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Decay animation being stubborn..

02-12-2007, 06:20 AM#1
bowzerbro
Converted from MDX with: MdlxConv
Edited with: vertexmodify and ultraedit(like notepad but can load huge files fast as hell)
Model used: A custom footman model that had his weapons and head removed.
Tried to fix by editing and resaving with: Magos' Editor

Hey. I have been through the tutorial that teaches you how to hide different meshes in animations and even though I looked through my MDL code a few times already, I can't find out why the footman texture shows up in the Decay Bone animation(last on list).
I managed to remove the shoulder pads from showing, but not the body.
Also something strange is that in Warcraft 3 Viewer V2.3c I see the body but in Magos' Editor it doesn't for some reason. I saved the file through Magos' editor and tried opening it in Wc3 Img Viewer again but I got the same problem again.
I have 3 geosets;
0 = Footman body
1 = Shoulder Pads
2 = Bones
Stripped geosetanim list(to show frames):
Code:
Sequences 13 {
	Anim "Stand - 1" {
		Interval { 167, 1667 },
	Anim "Stand - 2" {
		Interval { 1833, 4333 },
	Anim "Stand Victory" {
		Interval { 4500, 6833 },
	Anim "Stand - 4" {
		Interval { 7000, 12267 },
	Anim "Attack - 1" {
		Interval { 12500, 13500 },
	Anim "Attack - 2" {
		Interval { 13667, 14667 },
	Anim "Walk" {
		Interval { 17667, 18467 },
	Anim "Stand Defend" {
		Interval { 18833, 19833 },
	Anim "Walk Defend" {
		Interval { 20000, 21100 },
	Anim "Death" {
		Interval { 21333, 24367 },
	Anim "Decay Flesh" {
		Interval { 25000, 85000 },
	Anim "Attack Defend" {
		Interval { 92200, 93200 },
	Anim "Decay Bone" {
		Interval { 159967, 219967 },
}
Strips from MDL:
Materials;
Code:
Textures 3 {
	Bitmap {
		Image "Textures\Footman.blp",
	}
	Bitmap {
		Image "",
		ReplaceableId 1,
	}
	Bitmap {
		Image "Textures\gutz.blp",
	}
}
Materials 3 {
	Material {
		Layer {
			FilterMode Transparent,
			static TextureID 0,
		}
	}
	Material {
		Layer {
			FilterMode None,
			Unshaded,
			static TextureID 1,
		}
		Layer {
			FilterMode Blend,
			static TextureID 0,
		}
	}
	Material {
		Layer {
			FilterMode Transparent,
			static TextureID 2,
			Alpha 7 {
				Linear,
				25000: 1.000000,
				29633: 1.000000,
				71667: 0.998023,
				85000: 1.000000,
				159967: 1.000000,
				218300: 1.000000,
				219967: 0.750000,
			}
		}
	}
}
GeosetAnim;
Code:
GeosetAnim {
	Alpha 3 {
		DontInterp,
		25000: 1,
		85000: 0,
		159967: 0,
		219967: 0,
	}
	GeosetId 0,
}
GeosetAnim {
	Alpha 3 {
		DontInterp,
		25000: 1,
		85000: 0,
		159967: 0,
		219967: 0,
	}
	GeosetId 1,
}
GeosetAnim {
	Alpha 13 {
		DontInterp,
		167: 0,
		1833: 0,
		4500: 0,
		7000: 0,
		12500: 0,
		13667: 0,
		17667: 0,
		18833: 0,
		20000: 0,
		21333: 0,
		25000: 0,
		25167: 1,
		92200: 0,
	}
	GeosetId 2,
}

View current results:
Magos' Editor
Warcraft 3 Viewer 2.3c
World Edit 1.20

I solved the problem but had to make a new model.
I'll be working on the new models now for a while and hopefully understand what I did wrong on this one by then. (I am not making models, even if I say so. I am mixing models and changing animations. Not custom made ones)
And I still need a good animation for polearm user footman