Author
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Topic: Animdata questions...
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RexxLaww Moderator
   
Posts: 1158 From: USA Registered: Mar 2001 |
posted 29 March 2002 14:56
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? ------------------ The frost. Sometimes it makes the blade stick. Darkness Weaves The UTC Project

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 29 March 2002 15:17
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 Moderator
   
Posts: 1158 From: USA Registered: Mar 2001 |
posted 29 March 2002 15:24
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... ------------------ The frost. Sometimes it makes the blade stick. Darkness Weaves The UTC Project

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 29 March 2002 15:27
Yes, you can do that.

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RexxLaww Moderator
   
Posts: 1158 From: USA Registered: Mar 2001 |
posted 29 March 2002 15:32
 Seems easier than doing that divide by 8 thing.  ------------------ The frost. Sometimes it makes the blade stick. Darkness Weaves The UTC Project

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 29 March 2002 15:43
What's so hard about dividing by 8???

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RexxLaww Moderator
   
Posts: 1158 From: USA Registered: Mar 2001 |
posted 29 March 2002 18:09
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? ------------------ The frost. Sometimes it makes the blade stick. Darkness Weaves The UTC Project

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RexxLaww Moderator
   
Posts: 1158 From: USA Registered: Mar 2001 |
posted 29 March 2002 18:43
I got it figured out. Not too hard once you read the tutorials.  Thanks Apoc! ------------------ The frost. Sometimes it makes the blade stick. Darkness Weaves The UTC Project

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Alkalund Honorary Warlord
   
Posts: 964 From: Florianópolis, Santa Catarina, Brazil Registered: Apr 2001 |
posted 29 March 2002 18:45
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  ------------------ "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 Moderator
   
Posts: 1158 From: USA Registered: Mar 2001 |
posted 29 March 2002 18:49
And if I understand it correctly, the next number "E0" is for missiles?------------------ The frost. Sometimes it makes the blade stick. Darkness Weaves The UTC Project

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 29 March 2002 19:07
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.------------------ “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 Moderator
   
Posts: 1158 From: USA Registered: Mar 2001 |
posted 29 March 2002 19:26
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...  ------------------ The frost. Sometimes it makes the blade stick. Darkness Weaves The UTC Project

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