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Author Topic:   Animdata questions...
RexxLaww
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Posts: 1158
From: USA
Registered: Mar 2001

posted 29 March 2002 14:56     Click Here to See the Profile for RexxLaww   Click Here to Email RexxLaww        Reply w/Quote   Visit RexxLaww's Homepage!
Okay, I do allright when making new inventory graphics.

I can get new monsters in the game using plug ins.

But a couple of plugins each have seperate Animdata files. Of course, what works for one, wont work for the other.

I am __barely__ familiar with hex editing programs so I could probably stumble through making one that works for both.
Specifically, the Diablo and BloodKnight plugins have their own Animdata files.

Whats the easiest way to get them into one, since you obviously cannot have more than one Animdata file in your /data/global/ folder?
Or is there an easier way?

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The frost. Sometimes it makes the blade stick.

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

posted 29 March 2002 15:17     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
You will need to grab a hex editor and make the changes yourself. I suggest getting XVI32 as the hex editor. Then, search for the string of the cof file in animdata. Then, find out how many frames per one direction in hexadecimal your new animation is and type in the value over the already written value. So, if your new animation has 100 frames total, you divide by 8 to get the amount of frames per direction, then convert to hexadecimal.

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RexxLaww
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From: USA
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posted 29 March 2002 15:24     Click Here to See the Profile for RexxLaww   Click Here to Email RexxLaww        Reply w/Quote   Visit RexxLaww's Homepage!
Im using XvI32.

Can I just open up two copies at once and then search out the cof string? i.e. MO (For mosquito), and then make the changes in the one file?

Boy, that just doesnt sound right...

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The frost. Sometimes it makes the blade stick.

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Apocalypse Demon
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posted 29 March 2002 15:27     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Yes, you can do that.

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RexxLaww
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posted 29 March 2002 15:32     Click Here to See the Profile for RexxLaww   Click Here to Email RexxLaww        Reply w/Quote   Visit RexxLaww's Homepage!

Seems easier than doing that divide by 8 thing.

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The frost. Sometimes it makes the blade stick.

Darkness Weaves

The UTC Project

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Apocalypse Demon
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posted 29 March 2002 15:43     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
What's so hard about dividing by 8???

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RexxLaww
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posted 29 March 2002 18:09     Click Here to See the Profile for RexxLaww   Click Here to Email RexxLaww        Reply w/Quote   Visit RexxLaww's Homepage!
Which address do I insert the new frame length value?

(Yeah, I did the divide by 8 thing)
For example:
For the COF entry: MOA1HTH
4D 4F 41 31 48 54 48 00 0C 00 00 00 E0

Obviously the first 7 numbers are for the name. Is it the 0C or E0 for # of Frames?

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The frost. Sometimes it makes the blade stick.

Darkness Weaves

The UTC Project

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RexxLaww
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Posts: 1158
From: USA
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posted 29 March 2002 18:43     Click Here to See the Profile for RexxLaww   Click Here to Email RexxLaww        Reply w/Quote   Visit RexxLaww's Homepage!
I got it figured out.
Not too hard once you read the tutorials.

Thanks Apoc!

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The frost. Sometimes it makes the blade stick.

Darkness Weaves

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Alkalund
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Posts: 964
From: Florianópolis, Santa Catarina, Brazil
Registered: Apr 2001

posted 29 March 2002 18:45     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
quote:
Originally posted by RexxLaww:
Obviously the first 7 numbers are for the name. Is it the 0C or E0 for # of Frames?

0C , that's 12 frames per direction

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"Get me a balrog attack-1 hand-to-hand animation, and I want it yesterday, the paladin is almost here!" ---> DMA1HTH @ offset 0006A480h. - Myhrginoc

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RexxLaww
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posted 29 March 2002 18:49     Click Here to See the Profile for RexxLaww   Click Here to Email RexxLaww        Reply w/Quote   Visit RexxLaww's Homepage!
And if I understand it correctly, the next number "E0" is for missiles?

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The frost. Sometimes it makes the blade stick.

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Myhrginoc
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posted 29 March 2002 19:07     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
I haven't worked out the details for AnimData records past the frame byte yet, except it is probably best to use an A1 record for a new A1 file, a DT record for a new DT file, etc. There are additional nonzero bytes that appear in the offensive modes that aren't used in passive modes.

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“The reason we hold truth in such respect is because we have so little opportunity to get familiar with it.” -- Mark Twain

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RexxLaww
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posted 29 March 2002 19:26     Click Here to See the Profile for RexxLaww   Click Here to Email RexxLaww        Reply w/Quote   Visit RexxLaww's Homepage!
quote:
Originally posted by Myhrginoc:
I haven't worked out the details for AnimData records past the frame byte yet, except it is probably best to use an A1 record for a new A1 file, a DT record for a new DT file, etc. There are additional nonzero bytes that appear in the offensive modes that aren't used in passive modes.

And we just moved completely out of my realm of modding skillz...

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The frost. Sometimes it makes the blade stick.

Darkness Weaves

The UTC Project

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