Post by egglesplork on Jan 12, 2016 8:00:12 GMT 10
_____Anybody remember those animation mods from RE4 and RE5 where
you'd walk like a badass when equipped with a pistol? Ya know, instead of
walking with the thing like a cop? I know; I know. Firearms safety, never
point that thing in the direction ya don't want it shootin' in, don't aim at
something unless ya wanna kill it, or kill it AGAIN if it's a zombie...
But the walk-normal-with-a-pistol-animation looks so cool!
_____Two things, to start. First, normal walking happens when your character
doesn't have a weapon equipped. What, is the normal-walk animation in the
body model? Also, the character walks normally with a KNIFE. Could I
swap in knife animation data? Tried both of those. What happened?
_____And...it didn't work. Horrible mutations, just horrible! I gave up!
How's that old saying go again? Something like, there is no failed experiment,
only more data. BUT, there's a ray of hope for those who weren't there to
witness the grotesque outcomes. For those of y'all who can swap data WITHIN
*.lmt files, you might be able to succeed--if you want.
Lab Notes:
-->Let's try swapping in body model data for knife data!
pl2000AcA.lmt into the pistol pl2000HgA.lmt--COMPLETE FAIL--Broken Walk, Can't Walk, Climbing and Falling
pl2000ACA.lmt into pistol pl2000Hg1.lmt--
Nope, didn't try.
--Screw this noise!
-->This time, try knife animation data into pistol data.
KnifeData2
pl2000CrA.lmt into pl2000HgA--MUTANT FAIL--Awesome Walk, pistol acts like knife, will temporarily turn character into a mutant.
--Hey, what if I had a KNIFE act like a PISTOL!
-Swap pistol data into a knife.
-Try pl2000HgA from a pistol into pl2000CrA.lmt of a knife--MUTANT FAIL
Conclusion: Walk animations must be WITHIN the *.lmt data files.
Also, *A.lmt files will make one weapon behave like another--right down
to consuming ammunition. Justin Bieber must die.
you'd walk like a badass when equipped with a pistol? Ya know, instead of
walking with the thing like a cop? I know; I know. Firearms safety, never
point that thing in the direction ya don't want it shootin' in, don't aim at
something unless ya wanna kill it, or kill it AGAIN if it's a zombie...
But the walk-normal-with-a-pistol-animation looks so cool!
_____Two things, to start. First, normal walking happens when your character
doesn't have a weapon equipped. What, is the normal-walk animation in the
body model? Also, the character walks normally with a KNIFE. Could I
swap in knife animation data? Tried both of those. What happened?
_____And...it didn't work. Horrible mutations, just horrible! I gave up!
How's that old saying go again? Something like, there is no failed experiment,
only more data. BUT, there's a ray of hope for those who weren't there to
witness the grotesque outcomes. For those of y'all who can swap data WITHIN
*.lmt files, you might be able to succeed--if you want.
Lab Notes:
-->Let's try swapping in body model data for knife data!
pl2000AcA.lmt into the pistol pl2000HgA.lmt--COMPLETE FAIL--Broken Walk, Can't Walk, Climbing and Falling
pl2000ACA.lmt into pistol pl2000Hg1.lmt--
Nope, didn't try.
--Screw this noise!
-->This time, try knife animation data into pistol data.
KnifeData2
pl2000CrA.lmt into pl2000HgA--MUTANT FAIL--Awesome Walk, pistol acts like knife, will temporarily turn character into a mutant.
--Hey, what if I had a KNIFE act like a PISTOL!
-Swap pistol data into a knife.
-Try pl2000HgA from a pistol into pl2000CrA.lmt of a knife--MUTANT FAIL
Conclusion: Walk animations must be WITHIN the *.lmt data files.
Also, *A.lmt files will make one weapon behave like another--right down
to consuming ammunition. Justin Bieber must die.