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Author Topic: next step understanding GUTS  (Read 2886 times)

Offline lolesch

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next step understanding GUTS
« on: January 24, 2017, 03:50:28 AM »
Hey guys,

Had so less time to spend here in the past months... working on my car to get ready for a longer trip.

But in the last weeks I've gone through my mods again and they all work along this concept. I took my never finished Huntsmen class Concept and got some good progression in developing skills and mechanics bypassing the Charge-system.
While this is unnecessary for skills I need some help polishing the appearance in game.

- Where do I find/change the MainMenu-animation?
- Under Units - Players - MyClass - Wardrobe I preselect the appearance when nothing is equipped, right? How do I add armorpieces to that list - its pretty short...


lets start here, further questions are guarantied :)
lolesch
« Last Edit: January 25, 2017, 05:04:01 AM by lolesch »
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Offline Phanjam

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Re: next step understanding GUTS
« Reply #1 on: January 24, 2017, 08:27:50 AM »
Hi Lolesch! It's nice to see you back on the boards ;)

Quote from: lolesch
Where do I find/change the MainMenu-animation?
You set that in the unit .DAT file for your class, using the line:

<STRING>MAINMENUIDLE:(animation_NAME)

You can use a pre-existing animation, or one which you customized for your class (but I recommend a pre-existing one, so that it will have more predictable behavior)

Quote from: lolesch
Under Units - Players - MyClass - Wardrobe I preselect the appearance when nothing is equipped, right? How do I add armorpieces to that list
Are you asking about the starting wardrobe for the class? You also set that in the unit .DAT file of your class, using these lines...

<STRING>CHEST_OVERRIDE:(unit NAME of Chest item you will use)
<STRING>BOOTS_OVERRIDE:(unit NAME of Boots item you will use)
<STRING>PANTS_OVERRIDE:(unit NAME of Pants item you will use)

Again, these can be pre-existing armor items or custom-made. Unlike animations, using custom armor items is very stable.

I hope that helps! 8)

Edit:
Btw all these steps are easier to do outside of GUTS :D
« Last Edit: January 24, 2017, 11:24:26 AM by Phanjam »



Offline lolesch

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Re: next step understanding GUTS
« Reply #2 on: January 24, 2017, 08:54:27 PM »
Btw all these steps are easier to do outside of GUTS :D

why I always forget to check the most obvious things :D
Couldn't find it in Guts so I thought it has to be somewhere else...

thank you!
- Where do I find the animations and how can I visualize them?
- My class is using a Bow (lefthand). I didn't worked with animations so far so how would you flip it to left hand? I'd like to use the Embermage or Outlander animation..
- how do I create animations :P

« Last Edit: January 25, 2017, 05:03:23 AM by lolesch »
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Offline Phanjam

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Re: next step understanding GUTS
« Reply #3 on: January 25, 2017, 12:50:35 PM »
- Where do I find the animations and how can I visualize them?

Hey Lolesch! All animations are stored in the same directory as their .MESH, in MEDIA/MODELS.  For player models go into MEDIA/MODELS/PCS and then /HUM_M for the male model, or HUM_F for the female.

You can visualize the animations with either of these MESH viewers...

OGRE Mesh Viewer
This comes bundled with Runic Games' GUTS Tools and Assets pack for mod makers. It is a large download so I broke-out the MESH Viewer and mirrored it here...
https://drive.google.com/open?id=0B2aVtkeuHrtcLXBGdVptb0FoQjg

Dusho's Mesh Viewer
Made by Dusho originally for TL1 but updated so it works with TL2 models as well. Get it here...
https://github.com/dusho/torchlight-mesh-viewer/releases

If your .MESH is heavily customized the OGRE mesh viewer seems to be work with the sub-mesh materials better. It also has a frame counter which is very helpful when assigning animation keys. Dusho's mesh viewer has one very nice feature where you can "equip" the model with a weapon model too ;)

- My class is using a Bow (lefthand). I didn't worked with animations so far so how would you flip it to left hand? I'd like to use the Embermage or Outlander animation..
- how do I create animations :P
I combined my answer to your last 2 questions because, at least for me, just flipping an animation would be as hard as making an animation from scratch! :D but maybe @Vkoslak  or @Anarch16sync  or @Kva3imoda  can give you better advice.

