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Difference between revisions of "Descr engine skeleton.txt"

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(link to adding sounds tut - and more info - needs sorting a bit here...)
(titles)
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  engine_skeleton ballista
 
  engine_skeleton ballista
  
 
+
===Adding New Skeleton===
 
You can add a new skeleton by copying whole section and changing the type name at the start eg:
 
You can add a new skeleton by copying whole section and changing the type name at the start eg:
 
   type newonager
 
   type newonager
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This might not allow you to make a new animation - though you could possibly used the exisitng ones for different points in the engines fire cycle.  You can also use it to add unique sounds for one particular unit using the new skeleton.
 
This might not allow you to make a new animation - though you could possibly used the exisitng ones for different points in the engines fire cycle.  You can also use it to add unique sounds for one particular unit using the new skeleton.
  
 +
===Relationship to Sounds Files===
 
The sounds the engine uses when firing are set in [[descr_sounds_units_anims.txt]] new events can be added to that file.  The events are called by the .evt files referenced in this file.  They are actually just text files with a silly file name!   
 
The sounds the engine uses when firing are set in [[descr_sounds_units_anims.txt]] new events can be added to that file.  The events are called by the .evt files referenced in this file.  They are actually just text files with a silly file name!   
  
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so if you make newballista_recovery.evt with contents
 
so if you make newballista_recovery.evt with contents
 
  event SOUND ANIM_NEWBALLISTAE_RECOVER 0 0  
 
  event SOUND ANIM_NEWBALLISTAE_RECOVER 0 0  
it will read ANIM_NEWBALLISTAE_RECOVER entry in the sound file.
+
it will read ANIM_NEWBALLISTAE_RECOVER entry in the sound file (assuming you have added one there!)
(only took about two days modding to finally find that!)  
 
  
 
==See Also==
 
==See Also==

Revision as of 02:57, 13 September 2007

Overview

Unlike descr_skeleton.txt this file is actually used by the game.

Format is :

type		ballista															
anim	idle	data/animations/engine/ballista_idle.CAS	-evt:data/animations/engine/ballista_idle.evt
anim	idle_to_moving	data/data/animations/engine/ballista_idle2move.CAS	   -evt:data/animations/engine/ballista_idle2move.evt

etc.
the type - ballista in that example is the name that needs to be used in descr_engines.txt at:

engine_skeleton		ballista

Adding New Skeleton

You can add a new skeleton by copying whole section and changing the type name at the start eg:

 type		newonager	

do the same for the dying one as well.

This might not allow you to make a new animation - though you could possibly used the exisitng ones for different points in the engines fire cycle. You can also use it to add unique sounds for one particular unit using the new skeleton.

Relationship to Sounds Files

The sounds the engine uses when firing are set in descr_sounds_units_anims.txt new events can be added to that file. The events are called by the .evt files referenced in this file. They are actually just text files with a silly file name!

For instance ballista_recovery.evt just has some comments and:

event SOUND ANIM_BALLISTAE_RECOVER 0 0 

so if you make newballista_recovery.evt with contents

event SOUND ANIM_NEWBALLISTAE_RECOVER 0 0 

it will read ANIM_NEWBALLISTAE_RECOVER entry in the sound file (assuming you have added one there!)

See Also