P
ploppo
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@Incinerator ok thanks,i will try and let you know the results 
@Incinerator but wait a minute : what option i have to look in hades workshop to do that ?
Also, I tweaked the way that 3D models are imported, especially when custom model hierarchy are used, but I couldn't make everything work unfortunatly :/
I saw that replacing the 3D models of main characters is quite complicated (even swapping models) but it is possible: it needs to really make it perfect to have the good animations (so, let's say you use Quina's model instead of Zidane's, you'd need to rename the animations of Quina to fit the names of the animations of Zidane, not to mention to import everything properly with the right path names)... I'm not sure if I can make the process easier because it seems very dependant to what the engine expects... and when there is a dummy animation together with the model in the p0data4 archive, it has to be imported as well (for some reason, it's important to have this dummy animation when it's there by default).
Accessory, enemy and NPC models are much easier to change than models of the main characters (for battles, there's an additional problem since normal battle models and trance battle models share their animations).
I will now work on Alternate Fantasy for a while. I'll make an international version first, but then I'll also work on the mod ; I'm planning to only work sparsely on HW while doing that.
Also, I have once again changed a lot of things related to .hws file format (for script and text datas) ; I have done tests to check if that goes without bugs and didn't find any, but everything is possible. So I advise you to have copies of you .hws files (anyway, these files are so low-sized that I advise to have backups of them in any case).
The AnimationClip '' used by the Animation component '443(Clone)' must be marked as Legacy.
I believe he said with Ultima, it's something about the battle not being able to continue after using it as a regular spell.zidane is using ultima ? :-o
Doesn't happen with me...@Tirlititi so i am the only one with this problem in the battle spot section ? the first 4 lines appear , but the other group of four lines doesn't appear
i see , a temporary solution could be something like : create a copy of a global magic like doomsday , then give it the animation of ultima, but not every aspect of the animation , only the physical appearance and the sound effect , but for the rest , it will be the usual doomsdayI believe he said with Ultima, it's something about the battle not being able to continue after using it as a regular spell.
Of all the enemy spells this one can be used. Even some of the [Enemy-Death] animation can work as spells given it added damage figure points.
One hopes for HW to edit spell animations more deeply.
Doesn't happen with me...
Will it be getting extra features exclusive for the international version??I will now work on Alternate Fantasy for a while. I'll make an international version first
i need some more instructions :\ , i found the p0data61 in the unity assets section , and i found the song i want to replace and the one to make the substitution , but from there i can't see how i can switch those osts , also , in the main_loop section of pand\ming control i didn't found " RunSoundCode( 0, 0 ) " , but only " RunSoundCode( 16897, 48 ) " and some other numbers , but probably i wasn't clear enough , my objective is to have the ost " you are not alone " , during the random battles , not the oppositeIt's stored resources.assets :: BtlEncountBgmMetaData.txt
It's arranged as:
Code: [Select]Though for You're not Alone event in particular, the function is ran from the script, with "RunSoundCode( 0, 0 )"; played throughout the scene. The three battles are not present in BtlEncountBgmMetaData.txt, to prevet the changing of music during battle encounter.Code:"2924": { // field ID "138" // Enemy ID : "35", // Music to Play
It is in the Main_Loop function of field: Pand./Mind Control IIRC.
Change it from the script; change it from p0data61.bin
1) Ok, thanks a bunch! Let me know in case@ToraCarol:
1) I don't know :/
The "set VAR_GlobUInt16_42[MODEL_OFF] =$ 65535L" line should be the one that hides the weapon if I am not mistaken. I'll look in the engine if there are special instances where it's not good enough.
2) You can select one of the "Seiken" command and link it to the other "Seiken" command because they share the same abilities anyway ; that frees 4 slots that you can distribute somewhere else. You can do the same with Dagger's summons (normal & trance commands).
3) I gave the answer to that: musics are stored in the p0data61 archive and you can swap/replace them at will. You only need to have your music in .ogg format (and define looping points if you want it to loop in-game ; it is a feature of .ogg files).