Гайд для тех, кто создать для своего класса специальную анимацию (новые спецэффекты, звуки и т.п.).
Hey, everyone. So I made this tutorial mostly for class modders such as myself who want to make custom animations. Basically, adding custom animations involve adding skeleton files, and editing media/models/pcs/hum_f/hum_f.dat and/or media/models/pcs/hum_m/hum_m.dat. The problem arises when two or more such mods collide. One workaround is to put the mod in a higher priority than the other, or the more complicated one, is to merge them. I believe that one of the most important thing that modders should consider is the compatibility with other mods, and here, I will show you how to make your custom animations not conflict with others that did the same thing. Here, I will show you 2 methods: my method and Jarcho's method. Preferably, I recommend that you use Jarcho's method since it's much easier, simpler, and it doesn't bloat your mod size, believe me.
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2. Now, make your custom folder/s. These folders will be the new resource directory that your classes will base their animations from. In this case, let's make WARCHIEF_M and WARCHIEF_F (sorry, I have no choice but to use my class mod as an example :mrgreen: )
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3. Go to
media/models/pcs/hum_f (the original MEDIA folder), and copy everything inside there and paste them to
mods/warchief/media/models/pcs/warchief_f.
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4. Do the same for the male version however, do not include the EMBERMAGEAVATAR folder inside
media/models/pcs/hum_m.
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5. You can do the following steps through text editing or through GUTS. What I'll show is using GUTS. So, go to Data Editors->Units->Players.
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6. It's up to you if you want to edit the male version or the female version of your class. In here, I'll edit first the female version. Select your female player and select the Files tab. Then change those in the boxes to the ones corresponding to your newly-made folders. In the picture, they are already changed though.
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7. Then, go to the Wardrobe tab and change this to the one corresponding to what we just did earlier. Again, mine is already changed in the picture.
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8. Do steps 6 and 7 on the male version of your class. Save the changes you made, restart GUTS, and hopefully, your class will have the same set of animations as the original that works and will not conflict with others (unless you edited the base ones and did something wrong there)! There may be instances that some animations won't work immediately. This happened in my case; it doesn't crash, it just that some particles just don't sync with the animation. After few refreshes, it all came back to normal.
9. Now you have a set of animations that will be free from conflicts with other mods editing the base ones, or those that edit the hum_f.dat or hum_m.dat files! But of course, you can do these steps with custom animations. To do that, I recommend that you simply visit this amazing tutorial by Drejn:
СсылкаB. Jarcho's method (All credits go to him. I'm just here to clearly illustrate the processes done in his method)
Now, I'll discuss Jarcho's method. What we're going to do here is that we will clone the existing animation files (.animation, .mesh, and .material files) and make them unique to our custom class. While they are exclusive for our class, they also use the same set of .skeleton files so unlike my method above, you don't have to copy all of the .skeleton files! It's simple yet effective.
1. Just like before, let's create a destination path for your animations, so we need to make a
models/pcs folder in your mod folder. Afterwards, create two folders, namely HUM_F and HUM_M.
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2. Go to
media/models/pcs/hum_f (the original MEDIA folder), and copy the .animation, .material, and .mesh files. Then, paste those three files in the corresponding mod folder. In this case, it's
mods/warchief/media/models/pcs/hum_f.
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3. Now, rename those three files to your liking. It's important to you name them exactly as the other. In this example, let's all rename them to WARCHIEF_F.
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4. Do steps 2 and 3 for the male version. Please take note of the destination paths. You should copy the three files from the original HUM_M folder, and paste them to your HUM_M folder.
5. Again, you can do the following steps through text editing or through GUTS. Let's use GUTS instead since it provides lesser room for error. So, go to Data Editors->Units->Players.
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6. Let's first edit the female version, so select the female version of the class, go to Files tab, then change the mesh file that the character is using to the one you renamed. If you have done the previous steps correctly, you should be able to see your mesh on the dropdown menu.
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7. Save, restart GUTS, and you now have a "new" set of animations exclusive to your class! Since the custom class will use a unique .animation file, you can now tinker with it any way you want. You can change the particle system that a certain animation is using, increase the animation duration, or anything that your creative heart desires

But keep in mind that it will still use the base .skeleton files so if those are altered (and saved in the mod's HUM_F and/or HUM_M folder), your class will be affected by the changes. And just like my method above, this method is applicable for custom animations.[/spoiler]