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explain animations and vues

Started by NATIVE, May 11, 2005, 05:01:20 AM

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NATIVE

i was trying to get eldiablos gate to work but i didnt understand a thing anyone point me in right direction?

mcm2boys

There's a lot to explain for aniamtions so i don't want to cover it all, but here's a start. First have you got all the files installed properly.

To install an animation you need:

1) the SLT and textures placed in the 'TrackEditor\UserModels' models folder like all other custom objects.
2) the animation files (which should be in the zip file with the SLT and TGAs) need to go into the 'TrackEditor\UserModels\Animated' folder. The only files you need are the MOT, MCF and VUT files. All three should have the same filename root just with different extensions. If they don't then don'y just rename them, they will probably work that way and if they don't there is probably another reason why not.

Once it's installed you can only place it in D2 (Dillo doesn't support animation).
1) Select the Objects Tab, and press the Moving button (with the helicopter on it).
2) Select the Animated object - ElDiablo's StartGate, the list gives the names of the MCF files available in the stock files and any found in the 'TrackEditor\UserModels\Animated' folder. Since the MCF file name isn't always the same as the SLT you will have make sure you are picking the right Animation. It should be pretty obvious.
3) Then just place it and position it like you would a Static object. The object will always loop through the animation in D2 no matter what looping setting you use in the animation panel so don't worry about that.

I think that animation actually loops in game as well even if you uncheck the Looping setting, so it is not a good idea to place in a track without a funnel, otherwise each time you pass the Start/Finish  it might be in the wrong position. ElDiablo can probably give more info on that.

Laurie