Author Topic: Animations in lgp files  (Read 1932 times)

Ashopath

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Animations in lgp files
« on: 2012-02-16 10:25:15 »
Ok so i'm making a patch to swap Cloud and Sephiroth after the bootleg modifications have been made to your game. The script has been written, i'm just having some animation problems. I have got Sephiroth looking alright when he is walking and running, but his arms and legs are all over the place when he is standing. obviously i presume that the first one of 3 animations in the first part of the lgp (aafe) is his standing animation but everything that i try in there just doesn't work. also since altering his walking and running the other npc's around have the same arm and leg problem. In example, the opening train scene, the guards are standing there looking weird then AVALANCHE get off the train looking weird, when they throw and kick everything looks fine beccause they're using different animations so that makes me think that all the npc's are using the first 3 animatons (aafe-abaa) as well as the playable character. Is this the case? Barret seems to be fine so i'm guessing he's using his own animation.

So my questions are:

1. How does FF7 look for animations in the .lgp file?
2. How can i change where it looks for them for each character?

I am so close to achieving this and i hope someone can help. Thanks to anyone that can.

Ashopath

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Re: Animations in lgp files
« Reply #1 on: 2012-02-16 20:45:18 »
It's stupid that i didn't realise that the flevel.lgp is the one that guides animations. I've only JUST figured that out so if anyone has some useful advice on how to alter things so that they're ok then please share.  :D