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problem with JMAD swap

Posted: Tue Aug 21, 2007 7:36 pm
by CaptainPoopface
I have read and reread the excellent [jmad] swapping tutorials by Soldier of Light and SnakeJKnight, I have followed them to the letter, but every time I swap an animation, I wind up with a completely invisible weapon and no arms in first person perspective.

Failing the tutorial methods, I have also tried overwriting the relevant FP PP animation metas with the corresponding FP oddball animation metas that I want. I'm baffled that this didn't work. I'm not sure if it matters to swap the FP weapon models, but I've tried that, and it still fails. I'm using the elite_mp biped, if that matters. Does the game just really dislike it if you try to call an animation for a weapon you're not really holding?

Here is what I'd like to do. It seems like a very basic thing: For the plasma pistol, I'd like its FP idle animation to be swapped with the FP oddball (skull) idle animation. I'd like for the FP overcharged firing animation of the PP to be replaced by the FP melee animation of the skull, while still firing the PP projectiles. The other PP firing animations (there are 3) should be swapped to the idle ball position.

The ultimate effect is that it looks like you're carrying a skull, and you can shoot from it by punching, after you charge the trigger.

Simply swapping the FP models of the skull and PP (or any other weapon) is not a satisfactory workaround. I really want the regular skull-holding animation.

Can someone post an idiot-friendly tutorial about how to do this? I ran out of smart pills last week. I'm thinking my botch could be solved in one screenshot, unless I'm overlooking an inherent impossibility in what I'm trying to do. If it'll help, I can post some screenshots of the values I've changed in Entity.

I would also like for the [jmad] swaps to be visible over SLC. I don't see why they wouldn't be, but I'm not certain.

Any help is appreciated.

Posted: Tue Aug 21, 2007 8:40 pm
by Rockymods
Jmads work with bones. When the bone is not there, it dissapears. I'm sure there is bone movement and placement possibilities but that is not my area of expertise.

Turk should be good with this, or xzodia I believe. Sorry I can't be of any more help but atleast this might answer a question.

Posted: Tue Aug 21, 2007 9:49 pm
by DarkShallFall
There is'nt correct meta on the model your trying to swap for. Third person animations can be swaped for and not have trouble. But for fp models the markers and stuff have to go with the jmad.

Posted: Tue Aug 21, 2007 10:32 pm
by CaptainPoopface
Ouch. So you're saying I'd have to reorient the bones for the upper arm, forearm, and all the fingers for both hands, essentially manually recreating the look of the skull's gripping pose, in order to use it with a different weapon?

That sounds like a nightmare for anyone whose name is not Turk.

It would look great for the mod I'm working on, but I don't think I'm up to the task. I guess I'll fall back on a much less sexy workaround I've come up with.

Thanks for clearing that up.

Posted: Wed Aug 22, 2007 12:52 pm
by turk645
this may sound stupid, cause i only skimmed your post, but are you trying to give the PP first person the jmad of the oddball? If so it is possable using entitiy. I did it once when i made the warthog turret compatable with first person.