Micro on 15/3/2006 at 20:35
As a mouse user, when I move Garrett left or right, his body doesn't move with his head until you reach about 85-90 degrees of turn.
I would like him to be more like Thief 1 and 2 where your whole body is what your mouse is aimed at, IE, NO HEAD TURNING.
The head turning is a nice idea in concept, however it creates situations where you fall off narrow ledges due to Garrett taking a step forward before he moves in the direction you were actually facing.
This issue has been brought up more then once on this forum, but nobody ever answers with any real hack or code to fix this annoying "feature". I am almost to the point of offering a reward to the hacker who first finds a workable mod that doesn't crash the game.
-Micro
New Horizon on 15/3/2006 at 20:53
Quote Posted by Micro
As a mouse user, when I move Garrett left or right, his body doesn't move with his head until you reach about 85-90 degrees of turn.
I would like him to be more like Thief 1 and 2 where your whole body is what your mouse is aimed at, IE, NO HEAD TURNING.
The head turning is a nice idea in concept, however it creates situations where you fall off narrow ledges due to Garrett taking a step forward before he moves in the direction you were actually facing.
This issue has been brought up more then once on this forum, body nobody ever answers with any real hack or code to fix this annoying "feature". I am almost to the point of offering a reward to the hacker who first finds a workable mod that doesn't crash the game.
-Micro
You might be giving that money to ascottk. He has been working on tweaking the player animations down in the T3Editors guild.
ascottk on 15/3/2006 at 23:56
The problem I'm facing atm is actually using the tweaked animations in-game. Getting Garrett's whole body to turn at a certain angle is a totally new problem. One thing I hated about the animations is the wobbly thing he does while on a narrow ledge, which would make Life of the Party's wire-walk thing extremely difficult if not impossible. I'll be experimenting over the next few weeks, but I want to get the drunken thief animations resolved once and for all :p
jtbalogh on 21/3/2006 at 08:20
I tried to find the code to keep head rotation down to zero degrees and it was not in the animation *.psa files. May be hardcoded and require a hex edit somewhere.
bikerdude on 21/3/2006 at 10:20
My prayers have been answered - this community is just the best!
well done ascottk
Quote Posted by ascottk
The problem I'm facing atm is actually using the tweaked animations in-game. Getting Garrett's whole body to turn at a certain angle is a totally new problem. One thing I hated about the animations is the wobbly thing he does while on a narrow ledge, which would make Life of the Party's wire-walk thing extremely difficult if not impossible. I'll be experimenting over the next few weeks, but I want to get the drunken thief animations resolved once and for all :p
ascottk on 21/3/2006 at 17:08
I ended up switching to 3ds max so I can add note track info. This tells t3 when footstep sounds start & where those sounds are heard. Another problem I'm facing is figuring out the note track format. Morrowind uses a similar system:
(
http://www.netten.net/~bgriff/MW_Tutorials.html)
Quote:
Step 5:Open up the [Track View] and add a [Note Track] to the animated head model. You'll need to add the following notes. The note should say exactly what's in red below:
Frame 0 Talk: Start The mouth should be closed.
Frame 20 Talk: Stop The mouth should be fully open.
Frame 21 Blink: Start The eyes should be open and the mouth CLOSED.
Frame 30 Blink: Sto p The eyes should be open again.
T3's animation system is not limited to footstep sounds. The hag's notetrack info has notes like:
[FX] SPELL:ON
[DETACH] HP_RIGHTHAND:CURRENT
[FX] SPELL:FADEOFF
As I said, I don't know the format for these built-in animation commands. It could be:
footstep|walk
:footstep|:":walk*©?
for the note track. I'm about 60% sure the "|" is used somewhere. If I do figure it out, these built-in commands could be quite powerful.
jtbalogh on 22/3/2006 at 03:05
Quote Posted by ascottk
... hated about the animations is the wobbly thing he does while on a narrow ledge
We could also forget about solving the head turn problem, and maybe just modify the 'GARmSPINleft.PSA' to move the body and not the feet. Later, maybe the same with lean, 'GAR_UA_MOVE_LEAN_LFT.psa' ?
ascottk on 22/3/2006 at 03:48
The animations for Garrett get complicated with two different bone #s in the psa files! Garrett_08.psa has about 74 bones (I assume this one is used for first person mode) while the rest has 124. The skeletal mesh has 125! No wonder I couldn't get the footstep sounds to work! :sweat:
This really sucks with the 3rd person addition, because garrett_08_3rd_nav.psa and garrett_08_nav.psa have essentially the same animations, and garrett_08_2nd has the same as garrett_08_3rd. This really complicates matters :mad:
Anyway the notetrack for the psa files are: footstep|walk. It's that easy, but I couldn't get it to work because the skeletal mesh had one to many bones than the animation files :weird:
Fixing the leaning animations are on my list :thumb:
bikerdude on 24/3/2006 at 08:37
we are all counting on you :-)
Frikkinjerk on 24/3/2006 at 09:21
Yea, I'm rooting for this!! I never played through T3 and my copy has been collecting dust since I got it, such was my disgust with the mechanics of the game.