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View Full Version : NEW ANIMATIONS IN JKA/JK2 - HowTo


ASk
07-29-2003, 11:15 AM
New Updates are in red
Last update was at: April 1st 2004 - no, this is not an aprils fool joke :)


Disclaimer: use the process described here at your own risk. Authors are not responsible for any data loss / damage that may

occur as a result of following these instructions.

Any modification that wishes to use these instructions to create the animations for their mod MUST include the following in

the readme/credits file:

For JK2:
========= start paste =========

New animations in this mod were created using the skeleton made by Corto and the glaMerge program made by ASk. All rights for
these are reserved to the original creators.


======== end paste ============

For JA:
========= start paste =========

New animations in this mod were created using the skeleton made by keshire and the glaMerge program made by ASk. All rights for
these are reserved to the original creators.


======== end paste ============

New animations in JK2/JA



Your animation must have the base 'DaVinci' pose as first frame. It will be ignored during merge.


JK2:

The process is simple.

Get the .xsi skeleton from this link:

Skeleton (http://www.cortocg.com/download/jk2/valid_jk2_humanoid_skeleton.zip)
I think the link is broken now, does anybody have a mirror of that, so I can update

Make your new animations, and export this file as XSI.


Suggestion by Corto: Use only one animation per XSI, it will keep things more tidy.

Open Assimilate, add the XSI to it
Double-click the file, and check these boxes:

- Keep "motion" bone

- Create own skeleton

Add these bones to PCJ
- skeleton_root
- pelvis
- lower_lumbar
- upper_lumbar
- thoracic
- cervical
- cranium
- face


Set the scale to 0.64, origin to 0,0,24


Save the .car file, time to get dirty (and use the command line)

Run carcass.exe with the following command-line parameters:

-flatten path:\to\your\file.car

Now, time for the fun part.

(continue after JA instructions)
========= end of JK2-specific =====

JA:

The process is simple.

Get the .xsi skeleton from the OJP repository (how to access - http://www.lucasforums.com/showthread.php?s=&threadid=119776):

Make your new animations, and export this file as XSI.


Suggestion by Corto: Use only one animation per XSI, it will keep things more tidy.

Use the .car file in the Modelling SDK released by Ravensoft awhile ago
Run carcass.exe with the following command-line parameters:

-flatten path:\to\ravensofts.car

Now, time for the fun part.

============= end of JA-specific ==

Get the glaMerge program, written by yours truly from

GlaMerge (http://www.darklordsofsith.net/ask/glamerge.zip)

Put these files in the same directory as the exe:

_humanoid.gla
your.gla

Run the program using

glamerge _humanoid.gla your.gla


Optional switches:

-o - Makes the program optimise the output, removing any redundant bone data. For the above animation, file size is 9.56mb without -o, versus 9.53mb with

-l - Makes the program dump the bone (hierarchy, bone names) data from both gla's. This will be appended to file named 'bone.log' (will be created if necessary)

If you specify both switches, the second one (in the order they were specified) will be ignored

It should prompt you for the output file name.

And wait a bit (a file with 2000 frames takes about 5 minutes on my CPU, and should take around 1-2 minutes on a modern one)

After it is done, just add the new animations to animations.cfg using this format:

ANIM_NAME startingframe framecount loopframe speed



For example:

NEW_ANIM 17278 40 -1 20


Do this for all the animations, remember to update the startingframe positions accordingly (first new animation should start

at 17278).

Now, the animations are ready to be played in modview.

Example:

New animation (http://www.darklordsofsith.com/ask/modview.2003-07-29.13-48-03.avi)

For programmers:

To add support for them ingame, add the same name as you used in the animations.cfg in these 2 source files:

========== game\anims.h ============

typedef enum //# animNumber_e
{
//=================================================
//ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
//=================================================
BOTH_1CRUFTFORGIL = 0, //# G2 cannot have a reverse anim at beginning of file
.........
FACE_DEAD, //#
////////////////////////////////////////////
//
// Add your animations here
//
////////////////////////////////////////////
NEW_ANIM,
//////////// end of example ////////////////



//# #eol
MAX_ANIMATIONS,
MAX_TOTALANIMATIONS
} animNumber_t;