Short of using a 3D modeling software, here are some tools that may be helpful.

Chthon's Update of CCCenturion's Animation Converter Script

Kva3imoda's and Abramoff's Animation Retimer, and

Khazad's Animation Combiner

These 3 tools are all home-grown and made by modders themselves





Offline lolesch

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Re: next step understanding GUTS
« Reply #4 on: January 25, 2017, 01:36:56 PM »
ah yeah I had the Tools set before my PC crash but never got .mesh files to display... same right now
-> downloading something for DirectX even if I think my version is beyond the needed
lets see

EDIT: ok, I've found a solution using the "send to" method

To adjust the animations I guess I have to edit the .skeleton files... anyone found a way to open these? google search only found "FileViewPro" and I'm not sure that will solve the problem
« Last Edit: January 25, 2017, 08:23:39 PM by lolesch »
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Offline Kva3imoda

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Re: next step understanding GUTS
« Reply #5 on: January 25, 2017, 10:09:51 PM »
anyone found a way to open these?
You mean *.skeleton files?
Well, you need to convert it.  :)

1. Convert your animation *.skeleton to *.skeleton.xml using OgreXmlConverter

PJ gave you all utils that can help you.
Short of using a 3D modeling software, here are some tools that may be helpful.

Chthon's Update of CCCenturion's Animation Converter Script

Kva3imoda's and Abramoff's Animation Retimer, and

Khazad's Animation Combiner

These 3 tools are all home-grown and made by modders themselves

Also read these topics. This will give you an understanding about Torchlight animations.

Tips for CCC's AnimConverter and Retimer
[Animation] Some new animations for Characters models
blender 2.75a animation import with fbx format
Import OgreXML Scripts for 3ds max

« Last Edit: January 25, 2017, 10:14:14 PM by Kva3imoda »

Offline lolesch

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Re: next step understanding GUTS
« Reply #6 on: January 26, 2017, 01:08:17 AM »
THax alot! thats gonna be my homework for the following weeks
maybe 1 day i might catch up with you guys :-P

well, still missing knowledge about particles, dungeon and map creation, quets, creating models...
« Last Edit: January 26, 2017, 01:14:01 AM by lolesch »
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Offline Kva3imoda

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Re: next step understanding GUTS
« Reply #7 on: January 26, 2017, 05:21:30 AM »
well, still missing knowledge about particles, dungeon and map creation, quets, creating models...
For particles you can check out the tutorials, it is not difficult for simple effects.
OedipusTex: http://torchmodders.com/wiki/doku.php?id=guts_editor

And good tutorials about everything for beginners from Runic:
http://docs.runicgames.com/wiki/Tutorials




Offline Phanjam

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Re: next step understanding GUTS
« Reply #8 on: January 26, 2017, 08:15:06 AM »
Hey Guys! ;)

Lolesch, you can get the OGRE command line tools (which includes the XML converter) from here...
http://www.ogre3d.org/download/tools
(3rd from the bottom I think)

The XML converter will convert *.MESH to *.MESH.XML and back, as well as *.SKELETON to *.SKELETON.XML and back.



Offline lolesch

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Re: next step understanding GUTS
« Reply #9 on: January 26, 2017, 03:37:08 PM »
OK, just for understanding:

I managed to get the Tools for runics site (downloads are limited over here...) - the mesh viewer works fine.
Do I need to download OGRE to use the rest?
what to do with the 3dxmax2009_plugins?
the rest are examles?


So to edit .mesh and.skeletons I need the conveerter.
but to create models I need some 3d program like OGRE right?

so many questions again...
Spoiler
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