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Post by historex on Apr 13, 2023 8:52:27 GMT 10
Hello. Some of you may find this question out of your caliber to answer, but I feel like it wouldn't hurt to ask regardless. Recently, I decided to delve into animation swapping, which this video helped me to do. However, this video does not go into great detail, and does not mention the fact that the MAX Time (which I assume tells you how long the animation lasts) actually decreases and makes the animation shorter as a result. You can see this with the images provided here: Original FileModified FileWhen tested in the game, the animation freezes before it can properly finish, leading to a weird scenario where the body just freezes in place that I absolutely hate to look at. Any help regarding this would be greatly appreciated.
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Post by RobbyJaiel on Apr 13, 2023 16:47:26 GMT 10
That datinjector tool was old method there are already better tool. RE4 UHD Tool by son of persia use the dat tool to extract & repack files. I never seen animation got shorter before but if you want to change how long the animation you can use HXD hex editor. Open your fcv files edit the first two bytes. Try messing with that you probably will solve your issue. I hope this helping
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Post by historex on Apr 14, 2023 3:48:47 GMT 10
Thanks! I wondered why the .dat tool I used only extracted a INDEX file, but the one in the UHD toolset actually separates all the files! Definitely makes what I'm trying to do much easier. Thanks again!
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Post by RobbyJaiel on Apr 14, 2023 10:52:13 GMT 10
Your welcome
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Post by Biohazard4X on Apr 15, 2023 4:22:18 GMT 10
In response to you first issue, being the DAT-tools not working and extracting just a "index" file this could be a result of 2 possible issues explained in this thread here... residentevilmodding.boards.net/post/105968/threadNow your animation issue you are having with you saying the it is freezing mid-animation which leads me to believe you are replacing a FCV that makes the player move is some form. When a animation makes your character move forward via FCV a sister file called the SEQ (Sequence File) is nearly 99% of the time connected to this and WILL cause issues if your dont replace the motion with a time of equal length in relation to the SEQ. While the FCV does have a frame length attach to it leading it to how long the animation will play BUT if a SEQ is involved it is the MAIN file that will control the length of your FCV. Let me quickly go over the file header so you can identify these values... The values in the red box indicate the Frame of the entire animation in whole, and this will override the FCV length values everytime if a SEQ is present. You need to match your SEQ to yours of the FCV that is attach to it. When the Value is greater or less than that of the FCV, the phenomenon as "Skipping" can occur, as what your specified in your post. Now their will be cases where the SEQ and FCV are not beside each other and will be separated by files in the DAT file list, Krauser's DAT is well known for this. The only way to identify correctly which FCV belongs to which SEQ is to manually go through each SEQ to find which Value is equal to or close in the sense that they can be compared. Alternatively you can replace each SEQ with your modified one by one in a game of trial and error. I hope this helps you if you wish to know more about the SEQ format in detail i recommend reading this document compiled by me made and explained by Gustavo 2099 --> SEQ Format by Helaman Goodluck Adieu
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Post by historex on Apr 15, 2023 14:27:34 GMT 10
Took some more fiddling with the SEQ file than just the frames (actually had to add more lines to it in order for it to actually play the last few frames of the animation I was replacing, otherwise it would still skip), but everything worked! The animation now plays in full, and I can't thank you enough!
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Post by RobbyJaiel on Apr 15, 2023 16:18:58 GMT 10
Biohazard4X speaking of fcv files i have question id like to ask you. When i add jump over animation ( 90,91 ) in pl0a, the knee animation somehow became thrust punch. Do you know the solution for this ? I already try use ganados jump but still knee became thrust punch A few weeks ago i also creating mod that fix all melee on every ganados so i put thrust punch on every emxx_688 but when i test it. It become knee. So i add 2 more animation which is ganados flying after thrust punch 689, and ganados falling from thrust punch 690. The melee finally become thurst punch not knee. So my question is do you have any idea why knee and thrust punch somehow connected ? and what a solution so krauser can doing jump over without low melee became thrust punch ?
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