========= eof of game\anims.h =========

and

======== cgame\animtable.h ===========

stringID_table_t animTable [MAX_ANIMATIONS+1] =
{
//=================================================
//ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
//=================================================
ENUM2STRING(BOTH_1CRUFTFORGIL), //# G2 cannot have a reverse anim at beginning of file
......
ENUM2STRING(FACE_FROWN), //#
ENUM2STRING(FACE_DEAD), //#
////////////////////////////////////////////
//
// Add your animations here
//
////////////////////////////////////////////
ENUM2STRING(NEW_ANIM),
//////////// end of example ////////////////
//must be terminated
NULL,-1
};

======== eof of cgame\animtable.h ===========


Afterwards, refer to them ingame with the usual coding.

Enjoy.


P.S.: If you have any technical questions about the process, feel free to post them here, and I will try to reply to them to the best of my ability

Credits:

- ASk - coder of glaMerge

- Corto - creator of the JK2 skeleton

- keshire - creator of the JA skeleton

- Special thanks to Wudan and Razor_Ace


History:
- Fixed origin
- Updated glamerge program, updated instructions to reflect that
- Updated glamerge program once more, updated instructions
- Added bone reordering (to fix wrong internal bone order, providing the hierarchy is fine) to the program. Should produce correct animations now.
- Fixed an overlooked harcoded constant
- Implemented a hack around relativeness of gla format. Proper solution is recalculation of bone offsets, but that does not work at the moment :(
- "merged" info from keshire's post about JA animations. I hope he doesn't notice :P
New updates are in red

CortoCG
07-29-2003, 11:27 AM
If you have some tech. questions about the .xsi file, which I doubt cuz isn't much more to tell, post them here. But, if you have question about animation stuff (like IK chains and keyframing, or using the animations trackview) pls, register at http://cortocg.com and post at the forums in the correct category. I'll reply as much questions as my knowledge allows me.

Cheers!

ChangKhan[RAVEN]
07-29-2003, 01:46 PM
I only looked through your steps quickly, but I'll go through them in more detail (maybe try to make my own anim using your process). But it looks mostly right. Two things I see though:

The origin should be 0, 0, 24, not 0, 0, 30

Assimilate generates the animation.cfg based on the anims you have... do any of you have the original .xsi files and .car file? If so, you might be able to use your new XSI with our old ones (now that the skeleton matches) and build the skeleton properly, like we did...?

ChangKhan[RAVEN]
07-29-2003, 01:48 PM
Also, depending on your project, you don't need *all* of the original XSI files (especially the cinematic ones or ones you're replacing).

ASk
07-29-2003, 01:51 PM
We have neither, except the root.xsi which is in the SDK, and the .scn files, which are the raw version of root.xsi

As far as I know, the original XSI's are more than 700mb of data, and I do not know of anyone that has them either.

We do not have the .car file, rather, I looked at the bone structure and added the PCJ's manually, and the scale is taken from the humanoid gla.

This method generates a new .gla file, which is then merged. When I compiled test anims with carcass using command-line (to force -flatten, just in case), it did not generate an animations.cfg file)


Origin updated.


[edit]

This project's purpose is to enable modders to add new animations to JK2's humanoid gla (and from what I have seen, adding new animations to JA will be even more straightforward). I believe there are plans to strip all the non-mp related animations from the .gla, but that will be done using tools made by Wudan. However as it is now, this project adds new animations, it does not delete any.

ChangKhan[RAVEN]
07-30-2003, 02:19 AM
Originally posted by ASk
We have neither, except the root.xsi which is in the SDK, and the .scn files, which are the raw version of root.xsi

As far as I know, the original XSI's are more than 700mb of data, and I do not know of anyone that has them either.

I think we might be able to provide them, if someone was brave enough to try to use them and had enough space on their hard drive (would end up needing a couple gigs free at least, I think). I think James offered them to a few people before who were struggling with the anim problem when JK2 came out.

Originally posted by ASk
We do not have the .car file, rather, I looked at the bone structure and added the PCJ's manually, and the scale is taken from the humanoid gla.

We could easily provide that, along with Assimilate.

