Posted: Sat Jan 15, 2011 8:41 am
Ahhh Ruluk! You've just filled the shoes!Vantus wrote: I'm sure there are some clever people out there that will scoff and say "that's not true, it's simple", but seeing as it has yet to be seen or done, I suspect it might be tougher than people think.
I like that you're animating Ruluk and your example there is fine indeed.
As for the SP animations It still doesn't solve the riddle that merging .gla's or "tweaking" base JKA ones would be required to squeeze out a few more generic emotes that we don't need.
As for new custom animations not being incompatible - I'm not yet convinced. This is breaching more into RPmod's inner workings which I have little knowledge of.
From my understanding (and i'm totally up for correction here), custom animations that DO NOT exist in JKA (Player-made ones) will need to be hard-coded into RPmod with files including animation.cfgs and their "_humanoid.gla". This is why we see the OJP climbing animation, it's part of RPMod's install process.
Whereas the animations we use in game including the news ones are simply "called upon" in-game as you know. This way people don't need to download additional files or in other words - it doesn't threaten compatibility with base JKA.
As an example, I'm sure at some point or other, people have failed to load RPmod correctly and once they got in-game and did a "ledge grab" they failed to see the animation, instead their character does a weird star-jump animation. This already is an incompatibility. Imagine if 30% of RPMod's animations were CUSTOM...
See what I'm saying?