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Topics - Quid?

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I have no idea if this will find a answer but I am desesperate on the matter so I will try to ask.
When you index a enemy move to a animation, you can't index it to something greater than 1F, because then the game will point it's animation script completely out of range, and of course crash.

In practice:
The static adress 41fd8f point to battle scripts animations which are written to dynamic adresses at each new battle.
Even if a enemy AB animation script has more than 31 (1Fh) animations scripts, the game will always try to read the scripts after the 31th one in the 0000000 adresses + whatever it's starting offset, so completely out of range, hence the crash.

On the other hand, playable chars have at most 64 scripts which are correctly pointed by the engine and don't crash after 31. They are indexed elsewhere and probably differently than the enemies in the scene.bin though, I tried finding where to maybe make some comparisons and advance on the matter but I still have nothing on this.

Ah, this isn't a matter of differences between playable models and enemies models, one of the many things I tried was of course to test that direcly by putting a dummy enemy Cloud on the battlefield without any change to it's model files, and it yielded the same results.

If someone can help...


I am a bit desesperate so I hope there is still someone who can help.
Simply, I add new animations to a da with hex editing, and after a few miss and try things are getting better.

Except with the weapon of the model, aqaa if it's relevant, in game the said weapon, the bludgeon\club is flying\disapearing\jumping around as soon as any new animation has been added to the DA file.
Screens if it help:

I can't find any reason within the DA for this behavior of the weapon, yet if it's the vanilla file without new animation it's all good, I add a new animation, it's not. Oh and in kimera every frame look fine. I didn't use "compute weapon" either, I tried on a backup to see if it solved the issue, but it didn't.
I also update the AA\skeleton with the appropriate numbers of both body and weapons animations. Any idea?

Edit, sorry, just when I finally decide to ask, I find a thread with the path to my answer:

1: Yes, that's because weapons actually have their own animations, for player model characters they are offset by 0x34 within the **da files (and this is, unfortunately, how the battle engines finds them). If you want the weapon to animate, then you will need to repack a corresponding weapon animation at index 0x6 + 0x34.

Thanks to quantumpencil. The search function never found this thread for me, oh well.

Edit2, sorry again, I just don't understand what the logic\pattern is and where I am supposed to place the weapon animations after all. If in fully working aqda vanilla the first body animation start à offset 04(hex), and it's corresponding weapon animation start at offset 1410, I don't see what Quantumpencil meant at all... All I get is that there must be a very strict positionning in the hexa, but what is it's logic\calculation?


I hope this is the right place for this, I am doing a bit of modeling for something and I can't figure out the following questions so far.
Long story short, I made a new foe battle model using Rufus's animations, but they turned out too limited for my purpose, so I switched the model to use Vincent animations. My troubles:

1, Whenever the new model take damage, the fight freeze, it's not a crash, everyone keep moving in their idle animations but noboby will move to do something else, player party included.

2, Depending on which animation I choose in Proud Clod for the attack commands of my model, the game crash in the fight's beginning, and I have made loads of testing to make sure it does come from the physical attack animations choices. Some animations will play without crash, but so far none of them is one that shoot a gun. I had a lucky break with magic casting and found fastly a animation that work, but for the physical I seem to be doom at trying the 40 animations from Vincent one by one? Or can someone tell me which animations numbers are supposed to be the attack in the party members models?

3, Because of the Vincent's skeleton/animations, the model have several weapons attached to it, and of course I can see them in Kimera but how do I choose one for the model in game?
Battle models don't have rsd files that seem editable like the field ones, and I know I can delete the weapons files and give my model a hand with Rufus's gun for example, that was what I did at first, but I realised that the game were actually looking for the weapon(s) file during some crashes, so I tried working with them but not only I can't figure how to make one show up in game, it hasn't solved my 2 other problems above neither.

Please, and thanks in advance for saving my sanity.

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