Originally posted by ASk
This project's purpose is to enable modders to add new animations to JK2's humanoid gla (and from what I have seen, adding new animations to JA will be even more straightforward). I believe there are plans to strip all the non-mp related animations from the .gla, but that will be done using tools made by Wudan. However as it is now, this project adds new animations, it does not delete any.

Well, you have to, at best, replace anims, unless you're going to do code changes, too, to add new animation slots.

ChangKhan[RAVEN]
07-30-2003, 02:26 AM
Originally posted by imyourfather
Finally, here it is (http://www.darklordsofsith.com/ask/Kick.exe)

You'll need bink to watch it.

- I converted it to exe (to allow better portability) and put it on my site. Hope you don't mind

Wow, this is great! I can't wait to see some cool JA mods with new animations! And just in time for modders to get used to the process for JA, too! The JA skeleton is pretty similar to JK2, so the process should easily be usable for the new game. Maybe, CortoCG, we could work with you to get a JA skeleton ready for modders before JA even comes out?

:)

CortoCG
07-30-2003, 02:41 AM
Originaly posted by ChanKhan[RAVEN]
Maybe, CortoCG, we could work with you to get a JA skeleton ready for modders before JA even comes out?

Great Mr. Gummelt! I'm in. I think ASk needs to work on his glamerger program too, so we'll talk to see what do we need to get the skeleton fully operational :) and mergeable animations for JA.
We'll let you know by posting in here.
Now, if you at Raven have another "plan of attack", I'm at your entire disposal, and I think ASk is too. You have my email, you have my website (with fully op. forums), so, let's get on it.

CortoCG
07-30-2003, 06:48 AM
Here is a list of things that ASk and me we'll be needing to make a ready-to-make-animations skeleton:

- the base humanoid skeleton with all the bones (if it doesn't have all of them I'll create them as I did with JO) you used for JA, in dotXSI.
- the humanoid animations file for SP and MP to look for the correct hierarchy and bone linking order.
- a humanoid Ghoul2 model to preview stuff, unskinned if you like, we don't need that.
- the .car file used to compile the humanoid animations file should saves us some time.
- the tools used to compile a new gla/glm combo: like the xsi exporter/importer, carcass and assimilate, to make correct dumps of the skeletons.
- any extra info on the tools or the gla transformation matrices you wanna add would be most welcome.

That's it I think :D.

P.S.: call me just 'Corto', Mr. Gummelt, everybody here calls me like that :).

ASk
07-30-2003, 08:33 AM
Attention: glaMerge had been updated (again).

Changes:

Fixed behaviour when -o was not specified. Without -o switch, the program works much faster, but creates larger files.

Removed hardcoded values, program should now work for merging any 2 skeletons with same bone number (and order), as long as GLA format stays the same.

Fixed some of bone dump features

Several minor bug fixes added with parsing command line


Known bugs: if using -l switch to dump the hierarchy and origins (mxdaSkel_t data), origins have incorrect (albeit consistent) values. This does not affect the normal operation in any way.

tFighterPilot
07-30-2003, 08:56 PM
It was still for 40 frames, the total length was 75 frames.

Anyway, I made a new one (http://www.gamingforums.com/attachment.php?s=&postid=646233), which don't have problems, but less interesting (A normal kick)

What do you think?

ASk
07-30-2003, 09:11 PM
Sorry for deleting all the posts, but the thread was going to be cluttered with non-related remarks. Only the posts that are related to currently active discussions are remaining.

Don't be mad at me, it's for the best :)

ASk
07-31-2003, 06:08 AM
Since carcass is picky, and fixing bone order proved to be harder to do on the real skeleton, I finally got to adding bone reordering function to the glaMerge program.

If now, the hierarchy is the same, and bone in position 15 for original file (for example) is in position 50 for user file, the program will automatically rearrange the bone data to fit the same sequence.

This fixes quite a bit of weird bone 'bleed', and hopefully the program will work correctly now.


Do not forget to get the updated version (glaMerge 1.1b) from the link in the first post!

tFighterPilot
07-31-2003, 12:19 PM
I redownloaded the file, and it's the exact same thing, and in the readme, it says 1.0b

CortoCG
07-31-2003, 02:02 PM
For the record, that problem cannot be fixed with 3dsmax, I spent the whole night reordering bones and relinking the whole thing. It's impossible to have a bone in the last place of the list while it's children still are in the middle, it just sounds too esoteric. That's simply devil's work... Or a coder's ;). Anyway, seems like now it works fine thanks to the coding ability of ASk.

