#11
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Quote:
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#12
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It's how I remember it from the live servers. My shaman pet particularly always looked "slow" moving around.
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#13
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Against current eqemu code, maybe something like this in Mob::AttackAnimation in attack.cpp (additions in bold): Code:
case ItemType2HSlash: // 2H Slashing { skillinuse = Skill2HSlashing; //should this apply to female iksars? has anyone ever seen a female iksar swing a 2hs? type = (GetRace() == IKSAR && GetGender() == 0) ? <desired animation number goes here> : anim2HSlashing; break; } | ||||
#14
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I played an iksar warrior on live from kunark release onward - I honestly can't remember what the 2hs animation looked like then. I do feel like if it was this terrible it would have left an impression with me.
Client side fix would be awesome [You must be logged in to view images. Log in or Register.]
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#15
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Thank you Zaela!
Your Wolf Form animation speed changer utility worked like a charm! I found that 20 milliseconds looks best. I am amazed at how quick and easy it was for me to install. You did all the hard work! I have a feeling this was quite easy for you. You are very talented.
If you ever need a port in game, I play on blue. Mizard the Wizard and Riverhead. Again, THANK YOU SO MUCH! I love playing in Wolf Form now =))) | ||
#16
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Same setup instructions and notes as the wolf tool. You get to grapple with the raw names for animations since figuring out exactly what everything is isn't worth my time. Some hints: * C01 is kick * C02 is 1h pierce * C03 isn't listed because it's what we're replacing * C04 is 2hb poke * C05 is main hand swing * C06 is offhand swing * Other C## are the remaining Combat animations (punch, archery, etc) * D## are Damage animations (D05 is death) * S## are Social animations * T## are T...spell animations * L## are apparently movement related, assuming wolves are representative * O## and P##, who knows Could be some bugs in this tool, kept giving me trouble after successful tests. The edited file is backed up, though (as global4_chr.zae). Quote:
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Last edited by Zaela; 04-25-2016 at 10:40 PM..
Reason: grammar
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#17
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Oh man..
Trying this tonight I'm stoked
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#18
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hmm ....so I could tiger strike instead of 2hb poke....yeah..trying this too!
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#19
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Seems some of the monk anims were lumped in with spellcasting animations; flying kick is T07, and two non-kicking ones (I can never remember which is which animation-wise) are T08 and T09. Also found and fixed the bug I was having with the 2hs-specific tool. And for reference, the O## anims are idle animations. edit: Also interesting to note that there are extra pieces for the model's animation skeleton that are apparently only moved during spellcasting animations, presumably to guide particle emitters. Probably already known by Telin, though. | |||
Last edited by Zaela; 04-27-2016 at 05:57 PM..
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#20
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worked amazingly
oh god I can use 2hs now without hating my life Zaela, as promised, I owe you 1 fathering of children I'm somewhat curious too - if Iksar did in fact never have a 2hs animation, if we used whatever files you were looking at from a kunark install would that give us more info, Zaela? I honestly can't remember it but I didn't really use 2hs all that often back then :3
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Last edited by khanable; 04-27-2016 at 06:03 PM..
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