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Re: Kung Fu? [message #64229 is a reply to message #64228] |
Thu, 04 August 2011 16:47 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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If you mean custom animations, that's out. Unless you are extremely good at math, reverse engineering, collaboration, app development, and have a really good understanding of 3D model formats. So again, that's out.
However, what could be done is changing out some of the Hero's boring animations with some more exciting animations. For example, replacing rolling backwards with a kicking backflip. This requires swapping out which animations are used in the CAppearanceDef. We have tools for that, as well as tutorials.
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Re: Kung Fu? [message #64232 is a reply to message #64231] |
Thu, 04 August 2011 21:34 |
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Crowmock
Messages: 43 Registered: August 2011 Location: Arkansas
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Will that work if the Hero is already a giant?
Edit:
Tired so I'll make this quick, I don't know how to delete those array files. If you could point me in the right direction I'd much appreciate it.
"You have the easiest job in the world privates. Just be at the right place, at the right time, in the right uniform."
[Updated on: Thu, 04 August 2011 22:00] Report message to a moderator
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Re: Kung Fu? [message #64233 is a reply to message #64232] |
Thu, 04 August 2011 22:11 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Then you're looking in the wrong place because it's as straightforward as it gets. Scroll to the first CHeroMorphDef, 10535 if memory serves me well, open it. When the entry window opens, click the + to expand a tree view. There will be four sections, click the second one. You will see either six or eight (can't remember) bone morph listings in the array, and in each listing there will be a button on the left labeled Del. Del means delete. Click it. When there are no more bone morphs to delete, click apply changes, click Actions|Save Mods and Run Fable, and you're good to go. Edits to the CHeroMorphDef do not require a new profile. So it does not matter how far along the bone morphing is when you remove it.
And if that fails you can manually edit the bncfg files in data\bones. Open them with any text editor, they're plaintext. The general idea is to have the Hero's bone morphs all look like this:
| Creature_type: CREATURE_HERO;
#Start_group_settings
#End_group_settings
#Start_Bone_data
#End_bone_data
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And don't forget the blank line at the bottom. Without that the morph doesn't... you know what, I guess that won't matter for this.
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