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Showing content with the highest reputation on 01/05/2021 in Posts

  1. 3 points
    I've recently been able to do some work on combat animations. For a while now I've been trying to understand how the "fancy" melee on melee combat animations are triggered. This took me a while to figure out because I thought they were controlled by the combatanimations.2da. It appears that all other attacks are handled there except for this particular scenario. I believe this was hardcoded to act this way in the original game, and that is why they are not present in the combatanimations.2da. If the attacking creature is using a basic melee attack, and the target creature is using a melee weapon, and they are both directly attacking each other. Then the attacker and target uses a variation of c*a*, c*d*, and c*p* depending on if they were hit or parried. c*a1, c*a2, c*a3, c*a4, and c*a5 are for attacking (Attack Animation) c*d1, c*d2, c*d3, c*d4, and c*d5 are for damaged (Target Response Animation) c*p1, c*p2, c*p3, c*p4, and c*p5 are for parrying (Target Response Animation) When the attack is queued up a random number is rolled returning 1,2,3,4, or 5 and then proper attack animation is then chosen. Once the attack result is calculated the appropriate response animation is chosen for the target. Example Scenario: So if the the attacker is using a single one handed weapon, and the basic attack random animation number is 4, then the attacker will use the animation c2a4. If the attack hits, the target will use c2d4. If the attack misses, the target will use c2p4. Note: If you are confused by the naming convention for combat animation be sure to check out this post: (Analysis of the Combat Animations) by @JCarter426. Here is a video demonstration of it in action.
  2. 2 points
    There are quite a few around the games levels, I made a pack that fixes any left in the second game : https://deadlystream.com/files/file/1706-visibility-file-fixes/ But I realise this is the first game, however if it annoys you like it did me perhaps you will require fixes for TSL in the future also :)
  3. 1 point
    Thank you again! The problem of this topic is completely solved thanks to you! At least I ran my Revan all over the ship and found no similar problems! Please, when you have time, publish this fix to the "Ebon Hawk Camera Replacement" mod as your modification, although it is not as large-scale in terms of quantity or quality, but its value is unconditional. Surely people will encounter this problem more than once and will skip this topic.
  4. 1 point
    Ah, missed the corridor outside the engine room. Try this: m12aa.vis
  5. 1 point
    It's not a texture issue, it's a module VIS issue, i.e. the file that dictates what rooms are visible from each other. The engine doesn't render any rooms not listed as visible from the current room you are in to save on memory (since the game was designed for the original Xbox with 64MB of RAM). The fix is pretty simple, since a VIS is just a text file. Edit: Here @todevuch, try putting this in your Override. It should fix the pictured issues I think. m12aa.vis