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Maclimes

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Posts posted by Maclimes

  1. The present NPC structure doesn't have that option really.. I don't think anyone has made something that would allow it either.

     

    Fair enough. I assumed, mostly just because I've never seen anyone else do it. But it never hurts to ask! Thanks for the info!

  2. I want to make a talking dog. He'd be treated like a normal NPC, with gifts and friendship and a schedule and events and so on. (Obviously not datable!)

     

    The problem is that the 16-pixel-wide sprite size for the human NPCs is not big enough. The in-game dog sprites are 32 pixels wide.

     

    Is there anyway to have an NPC use larger sprites? Maybe something in PyTK, or some other utility I'm unaware of?

     

    Thanks so much!

  3. I'm attempting to edit the dialogue that Pierre, Marnie, and so on utter after losing (or winning) the grange display judgement at the SVFair. (Maybe even alter how the judging happens at all, although that may be a different thing.) But I can't find any of it.
    It's not in the fall16.xnb in Data/Festivals. All the dialogue included there is from before the judging. I don't even see the hook to start the judging, or the code to decide who wins. Does anyone know where that stuff is located? Thanks!

     

  4. Because the animation is built into the weapon archetype in the UDK. So if you change where the mesh of the weapon points, you are also automatically changing the animation as well.

     

    The only way to fix it is to go into the UDK, create a new weapon, and manually pull the animations from one with the mesh/material from the other. THEN you can go in and set up the code.

     

    Yes, it absolutely can be done. And frankly, it's not "difficult", per se. But it is time-consuming.

     

    So will it happen? Probably yes. Will it be immediately? Probably no.

  5. I *think* that "humandeadmale" is actually a leftover from XCOM:EU. (There's a few other oddball assets from EU scattered about in the UDK).

     

    That would explain why the bones and collision boxes aren't the same.

  6. Hey, guys. I'm the art asset guy for Playable Advent (All of the custom armors, including the new MEC Armor Mk.2, are my creation).

     

    What do you think? Is it too "futuristic"? It was obviously inspired by Tron (choose black as color 1, and a vibrant blue or red for color 2. It's awesome.)

     

    Would you like to see a similar style for the inevitable upgrades for other aliens?

     

    What recommendations/suggestions/feedback do you have for me?

  7. The DIF doesn't have to be black. I've experimented with a lot of weirdness, and it can be pretty much anything. I know for a fact black, white, and grey all work.

     

    And yes, I've set up the tint options correctly. Like I said, the color is applied, it's just only applied to solid white masked areas.

     

    But I think Synthorange nailed it: I realized that pale grey (almost white) works too, and in the gradient I desired. But the gradient doesn't correspond 1:1, as you noted. It seems like 0% color is around 75-80% alpha, scaling up to 100% at 100%.

     

    So. Adjust your gradients accordingly!

  8. I'm having a strange problem. I can't seem to use gradients in my "blue" channel for customizable colors (like Armor color).

     

    Solid white recolors just fine, but anything less than pure 255 doesn't apply the color at all. I feel that has to be a setting somewhere, but I can't find it. Anyone know?

  9.  

    Does that help?

     

    I want to say, "Yes", because it gives me a starting point. But almost every word went over my head. I'm traditionally an art guy, not a code guy. But it gives me something to poke at, so thanks!

  10. I want to change certain details of a soldier while wearing my new armor.

     

    In specific, I want to change some of the movement (for example, can't climb ladders while in my armor) and change the archetype (in order to facilitate custom animations).

     

    Both can be set in the Character Template:

    CharTemplate.bCanUse_eTraversal_ClimbLadder = true;

    or

    CharTemplate.strPawnArchetypes.AddItem("GameUnit_AdvCaptain.ARC_GameUnit_AdvCaptainM1_M");

    But is there a way to alter these things dependent on when the soldier changes armor?

     

     

  11. The animations in the drop ship are controlled by matinee, and the RemoteEventString referenced above connects to the kismet that contains the matinee. The map representing the drop ship interior is called: CIN_Loading_Interior and this map contains the kismet script and matinees that control the characters.

     

    Since the animations are controlled by matinee that is why they do not work for non-human characters - matinee works by having direct references to the resources it is using. If you look at the Cinematics folder inside Maps, that is why there is a separate cinematic map for each character type.

     

    So your options are:

    1. Implement alternate matinees for other character types in the CIN_Loading_Interior map and distribute that map with your mod ( it will override the base game one ).