On the other hand I would like to hear a word from Raven's guys about that strange bone ordering contradiction, just for curiosity (I know curiosity killed the cat).

ASk
07-31-2003, 03:24 PM
So I -forgot- to edit the readme, shrug

The version in the program is what matters

tFighterPilot
07-31-2003, 03:56 PM
Sorry for that ASk, I thought it was the same version becasue it was in the same size.

Anyway, I'm so glad my animation is fixed now, I thought it was dommed. :D

I hope many others would also make beutiful animations. Too bad you have to replace them with something else, though it won't be a problem when making a whole new SP map.

ASk
07-31-2003, 04:22 PM
Size of the executable should be exactly 65536 bytes
I updated the zip with the new readme and forced a cache clean, so to be on the safe side, redownload it

tFighterPilot
07-31-2003, 04:33 PM
The previous thing I've downloaded was 1.1b.

I know it because :
A)It said so when I executed glamerge
B)The animation worked :)

I'll download it anyway, because of the readme

tFighterPilot
07-31-2003, 04:35 PM
Would you send it to www.jk2files.com, so everyone could benefit from it?

ASk
07-31-2003, 04:43 PM
I sent them a link to the tutorial as news post. If they choose not to pursue it, it's their choice.

tFighterPilot
07-31-2003, 04:52 PM
I'm quite sure they will.

It's not everyday someone makes a program that can add animations into _humanoid.gla

reaper1576
07-31-2003, 07:51 PM
i have a question about skeleton types are we still limited to a human skeleton as i could do with being able to uses a few differnt types

tFighterPilot
07-31-2003, 08:02 PM
I just thought about that too, can we use the AT-ST skeleton?

Wudan
07-31-2003, 08:58 PM
It wasn't a priority for Corto to make a good ATST skeleton because you can't really use those in MP ... and what else would you make an ATST do?

But I'm sure it's possible - anything is possible.

tFighterPilot
07-31-2003, 09:16 PM
Dance!

:cowdance

tFighterPilot
07-31-2003, 09:17 PM
Wait a second, all he does is dancing.

Ok, the atst skeleton is useless.

CortoCG
07-31-2003, 09:35 PM
iamyourfather, since you're the only one interested very much on makin anims, why don't you join us at #jk2coding or #jkacoding on irc.quakenet.org?

reaper1576
07-31-2003, 10:26 PM
corto i would be instrested in finding out more to you know where you can conatact me at the JODFMOD & DF2E Forums

CortoCG
07-31-2003, 11:45 PM
Sure reaper, I'm still part of JODFMOD =).

tFighterPilot
08-01-2003, 12:32 AM
I managed to change the run animation

Check that (http://www.angelfire.com/droid/tfighterpilot/newanim.pk3) out!

He is supposed to run like a dancing russian, but his hands are in the default place, so he now seems like someone who realy realy needs to go.

ChangKhan[RAVEN]
08-01-2003, 01:55 AM
Just and update for you guys, James saw these threads and he and I were discussing what we could do to get you guys what you need to make your tool set able to make animations for JA's humanoid skeleton. He or I will let you know as soon as we get it all straightened out...

CortoCG
08-01-2003, 06:54 AM
Originally posted by ChangKhan[RAVEN]
Just and update for you guys, James saw these threads and he and I were discussing what we could do to get you guys what you need to make your tool set able to make animations for JA's humanoid skeleton. He or I will let you know as soon as we get it all straightened out...

Thanks for the update.

reaper1576
08-01-2003, 08:43 AM
Originally posted by ChangKhan[RAVEN]
Just and update for you guys, James saw these threads and he and I were discussing what we could do to get you guys what you need to make your tool set able to make animations for JA's humanoid skeleton. He or I will let you know as soon as we get it all straightened out...

