No, I already changed these animations but they are Nosferatu specified and only played when called by EntenSchreck's script. The problems are caused by the common idle animations that are played for every clan! Do you think the fingers or claws could be shortened enough to not stick through the hands? MooCHa already tried but we fear that in that case the unique way of the Nosferatu hands might be lost...
The $sequence lines are animations compiled straight into the model. The shared animations, like the hands-on-hips idle, are stored in the models under "models\character\shared\". They're connected to the pc and npc models via $includemodel lines in the *.qc. How Bloodlines specifically does this: The Fledglings have this:
$includemodel "character/shared/female/move_and_ranged.mdl" $includemodel "character/shared/female/baseball.mdl" $includemodel "character/shared/female/bushhook.mdl" $includemodel "character/shared/female/claws.mdl" $includemodel "character/shared/female/fists.mdl" $includemodel "character/shared/female/katana.mdl" $includemodel "character/shared/female/knife.mdl" $includemodel "character/shared/female/sledgehammer.mdl" $includemodel "character/shared/female/sheriffsword.mdl" $includemodel "character/shared/female/stake.mdl" $includemodel "character/shared/female/tireiron.mdl" $includemodel "character/shared/female/meleeshared_onehand.mdl" $includemodel "character/shared/female/meleeshared_twohand.mdl" $includemodel "character/shared/female/finishing_moves.mdl" $includemodel "character/shared/female/forced_feed.mdl" $includemodel "character/shared/female/seductive_feed.mdl" $includemodel "character/shared/female/zombie_feed.mdl" $includemodel "character/shared/female/animal_feed.mdl" $includemodel "character/shared/female/misc.mdl" This is for the women, the men have their own copies, of course.
I do know you can call any animation linked to a model via the in-game console, but I'm not familiar with scripting in Bloodlines at all, so I have no clue if the standard idle can be replaced.
As for editing the models, I don't think that's an option. I've seen the Malk's fingertips clip into her palms, so I assume it does that on all the women. You'd have to completely remove the Nos claws, changing them too much.
As for editing the models, I don't think that's an option. I've seen the Malk's fingertips clip into her palms, so I assume it does that on all the women. You'd have to completely remove the Nos claws, changing them too much.
Okay, then there is nothing we can do. I already tried hexediting the female Nosferatu model to a pcidles_allsequences.mdl model where I hexedited the link to pc_idles.mdl away, but nothing seems to work.
Okay, then there is nothing we can do. I already tried hexediting the female Nosferatu model to a pcidles_allsequences.mdl model where I hexedited the link to pc_idles.mdl away, but nothing seems to work.
MMM, You might be able to hexedit the paths within the .mdl so you could pcidles_allsequences.mdl to pcidles_allsequenosf.mdl so not to change the filesize. Possibly do same with pc_idles.mdl > pc_idlnf.mdl trying to create unique files that only are used by nos female and same kind of idea for male.
^Theory Crafting. Maybe, this is what you did for all I know. Zero idea if would work when hex edit they way you already have, but editing the paths and creating new renamed files should.
Maybe, this is what you did for all I know. Zero idea if would work when hex edit they way you already have, but editing the paths and creating new renamed files should.
This is indeed what I already tried, but maybe the hands on hips idle is in allsequences and I haven't tried to disable that yet...
P.S.: I followed the model patch to misc.mdl, but whatever I do, the Nosferatu always puts her hands on her hips. I give up!
Maybe, this is what you did for all I know. Zero idea if would work when hex edit they way you already have, but editing the paths and creating new renamed files should.
This is indeed what I already tried, but maybe the hands on hips idle is in allsequences and I haven't tried to disable that yet...
I have no other ideas at the moment. Hopefully, You can disable it in some way.
I followed the model patch to misc.mdl, but whatever I do, the Nosferatu always puts her hands on her hips. I give up!
Yeah, it's misc -> idle01 as far as I know.
Is there any other idle that could replace that so hand do not go on hips? Not asking you specifically. It must be able to be done in some way this via hex edit.
Wesp5 don't make me Shia LaBeouf your ass Oh one must and Wesp5. Sorry never going to get this chance for another 19/20 years Take a little break. You don't get to give up!
I think Strawberry_milkilex covered the other stuff in depth and it's one of those things.
I followed the model patch to misc.mdl, but whatever I do, the Nosferatu always puts her hands on her hips. I give up!
Yeah, it's misc -> idle01 as far as I know.
That is exactly what I tried. Can you check this on your system? Maybe I made a typo somewhere. Also even if we can disable it, anyone interested in this can give himself the item_w_claws weapon and then look at you character close up. They don't really fit so what solution is worse?
I followed the model patch to misc.mdl, but whatever I do, the Nosferatu always puts her hands on her hips.
Same here. I can't figure out what part of misc.mdl should be changed/eliminated to stop idle01. I thought about replacing idle01 with something else by recompiling misc.mdl, but it's probably impossible
Hi all! Maybe someone still remember me Sadly I don't have a time to read all topic(s), I just decided to post my patch reports and suggestions from the past year here (to finally say goodbye to them)...
It's for earlier RCs of UP 11.5.
1. New NPC models with Blender-fixed vertexes and animations now crashes Hammer Editor if we open the map which they're placed into! I tried to rollback to vanilla versions of these MDLs, and Hammer loads normally. I can't find the solution for now, so this is a big problem for modders, and it's needed to do something with that!
2. Each Basic patch leaves unique Plus maps in game folder after installation, but it doesn't write the files of the restored music. I think it's worth applying this practice to the maps too. This is as much as 65 MB of space, and even a license like GOG carries this load. The maps themselves will be buggy and unplayable due to the lack of other Plus content (if the user launches them), so this is irrational to keep them launchable, especially for the "final" release version.
3. "Non-Latin Windows" fix may be deleted from patch Extras. I checked the game fonts, and if we don't use modified ones for localizations (like Cyrillic), then the diacritics are normally displayed on any Windows, because already included to these fonts! As for other non-Latins (like Hebrew or Arabic) - game fonts are not intended to support it anyway, so modders need to create their own fonts and localization codepage-support plugin for the Mod Loader.
4. During the translation preparing of some of the old patch versions, I restored the gloss effect (realistic) on the Fat Larry glasses. This remained the only NPC (at least in the Plus patch) who wore matte plastic instead of normal lenses .
5. At the same time, I was correcting the texture at the LA Tower entrance in the scene where we first met Heather. It had 2x-reduced resolution in comparison with the neighboring ones, and black borders at the edges, which was very striking. I was unable to increase resolution (the VMF file is sewn into the BSP itself), but I removed the black bars and improved sharpness a bit. I attached the archives with both fixes as an attachment!
6. Wesp, you've removed file duplicates in 11.5 RC2 (eyeballs), but they were again met in RC2.2+ for all NPCs... I don't know thouth, is it actual for now.
7. File "sound\character\dlg\main characters\jack\line1369_col_e.vcd" contains link to missing "line1345_col_e.mp3" instead of natively existing "line1369_col_e.mp3".
Social Media