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WWang

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  1. Hi guys, I need some help to render some out-of-engine models into the Yuri's Revenge 1.001 map. I'm now stucking at Z order calculation to make the overlapping correct. The ZBuffer at memory address 0x887644 containss strange values that I don't know how to interpret. For example, when loading 2peaks.map, the z value ranges from 31374 to 34208, how does it calculated? 2peaks.map
  2. I just got replied in the Mental Omega Discord channel by @Morton : in art/artmd/artmo INI there are "sequences" that contain what you want i.e. [GISequence] Ready=0,1,1 Guard=0,1,1 Prone=86,1,6 Walk=8,6,6 FireUp=164,6,6 Down=260,2,2 Crawl=86,6,6 Up=276,2,2 FireProne=212,6,6 Idle1=56,15,0,S Idle2=71,15,0,E Die1=134,15,0 Die2=149,15,0 Die3=0,1,1 Die4=0,1,1 Die5=0,1,1 Deploy=300,15,0 Deployed=292,1,1 DeployedFire=315,6,6 DeployedIdle=0,0,0 Undeploy=276,2,2 Paradrop=363,1,0 Cheer=364,8,0,E Panic=8,6,6 starting frame,length,offset to the next facing so for Walk=8,6,6 it's "start at frame 8, use 6 frames per facing" there are 8 facings, starting from north and going counter clockwise if an animation doesn't have facings, it will have 0 as the third value, i.e. Die or Deploy Idle1, Idle2, Cheer have a special case where the 4th extra value is S (south) or E (east), but I don't know if that's used at all
  3. Hi guys, I'm recently trying to decode shp files. I can decode animation frames to image now, but I found that all the animations of a unit is bundled in one shp file without any information to separate them. For example, there are continuous walking, attacking and death animation frames. My question is where is the metadata that identifies the range of a span of frames? I guess there must be those identifiers somewhere but I can't find them now. Thanks.
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