That would be brilliant that would help alot with projects

CortoCG
08-01-2003, 01:44 PM
Originally posted by reaper1576
corto i would be instrested in finding out more to you know where you can conatact me at the JODFMOD & DF2E Forums

Reap, man, I forgot to tell you, I'll be posting more in here so everyone can catch, and not so much in private forums. So if you wanna find out more about what ASk and I are working on, you'll have to stay tuned :D.

I'll post what's new on the team's forums :).

reaper1576
08-01-2003, 03:43 PM
ok np thanks

CortoCG
08-04-2003, 12:51 AM
Now the .zip file with the valid_skeleton includes the humanoid2.car file I use to compile new anims, that should save you a couple of annoying steps on the process.

You might have to modify the file internally to match your names and subdirs.

Anakin
08-04-2003, 09:21 AM
Yippee!! I have now created my first animation, a few smoothing points to iron out, but its looks ok :)

Thanks to ASk and Corto for helping me last night :)

reaper1576
08-04-2003, 10:41 AM
Corto i have a idea about the AT-AT we was talking about the other day you can get me on icq ill be on and off

BoBo_Fett
08-04-2003, 03:29 PM
I made a new GUI for carcass based on the info in this thread.
In my program just click "on compile human model" browse for your .xsi and it'll generate a .car file for you and start the compile process. The output messages from carcass will be displayed in a window in the GUI.

There is also a dump GLM/GLA option.

note:
The program has to be in the same directory as carcass.exe

http://jedidreams.codealliance.ca/downloads/jo/util/carhelper.zip

Emon
08-04-2003, 04:10 PM
<3 JediDreams

tFighterPilot
08-04-2003, 04:41 PM
Good job, Bobo_Fett, this thing can make the all process a lot faster. :)

CortoCG
08-04-2003, 06:15 PM
More practice and research makes things faster. That's my advice.

Anyway, good job Bobo Fett.

Commodus
08-06-2003, 02:36 AM
I noticed that there are identical mesh copies of the bones in the XSI - do you have to weight the bones to these or can you animate without weighting? (Sorry, I'm a total animation n00b)

(BTW, Corto, I know this is OT but when you get a model in game, does the model have to be in the DaVinci pose or can it be in any pose?)

Thanks,
Commodus

CortoCG
08-06-2003, 03:12 AM
Yes my friend Comm. The bones you don't use to weight a mesh, are not included when compiling the animation. The best, and more accurate, solution I figured, is to make meshes out of copies of the bones and weight each and every one of them to their respective bone. That's why you can see the bones as meshes in ModView after compiling, cuz they are meshes =).

About the DaVinci sindrome, you only have to set the first frame of your sequence to the DaVinci pose, or your anims will get their ass twisted after compiling.

Higginson
08-14-2003, 07:50 PM
Sorry if i'm missing something, but what program do u use to make ur animations?

tFighterPilot
08-14-2003, 09:31 PM
You can use either 3D Studio Max 4.x or that animation program which I forgot her name. It was something with 'Smoth' I think.

CortoCG
08-14-2003, 10:15 PM
I think tFighter means Softimage XSI. Actually any program that is able to export to .xsi should fit.

tFighterPilot
08-15-2003, 12:06 AM
Yeah, SoftImage, that's the one.

Anyway, I don't know about any other program that can export xsi

CortoCG
08-15-2003, 03:07 AM
well, Maya has an experimental plugin to export to .xsi. You can download it after registering with them.

Emon
08-15-2003, 08:06 AM
I do not understand why Milkshape cannot export to XSI. It's an ASCII file format. Perhaps I should write a plugin.

CortoCG
08-15-2003, 12:36 PM
Aye, you should Emon. Ppl will adore you.

tFighterPilot
08-15-2003, 01:31 PM
Can you do animation in MilkShape?

EDIT: Oops, I guess you can :o

Wudan
08-16-2003, 01:02 PM
Originally posted by Emon
I do not understand why Milkshape cannot export to XSI. It's an ASCII file format. Perhaps I should write a plugin.

I thought that a plugin had already been written for this purpose? Check Milkshape's website.

CortoCG
08-16-2003, 06:40 PM
The plugin only imports .xsi files. But I don't know much about milkshape.

Higginson
08-17-2003, 11:50 AM
Will 3d studio max 5 work? coz i have it but i need an import plug in.

tFighterPilot
08-17-2003, 12:07 PM
I'm sure you'll find one with google.

