What prevents animations from showing certain weapons?
chimeric
Member Posts: 1,163
Why is it that hobgoblins can only carry visible bastard swords and bows - short bows and long bows, although they are actually equipped with short bows? If equipped with something else, the weapons are invisible. Why? Where can this kind of "instruction" be found, if an animation is just a bunch of BAMs and an INI file? If a weapon is equippable in principle, if bastard swords are shown, why not long swords that are wielded and swung just the same way? Perhaps hobgoblins don't have the frames for stabs, and that could be a problem, hence the limitation, but where is this block?
Same thing with tasloi and spears. The spear is the only thing that will be shown in their hands. It's different with, for example, ogres and gnolls, where the morning star and the halberd are part of the figure. No, hobbies do seem perfectly on par with character figures, and yet...
They have these lines in their INI:
[monster_layered]
resref=MHOB
resref_weapon1=S1
resref_weapon2=BW
They perform the same without the lines or with changes in the lines, however. Tasloi don't have any of this "layered" business at all.
Same thing with tasloi and spears. The spear is the only thing that will be shown in their hands. It's different with, for example, ogres and gnolls, where the morning star and the halberd are part of the figure. No, hobbies do seem perfectly on par with character figures, and yet...
They have these lines in their INI:
[monster_layered]
resref=MHOB
resref_weapon1=S1
resref_weapon2=BW
They perform the same without the lines or with changes in the lines, however. Tasloi don't have any of this "layered" business at all.
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Comments
Tasloi only display spears, no matter what weapons you give them. They have swing animations, actually, but don't use them.
To CamDawg: so where is all this layering happening and how can I strip it? People have been creating animations of their own - Diablo imports and other things, putting together BAMs, and there is none of this weirdness.
Another question about animations. Do you know if it's possible to block the recoil animation and the blood spurt on hit? I can make a hit harmless in several ways, and I've suppressed recoil by overriding it with the WALK animation, but is it possible to make an axe, for example, score a hit without this physicality?