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pamercomov
FPSC Reloaded TGC Backer
9
Years of Service
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Joined: 2nd Jan 2015
Location: palma de mallorca
Posted: 23rd Mar 2019 18:30
hello everyone, I'm testing the capabilities of agk for 3d

I'm going to use for these test models .X from here

https://github.com/TheGameCreators/FPS-Creator-Classic

but I have a question ... how can I extract the animations from the model if I do not know the number or the names or anything?
What is the best way to use these animated models?

thank you very much in advance for helping
using AppGameKit V2 tier 1
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 23rd Mar 2019 22:21
pamercomov
FPSC Reloaded TGC Backer
9
Years of Service
User Offline
Joined: 2nd Jan 2015
Location: palma de mallorca
Posted: 24th Mar 2019 15:59 Edited at: 24th Mar 2019 16:00
Yes, thank you, I do that ...
what I mean is that when doing the account of the animations of a model x with
counter = GetObjectNumAnimations (103)
is 1
that is, they are not separated by the type of model
and I had to go one by one doing trial and error
to get them separated ...
specialist.x

// nombre animacion frame incical frame final loop

muerte hacia atras 0 20 no loop
muere en el sitio sentado 20 40 no loop
muere cayendo delante 40 60 no loop
muerte hacia atras (II) 60 80 no loop
muerte cae izq 80 100 no loop
muere en el sitio sentado izq 100 120 no loop
muerte cae der 120 140 no loop
muere en el sitio sentado der 140 160 no loop
sube escalera de pared 160 189 loop perfecto
falling sin arma 190 220 no loop
walk sin arma 236 258 loop perfecto
strife izq sin arma 260 280 loop perfecto
strife der sin arma 280 300 loop perfecto
run 300 318 loop perfecto
lanza granada 320 355 loop perfecto
idle agachado 356 380 loop perfecto
walk crounch(agachado) 381 405 loop perfecto
lanza granada agachado 406 440 loop peerfecto
idle swimming 445 460 loop perfecto
swimming 462 490 loop
levantarse caido atras 490 520 no loop
levantarse caido delante 520 550 no loop
falling con arma 550 590 no loop
walkin con arma 597 622 loop
strafe con arama izq 625 642 loop
strafe con arma der 646 662 loop
corriendo con arma 665 680 loop perfecto
recargando de pie 685 725 no loop
idle agachado apuntando 735 755 loop
walking agachado con arma 760 780 loop
recargando agachado 790 820 no loop
idle con arma en agua 835 850 loop
swimming 2 850 880 loop
levantarse de espaldas armado 885 910 no loop
levantarse de frente armado 915 940 no loop
jump armado 941 945 no loop
falling armado 945 955 no loop
idle de pie armado 965 980 loop
walk sigilo 987 1011 loop
strife sigilo izq 1012 1031 loop
strife sigilo der 1032 1051 loop
corriendo armado 1052 1070 loop
recargando arma de pie 1072 1120 no loop
walk crounch armando 1148 1170 loop
recargando crounch 1171 1220 loop
swimming armado 1231 1270 loop
levantarse armado 1271 1300 no loop
levantarse de frente armando 1031 1330 no loop
falling armado 1331 1360 no loop
andando apuntando 1378 1400 loop
strife armado izq 1401 1420 loop
strife armado der 1421 1440 loop
run armado 1441 1459 loop
recargando de pie a apuntar 1461 1509 no loop
idle apuntando agachado 1510 1530 loop
walk crounch apuntando 1535 1558 loop
recargando crounch 1565 1609 no loop
idle swimming armado minigun 16110 1630 loop
falling armado 1720 1765 no loop
andando armado tipo minigun 1765 1787 loop
strife izq armado minigun 1791 1808 loop
strife der armado minigun 1810 1829 loop
corriendo con minigun 1829 1848 loop
recargando minigun de pie 1850 1898 no loop
idle agachao minigun 1900 1923 loop
agachado con minigun andando 1925 1945 loop
idle swimming minigun 1999 2019 loop
falling to guard 2110 2155 no loop
andando en guardia 2158 2178 loop
strife izq en guardia 2178 2198 loop
strife der en guardia 2199 2218 loop
corriendo en guardia 2219 2237 loop
otra recarga 2240 2280 no loop
agacharse en guardia 2281 2300 no loop
idle agachado en guardia 2290 2310 loop
andando agachado en guardia 2315 2335 loop
otra recarga agachado 2340 2385 no loop
it was in case there was some way to automate it
using AppGameKit V2 tier 1
Virtual Nomad
Moderator
18
Years of Service
User Offline
Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 24th Mar 2019 23:10 Edited at: 24th Mar 2019 23:16
first, please don't post a PILE of text like that. wrap it in code tags like this:



which was found HERE and represent, as best i can tell, the STANDARD animations for FPSC with their frames.

then i grabbed the FPSC models and had a look.

With (at least some of) the FPSC models, GetObjectNumAnimations() will simply return "1". they don't appear to be broken down by animation numbers/names within the x file. you'll have to cross-reference with the above and look at their accompanying .FPE files to confirm.

example, from the SAS model in pack 1:



which, at a glance, matches the standard FPSC animation frames.

both of the frames are different from what you posted (which has about triple the # of frames?). so, again, read the FPE file and then cross-reference it with the stock animation #s.

I think that will give you what you need.

BTW, which pack is your specialist model in?

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