Higginson
08-17-2003, 01:40 PM
i couldnt find one, i really want to make a new anim for jk2! wots the usual procedure for making a normal model an XSI?

BoBo_Fett
08-17-2003, 01:49 PM
The .xsi import/export plugin that raven released in there first tools release works fine in max5

Higginson
08-17-2003, 02:49 PM
Thanks, im such a dumbass. i forgot the plug ins came with the editing tools. now i have another problem. how do i make the anims? do i have to weight a model and use that, or just move about the XSI that ive loaded up in 3DS?

tFighterPilot
08-17-2003, 03:41 PM
I just moved the bones.

savman
08-18-2003, 05:10 PM
who was it here who made the animation of the matrix kick?

tFighterPilot
08-18-2003, 06:18 PM
*raises hand*

Higginson
08-18-2003, 06:53 PM
hi, that was me on my cousins account. do u have msn messenger, coz i would like to have a chat about anims.....

tFighterPilot
08-18-2003, 07:20 PM
Nope, but you can go to #jk2coding channel on irc.quakenet.org

Higginson
08-18-2003, 09:15 PM
OK, ive created my anim, and done the business with assimilate, but i cant manage to run carcass. a window pops up for about a second then disappears. i need to know how to run it with the command line. someone help plz!

Corsair13
08-18-2003, 09:59 PM
Try Win+R to pull up the run dialog, then type cmd.exe
that will pull up a MSDOS session, navigate to where carcass is to run it.

tFighterPilot
08-20-2003, 12:38 PM
I sent a new animation to www.jk2files.com yesterday.

Don't worry, I didn't forget to add those lines to the readme.

I hope many others would start do animations when they'll see this one.

GSR_skywalker
08-21-2003, 06:56 PM
yay finally we can make new animations though i havent touched jk2 in about a year because its a bit boring without any good mods. we need a REAL total conversion like CS was to half life :( thats not gonna happen for a while

but still, keep up the good work..and hopefully u can make that XSI exporter because i dont feel like finding my 3DSM disk :)

Wudan
08-23-2003, 12:38 PM
Um, I made a matrix kick pose, just so you know, but I didn't use max or SI, I used notepad :P

Wudan's Matrix Kick (http://users.sisna.com/tokyopop/shot0005.jpg)

Wudan
08-23-2003, 12:42 PM
Originally posted by GSR_skywalker
yay finally we can make new animations though i havent touched jk2 in about a year because its a bit boring without any good mods. we need a REAL total conversion like CS was to half life :( thats not gonna happen for a while

but still, keep up the good work..and hopefully u can make that XSI exporter because i dont feel like finding my 3DSM disk :)

Uh ... XSI should already work. The format you need is .XSI, and the skeleton is already in .XSI format afaik ...

imyourfather - what exactly did you release?

tFighterPilot
08-23-2003, 12:58 PM
I released this. (http://www.gamingforums.com/showthread.php?t=87692)

Kurgan
08-26-2003, 05:03 PM
Whoa! Where was I that I missed this? Very cool.

Nice work!

Wudan
08-27-2003, 12:55 PM
Remember, when it comes to the animations,

Corto is the Father
ASk is the Son
Wudan is the Holy Spirit.

Thusly, credit should be given where credit is due.

CortoCG
08-27-2003, 01:31 PM
Is better to burn out than fade away!

ASk
08-30-2003, 09:28 AM
GLAMERGE IS UPDATED (1.2b during run)

PLEASE NOTE THE NEW UPDATE IN THE FIRST POST

Fixes:

- Fixed an overlooked harcoded constant
- Implemented a hack around relativeness of gla format. Proper solution is recalculation of bone offsets, but that does not work at the moment

I hope to get the proper solution working...something with quat math is going awry.

tFighterPilot
08-30-2003, 10:12 AM
Forgive me for my ignorance, but I don't understand what neiher of those new things mean.

