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LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 02-19-2005, 01:28 AM   #1 (permalink)
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Default Structure Animations

So I have a wierd problem. I finally ironed out this asset.dat thing so that new static models at least show up...finally. But here's the thing. I have seperate animations for the structure buildups. I used Animation States to define these animations. The AWAITING_CONSTRUCTION model condition state works fine as it displays the first frame of the animation until the guy starts pounding away with his hammer. Issue is, it sticks with the first frame and never actually runs the animation. The code is stock EA code with changed model names and it worked before but after rebuilding a new asset.dat they don't work anymore. The animations play fine in W3DViewer so that is not the issue. Anyone have any ideas?
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Old 02-19-2005, 05:25 PM   #2 (permalink)
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I have the exact same issue, but with a new unit. I added it and its new animations to the asset.dat and the model shows up in game, but lo, no animations. My new animations work fine in w3dview. I have been trying to figure it out for over a week with no luck. I have a huntch it might be the code, but as it works with other animations even not meant for the code I don't get it. Hope someone knows how to fix this.
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Old 02-19-2005, 11:07 PM   #3 (permalink)
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Maybe there is an issue with the way asset builder saves animations?
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Old 02-20-2005, 03:13 PM   #4 (permalink)
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Let me just get this straight for animation code,

"AnimationState" is the state the object is in to activate that animation?

"Animation" is what? I have no clue what its used for, is it referenced in the animation w3d?

"AnimationName" references the "skeleton.animation"?

"AnimationMode" tell whether to play once or loop?

I mainly need to know about the "Animation" line, because it might be the problem I'm having.
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Old 02-20-2005, 09:58 PM   #5 (permalink)
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I think it is an issue with the asset because it worked before and then when I made a new asset.dat it failed to animate.

Sy, I am using your asset builder so maybe you can test it out yourself and see where the problem lies, if it lies in your program.
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Old 02-21-2005, 02:10 AM   #6 (permalink)
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Quote:
Originally Posted by Gondolin";p=&quot View Post
I mainly need to know about the "Animation" line, because it might be the problem I'm having.
That line is used to reference or tag the animation so it can be exposed to the LUA scripting.
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Old 02-21-2005, 03:43 AM   #7 (permalink)
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I'll check it out tonight.
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Old 02-21-2005, 03:33 PM   #8 (permalink)
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I've spoken to someone else about this who has already used AssetBuilder to get a model ingame and he informed me that there wasn't a problem.

I haven't had time yet to investigate myself, but are you sure you are using the latest release, I believe 1.9 is the latest.
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Old 02-21-2005, 07:17 PM   #9 (permalink)
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I am using it yes.

What are others using that are having this same problem?
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Old 02-22-2005, 12:43 AM   #10 (permalink)
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I've redone the asset.dat with every version of AssetBuilder, now using 1.9 of course, but it still doesn't work, I'm still investigating my possible mistakes.
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