Author Topic: Making New Creature Appearances  (Read 1313 times)

Offline DrattedTin

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Making New Creature Appearances
« on: July 12, 2005, 06:00:10 PM »
Is there a tutorial out there that addresses this?

Offline Kismet

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Re: Making New Creature Appearances
« Reply #1 on: July 12, 2005, 06:43:05 PM »
You would probably use an area script to check for whatever conditions you want and then do a CreateCreature()

I appended this bit to AR2000.bcs (the bridge district) to spawn a quest NPC.  Something similar can also be done via dialog too.
IF
  Global("FWCaileanQuestCompleted","GLOBAL",1)
  Global("FWMetMarrim","GLOBAL",0)
  GlobalGT("FWCaiInitLoveTalk","GLOBAL",18)
  Global("FWMarrimCreated","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("FWMarrimCreated","GLOBAL",1)
        CreateCreature("FWMarrim",[2239.2981],7)
END
Cailean - An archer NPC for the insatiably nosy!  Guaranteed more fun than shampooing cats!

Offline DrattedTin

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Re: Making New Creature Appearances
« Reply #2 on: July 12, 2005, 08:00:34 PM »
Oh no, I mean, as in the "appearance" resource in .CRE files. i.e new models.


Offline Kismet

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Re: Making New Creature Appearances
« Reply #3 on: July 12, 2005, 08:55:13 PM »
Oh, heh my mistake.  I don't think there is one.  I'm sure someone will be along soon to correct me, but I think there's a fixed number of creature animations and can't actually add new ones but can only replace existing animations.
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Offline Rabain

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Re: Making New Creature Appearances
« Reply #4 on: July 13, 2005, 04:22:26 PM »
Take a look here and here.

The only problem is that these are generally meant for enemy/non-joinable creatures.  The problem with joinable animations is that you would have to have animations to cover all the weapons/armour/robes that can be used and that is just too much work for anyone to take on!

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Offline Idobek

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Re: Making New Creature Appearances
« Reply #5 on: July 13, 2005, 04:31:43 PM »
You'd also need a paperdoll.
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Offline DrattedTin

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Re: Making New Creature Appearances
« Reply #6 on: July 13, 2005, 06:21:45 PM »
You'd also need a paperdoll.

I'm pretty sure this doesn't apply to monsters?

EDIT: What's the method to add them using ANIMATE.IDS(which is mentioned as obvious but I've never heard of :D)? Does it allow an unlimited number?
« Last Edit: July 13, 2005, 06:29:09 PM by DrattedTin »

Offline Idobek

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Re: Making New Creature Appearances
« Reply #7 on: July 13, 2005, 07:03:50 PM »
I was refering to Rabain's comment about joinable animations. Monsters don't need paperdolls.
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Offline Rabain

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Re: Making New Creature Appearances
« Reply #8 on: July 14, 2005, 01:25:07 PM »
Yep, you would need a paperdoll for the joinable ones.

I believe there are a limited number of animation slots available for use, animate.ids lists the ones currently used in game for creatures etc.  I think that's right, you would be better off asking someone like Galactygon (the brains behind Bestial Animations), who has more experience with these types of things.



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