FL Animations
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Good point w0dk4. You can create the node name, but that’s it really, or you can copy over a node from another cmp file. In either case, you’ll need to hex edit the contents to add / subtract parts within the node data.
To do that, I usually keep an exported Fix, Rev, and Pris file handy. Open a file with the required node already present, select the node, then click the “Export” button and save it as a .bin so you know what it’s for; example: “RevTemplate.bin”
You really only need one entry in each for a template, since you can select all -> copy and then paste once for each new additional part. After re-saving the modified .bin file with your to-be-modified cmp’s name, switch back to UTF editor and this time click the “Import” button with the corresponding node selected. Re-save the cmp, then use UTF v4 to edit the numeric values, and UTF v3 to edit the strings (parent / child names) via the “Edit XXX data” buttons. You could edit these names while in your hex editor, just be sure you know the character length limits of each name (mentioned earlier in this topic). -
Btw.: Could someone upload the UTF Editor v1.3 somewhere?
Because I couldnt find that version anywhere on the net
Not a big surprise W0dk4 as that version was never officially released, I’ll have a look in my files and upload it in a bit.
EDIT
I’ve uploaded it to the downloads section, but as it hasn’t appeared I guess it needs someone to authorise it first.
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@Freeworlds_Sushi:
Would love to see this tutorial. I could really use it for X-wings/B-wings in FWs.
ive played freeworlds, alot actually
if ya could manage that i would absolutely “try” the mod out ;D
Well then, I better pray that tutorial for this function comes sooner rather than later…lol.
Check our boards Sushi
I’ll release the tutorial later on here at TSP, if it is helpful within our dev team.w00t:
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Would someone take on making the wings on the Rheinland Valkyrie work? It has the slots under each wing near the fuse-lodge to appear as if they actually move.
I feel that all the parts that appear to move, should actually move as in w0dk4s vid. Bay doors open etc…etc…Why not everything this is supposed to, do so? ;D
Hop to it you guys. ;D
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Would someone take on making the wings on the Rheinland Valkyrie work? It has the slots under each wing near the fuse-lodge to appear as if they actually move.
I feel that all the parts that appear to move, should actually move as in w0dk4s vid. Bay doors open etc…etc…Why not everything this is supposed to, do so? ;D
Hop to it you guys. ;D
do you mean this: http://www.youtube.com/watch?v=CDJtW-HvbEw ?
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umm… the Valkyre actually already has animations for wings, so I dont understand whats so special about making them work. Its one line in shiparch to bind the animation.
Sure but u need to know how to and than u must do a vid of it that’s pretty much work ;D
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umm… the Valkyre actually already has animations for wings, so I dont understand whats so special about making them work. Its one line in shiparch to bind the animation.
Sure but u need to know how to and than u must do a vid of it that’s pretty much work ;D
err
just Video, its rly easy^^
an simple .utf editor to see: there is something left and knowledge where you can aktivate an anomation
thats all
soo…@w0dk4: /signed
@FW Video: rly cool
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That was an awesome tutorial, W0d Look what I did with it!
http://www.youtube.com/watch?v=5CvJuS6M19c -
AWESOME!!!
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Now you just need to find a way to trigger these actions with client-side hooking ;D
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I was told that is possible and just need some testing.
But I’m not sure if it is possible to lock the animation when the wings are closed. -
These vids are nice and dandy but, can this be done without using the jetison feature and while flying through space? Not just sitting still to watch it work. I’m sure it would take some kind of special coding and having to place an icon for it somewhere but, can it be done?