    2. Write code to handle other character types inside the drop ship parts of XComPlayerController. If we had needed to support other character types riding the sky ranger int the base game, this is what we would have done. Similar to how the characters are handled in the squad select and post mission screens. We didn't have any aliens in the lineup to test with, but the code had branches for that possibility.

     

    Big thanks for this! I'll be honest, this sounds like it's about 5 miles over my head, but it's nice to at least be able to put this to rest one way or the other! Thanks again!

  12. Oh yeah, I'm home now so... it's CIN_Loading_Interior.umap

     

    The kismet graph is ridiculous!

     

    Hm. I don't suppose you found where the animations are referenced? I guess, for me, the big question is: Does it reference the pawn's assigned animation set, or does it have an implicit reference to a specific animation (regardless of who the actual pawn is)?

  13. Have you taken a look at the cinematic skyranger interior .umap files? I found a bunch of sequences in those that call upon specific anims, though I havent looked closely enough to be able to work out how they hook up to the AnimSet, it seems pretty opaque and not at all straightforward. Not at home so I cant point you directly though, sorry.

     

    That's okay, I appreciate the heads up. I'll look for that when I get home tonight! Thanks!

  14.  

    Can you maybe override that class and send a custom animation instruction if the pawn isn't a human?

     

    And now you see the information I am trying to find: Where exactly does that animation instruction get sent? And I mean, literally, what calls THAT SPECIFIC animation sequence?

     

    It's not the code snippet posted earlier, or at least, that's not the end of the chain. I just can't find the next link in the chain.

  15.  

    You can switch out the meshes in there, and they work differently (Vipers lose their s***, archons seem pretty ok, for example). Is it perhaps a hardcoded animation sequence, as in it will always use that animation set, whatever you do, and you must tweak the, erm, skeletons? meshes? somethings? directly in there per mesh?

     

    This is my fear. And you can't tweak them directly: The mesh you are switching between is just a preview (so you can test the animation with different models). If you change the "bones" on one, it changes for all of them.

  16.  

    So I looked at Playercontroller, to see what a valid emotion was, then ARC_Soldier_M, checked their AnimSets, saw Anims.AS_SkyRanger, doubleclicked that, it opened an AnimSet editor, with a bunch of stuff like Sit_Sad_IdleA

     

    So my guess would be it's probably that.

     

    It would be a pretty smart guess. (It was also the first thing I tried).

     

    Unfortunately, it's wrong.

     

    EVERY OTHER ANIMATION IN THE GAME works like that. Just change the AnimSet, etc, good to go! But for some unknown reason, the AS_SkyRanger doesn't play nicely like other AnimSets. I edit the ARC for the unit (let's say the Viper in this case), create a new AnimSet ("AS_Viper_Skyranger") with a series of sequences named exactly the same ("Sit_Sad_IdleA", for example), and set that as their new Skyranger AnimSet. But when I pull the unit into a squad in game, it's still using the human animations from the original AS_Skyranger.

     

    All of their other animations and AnimSets work just great. But not the Skyranger.

  17. @davidlallen Kinda off topic:

    I would like to animate and model things for XCOM2 but i can't find a working tool to get .psa and .psk files out of the .upk files (they don't work or output errors). I tried unmodel and a Xcom modding program collection. Is there anything else I could try? I would use Blender to model/ animate and I already got the Import/Export plugin for .psa and .psk.

     

    I can field this one. In the UDK, pick your AnimSet, and select the Animation Sequence you want to modify. Then click File > Export Sequence (or something to that effect). It exports as an FBX, which can be imported and exported in Blender. Then you just re-open the AnimSet, and pick File > Import Sequence. If you have any more questions, shoot me a PM (so we don't crowd this thread with non-PA related discussion).

  18. Hm. That's not a terrible idea, actually.

     

    Since grenades are already visible on the belt, what if you make them an equippable utility item? Maybe a Proving Grounds project (requires one associated corpse). You can equip the trophy, and it gives some sort of passive bonus (maybe different based on which alien it is?). You'd just need to make it competitive, stats-wise, so people would be willing to take them.

     

    Although I also have the funny idea of using the heads as actual throwable items (like grenades), that causes guaranteed panic to enemies in a certain radius.

     

    In either case, the mesh/texture work wouldn't be very difficult.

     

    *adds to growing list of possible goofy mods to make*

  19. Wait, are we talking about the same thing? I'm talking about when the 4 to 6 squad members are seated on the Skyranger, before and after every mission. I'm looking for which Animation Sequence is being called by that screen. (I'm not looking for the "roaming the Avenger" animations, although I suppose eventually I'll need to...).

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