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Importing animations from NV


charwo

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For personal use:

 

I am taking a gun from a mod and want to turn it into the Battle Rifle from Gun Runner's Arsenal. Getting the model set up isn't a problem, but the accompanying animations are. For this conversion to be graphically complete, I need to add 1stpersonThisMachine to the first person slot and and 2handreloadP to the reload slot. These have been put in their proper file bases. However, GECK is not giving me the option to load those in the scroll down menus. What's the deal here?

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I actually tried something to this extent for the Ranger Sequoia earlier on. It turns out that you are unable to import any new animations for weapon reloading without overriding one of the ones already in the game. And the ones you see in the geck ( Reload A, Reload B, ect.) are hard coded into the game and I am not sure how to even overwrite them as coding is a mystery to me.

 

But I was able to mess around with the 44magnum reload cylinder to fit the ranger sequoia's cylinder, replaced it, and used the magnum reload animation. ( I think it was Reload D) The end result actually looked pretty good. You could try to adapt something from Fallout 3 to fit the weapon you want.

Edited by JkKILER
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charwo - Hello!

JkKILER is correct about there being a fixed amount of weapon animation slots available.

New weapon animations can easily be added but to do so means replacing one of the existing ones.

The normal method, avoiding replacing vanilla animations, would be to simply find a suitable Fallout 3 animation that will work with the imported weapon.

However, there's sneaky script/idle animation method used for adding in new reloads so that existing ones don't get replaced.

You can see it at work in Plasma Weapons Redesign Rebalance by chai:

http://fallout3.nexusmods.com/mods/8983

A good toutorial on how to add custom reloads via scripts in that way can be found here:

http://www.svartberg.com/tutorials/fallout3_customreload/customreload.html

The scripted method basically detects when the weapon it's attached to is using a Reload & substitutes the new added reload instead.

That may be a good alternative for you.

Also, the existing .kf animations that the weapons use are flexible to a certain extent & can be modified to work with more than one weapon type.

Inside the weapon animation .kf's are calls to the named animated parts in the weapon .nif's, like ##Slide.

So when the .kf's are called on the weapon they check for matching parts with the ## & animate them accordingly.

If there's no matching ## part then the animation skips that.

For example I wanted to use the heavy recoil animation that the .44 revolver uses when fired on an semi-automatic pistol.

Setting my semi-automatic pistol to use the .44 animation in GECK worked in game with the weapon firing & displaying the heavy recoil.

The problem was the slide did not animate, the .44 revolver obviously not having one.

I was able to edit the heavy recoil animation to include the slide animation from the normal semi-automatic pistol fire .kf, producing an animation that worked with my semi-automatic pistol as well as working perfectly normally with the .44 as before.

So if your animation is very simillar to a vanilla Fallout 3 weapon animation except for a different animated part it may be possible to modify an existing animation .kf to include that.

I'm certainly no expert in the animation .kf's but that little tweak worked in that instance anyway. :)

It was fiddling with that that led me to be able to fix the revolver Speedloader Glitch.

Hope this helps!

Prensa

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