| 03-12-2009, 01:07 PM | #1 |
Well I'm not really sure I got the proper term for the title. Is it possible to change the animations on a unit? Say, for example, a Marine's "spell" be used as "attack" instead? P.S: I use WC3 Model Editor 1.07. |
| 03-12-2009, 01:09 PM | #2 |
Never did it but I suppose: Export the MDX, convert it to MDL, use notepad to open it and search for the proper animations, then invert the names, then you're done! EDIT: The zone is this: Code:
Anim "Attack -1" {
Interval { 17333, 18733 },
NonLooping,
MinimumExtent { -140.337997, -132.132004, -4.204190 },
MaximumExtent { 123.251999, 131.457993, 156.440002 },
BoundsRadius 198.787003,
}
Anim "Spell" {
Interval { 19900, 22633 },
NonLooping,
MinimumExtent { -140.337997, -132.132004, -3.109210 },
MaximumExtent { 123.251999, 131.457993, 135.011002 },
BoundsRadius 195.485001,
}(Jaina anims... XD) |
| 03-13-2009, 09:13 AM | #3 |
Okay. So that worked, but I can't find a reverse MDL-MDX converter. Anyone know any? I'm looking for Yobgul's while I type this. |
| 03-13-2009, 09:41 AM | #4 |
You can just rename the animations in Mago's you'll find them in the Sequence Manager :) |
| 03-13-2009, 10:55 AM | #5 | |
Quote:
I use this: MDLX converter. Quick and reliable. |
| 03-13-2009, 03:29 PM | #6 |
Uh huh. And I also realized something else. What about the attack sound? Since now it will only play with spellcasting. |
| 03-13-2009, 03:43 PM | #7 |
This is not related to the model. I think you have to change them in the Object Editor or do something in the Sound Editor. If I find something I'll update this post. UPDATE: As I remembered the attack sound is set in the unit properties in the object editor, for the spells, I honestly don't know (I don't use Sound Editor) |
| 03-13-2009, 08:56 PM | #8 |
Yes, but some sounds actually are attached the model... Something like "Event Objects". Check the Node Manager (again in Magos) for some stuff that looks like that, and you can probably edit it. |
| 03-14-2009, 12:15 AM | #9 |
True. And THAT is where I reach the problem. I know how to make the event sound, but I don't know how to make it activate with the old spell animation. |
| 03-14-2009, 12:23 AM | #10 |
Well, you have to modify the Event Track associated with the Sound Event Object (just opened Magos to check). Find the part of the animations where the Spell (or Attack) animation plays (using Sequence Manager, IIRC, but check to make sure), and take the time it starts and use that during the Event Track. |
| 03-14-2009, 01:26 AM | #11 |
Um... Not getting you. |
| 03-14-2009, 04:20 AM | #12 |
Here. Event Tracks, in a random sound Event Object on some random downloaded model. I assume, since it's a big number like is used for animation sequences, that you insert the number that is the start of the sequence you want the sound to play. |
| 03-14-2009, 06:11 AM | #13 |
Oh. Thanks. =) P.S: In an underground lab situation, would a sniper rifle be logical? |
| 03-14-2009, 07:42 PM | #14 |
Meh, depends. If the lab has big or long rooms (say, testing rooms for some of the experimental mechs/mutations/etc?), then sure. Otherwise, a labyrinth of catacombs and tunnels all linked together... Not so much. |
| 03-14-2009, 10:24 PM | #15 |
no, even in long tunnel's there no need for accuracy. like that. even the longest tunnel is probably going to be short enough that bullets could travel from end to end and a burst would probably hit something. |
