screwed, it seems any monster I encounter in Act 5 gives me an Unhandled Exception c0000005. If any monster in Act 5 is generated or spawned, CRASH. And I never altered anything with animations for Act 5 yet and this only happens in Act 5 AFTER I give the bloodknight animations to the mosquitos. Sorry but I really look like a fool.

------------------
God gave me a brain to use but I miserably failed to use it to my advantage

IP Logged

NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 26 December 2001 03:03     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
that was all the plugins, i never added somthing except the .dcc files, there was a installer in it but only for n00bs that dont want to mess with file pathes.

------------------
Nefarius' Secondary Mod Site
Nefarius' Primary Mod Site

------------------
XyRAX v21.00 Comming Soon!
------------------
NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

IP Logged

Incandescent One
Honorary Warlord

Posts: 272
From: Great Britain
Registered: Nov 2001

posted 26 December 2001 05:31     Click Here to See the Profile for Incandescent One   Click Here to Email Incandescent One        Reply w/Quote   Visit Incandescent One's Homepage!
Hey apocalypse, i'm just gonna take the time to point something out to you. If the frame count was the same for both the mosquito and black knight walking anim, and you removed the black knight animation from the mod folder where it's stored, the game would try to use the original anim from within the d2datampq. It's pretty much the same as with txt files, it reads changes in any files that you've put in your subdirectory, but any that aren't there it will read from the original mpq location.
Now, i would assume that if there was a problem with framecount/frames per direction it would straight up crash the game, but you're not getting that. It sounds to me like the game doesn't realise you have an anim for the black knight walking & is going back to the original mpq for it.
I would suggest that (as annoying as it must be) you recheck the walking anim, by loading it into cv5 and playing it to make sure it works, then double checking that it is named correctly (right click on the file, select properties & it'll show you, i believe it's meant to be motrlitwlhth.dcc, i've ended up with files that weren't displaying their extension on screen before, for example "attack.dcc.cof")
Other than that, as i'm sure most people would tell you, it's easy to overlook other things without having the problem right in front of you, on screen. I eagerly downloaded black knights as soon as they were ready (thanx Foxbat) and i never encountered any of these problems, but i was using them with a clean unmodded version of d2 at the time.
Hope this helps in some way

IP Logged

NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 26 December 2001 05:54     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
Incandescent One, it wont always crash, i changed arround the gfx of the mummy spawner in act2 to a unused trap it had a none matching frame value but didnt crash thought it turned invisible and then reapeared.

------------------
Nefarius' Secondary Mod Site
Nefarius' Primary Mod Site

------------------
XyRAX v21.00 Comming Soon!
------------------
NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

IP Logged

Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 26 December 2001 11:30     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Hey, incandescent, the first thing I did was replay the missing walking animations for the monsters and they look correct. The following walking animations that do not work are: Horkdemon, Biclops, Fallen Brute, Necromorb, Icedude, Bloodknight, psychorb. Bloodknight's walking animations doesn't work for both replacing mosquitos or tainted. And the paths I used were the same paths I used when adding in the magmademons to replace tainted and the magmademons work out just fine. No animation screwups at all, just offset editing. But other monsters don't, it's like the game ignores that I did add a walking animation of the monster and uses the original monster's animation. The animation for walking to replace tainted us: data\global\monsters\bh\tr\bhtrlitwlhth.dcc

------------------
God gave me a brain to use but I miserably failed to use it to my advantage

IP Logged

NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 26 December 2001 12:31     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
hmm maybe you should try to replace fallen shamans as a test only and see if it does the same fückup.

------------------
Nefarius' Secondary Mod Site
Nefarius' Primary Mod Site

------------------
XyRAX v21.00 Comming Soon!
------------------
NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

quote:

Gaze into the Oblivion within yourself and you shall become your greatest fears.

the escence of leeching is to request before you try.


[This message has been edited by NefariusDX (edited 26 December 2001).]

IP Logged

Incandescent One
Honorary Warlord

Posts: 272
From: Great Britain
Registered: Nov 2001

posted 27 December 2001 05:03     Click Here to See the Profile for Incandescent One   Click Here to Email Incandescent One        Reply w/Quote   Visit Incandescent One's Homepage!
Ummmmmmmm, Nefarius, did you just say that?? i'm sure you meant ****up

IP Logged

Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 27 December 2001 17:30     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
ok, somewhat encouraging news...it seems that though the Necromorbs and Psychorbs don't work properly with shamans(the walking animation also transforms), King Leoric DOES work properly with Tainted monsters. So, atleast King Leoric works fine...

------------------
God gave me a brain to use but I miserably failed to use it to my advantage

IP Logged

Incandescent One
Honorary Warlord

Posts: 272
From: Great Britain
Registered: Nov 2001

posted 27 December 2001 17:39     Click Here to See the Profile for Incandescent One   Click Here to Email Incandescent One        Reply w/Quote   Visit Incandescent One's Homepage!
Hey Apocalypse, i'm going to be getting a copy of Hellfire over the next few days, so i should be able to help you out once i've got some files to work with I'm planning to rework the Leoric plug-in now that i know a little bit more, i need some input on this tho, mainly the token replacement. I think Radament is very well suited for replacement by Leoric, i'm open to suggestions tho (its a shame that i've not played round with Isilweo's editor much, to actually put Leoric in his Crypt would really be something )

IP Logged

Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 27 December 2001 18:15     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Well, Leoric works fine so atleast that's good. As for isilweo's editor, it seems there is only one entry for Act 2 monsters or objects and that's duriel...so, we are still waiting for MPHG to make an updated obj.txt file for isilweo's level editor so we can actually move other things from act 2.

------------------
God gave me a brain to use but I miserably failed to use it to my advantage

IP Logged

All times are Central Standard Time

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | The PhrozenKeep

© PhrozenKeep.com . all buttons made by the Evilenglishman . swords and shields by DigiBO.


Ultimate Bulletin Board 5.47c