Wudan
08-30-2003, 12:49 PM
It has to do with math, and why ASk has got it all wrong :)

ASk, I read that and tried to find you on ICQ but couldn't, but I'll try to find you sometime and we'll go over it.

imyourfather/tFighterPilot - ASk probably had some hardcoded constants that meant he could only work on JO's humanoid (when my program was hardcoded, it was because I had references to 72 bones, like in JO's humanoid, but the ATST and other GLA's do not have as many, or new skeletons can have more.

I don't know why ASk would need to use any quaternion math at all.

ASk
08-31-2003, 04:22 PM
According to what we arrived at, shifts are affected by parent bone rotations, and also can't be simply added (since I initially conceived them as vectors). Sadly, I tried to search for more info on the net, and did not find much. For now, the current solution stays.

tFighterPilot
09-14-2003, 04:48 PM
http://www.jk2files.com/file.info?ID=18752

Took them almost a month, but it's here, the first new animation for JK2 :D

Don't worry ASk, all that should be in the readme is there. :)

Wudan
09-15-2003, 01:36 PM
Originally posted by ASk
According to what we arrived at, shifts are affected by parent bone rotations, and also can't be simply added (since I initially conceived them as vectors). Sadly, I tried to search for more info on the net, and did not find much. For now, the current solution stays.

It should be possible to unflatten what is flattened, and unrotate what is rotated :)

N3G1@
10-21-2003, 12:45 PM
Are Ask and CortoCG going to make a JA version for their GLA merge tool?

CortoCG
10-21-2003, 01:16 PM
Some day, yes. I'm currently bzy making stuff for the Dark Forces Mod, so, that will have to wait.

Wudan
10-21-2003, 01:21 PM
Originally posted by N3G1@
Are Ask and CortoCG going to make a JA version for their GLA merge tool?

The glamerge tool that ASk wrote should work with JA, the format hasn't changed a bit.

N3G1@
10-22-2003, 12:33 PM
Well, I know that the skeleton has less bones. Do you mean that if I try to animate from Corto's skeleton and I follow the instructions I should have my animations in??? Cool!
I have so many ideas that some of them could even be realized in DFmod (which is really cool), but this isn't the moment and the right thread...

Wudan
10-22-2003, 12:54 PM
As far as I've been informed by Corto, you are correct. ASk also removed all the 'hardcoded' limits that were in (because initially we were only working with JO humanoid) glamerge, so his tool should be accurate and easy to use. The format specs refer to a few things that might have caused trouble, but Raven actually did us all a favor by not mucking around with the format.

CortoCG
10-22-2003, 01:54 PM
My JO skeleton cannot be used for succefully create JA animations. Sorry. But you could try anyway, that's how I got things going on, I try something a thousand times b4 it works.

Wudan
10-22-2003, 05:51 PM
Actually, genius, look again, I think he was referring to your JA skeleton. He IS registered at your forums.

darthviper107
03-15-2004, 07:24 PM
This is just something I want to know:

Let's say I have a model with four arms, I want to add bones to the original _humanoid bone setup for those four arms.

Could I make my own _humanoid.gla-type animation file and change the animations in 3ds Max for those bones? Because I know it has names for each action so it would be nice to be able to change thos for it.

Also, could I import the animation from the original _humanoid.gla file so that I could modify it in 3ds Max?

tFighterPilot
03-15-2004, 08:59 PM
No and no

Humanoids don't have four arms, that's why they called humanoids. If you would want to create a player model, it will have to have the exact same bones.

darthviper107
03-15-2004, 09:07 PM
well, if I added two more arms to the bones file and then set up each animation just like the _humanoid.gla but have it as something else, couldn't that work?

Each separate animation sequence has it's own name, so I could just make some of my own that have the same names and it should work, I think.

tFighterPilot
03-16-2004, 05:53 PM
No, I don't think it will, sorry.

keshire
04-01-2004, 01:07 PM
Let's say I have a model with four arms, I want to add bones to the original _humanoid bone setup for those four arms.

Your talking custom skeleton here and currently there's no way to play as a model with a custom skeleton in Multiplayer.

But thats the least of your problems. You have a whole hell of a lot of animations to re-create to make this semi playable.

You can't just add bones the current humanoid animation file. You also can't add some four arms anims and then pick and use ones from the humanoid animation file.

Its all or nothing.

BUT, if you really WANT to make something like this. Take a look at the saber/assasin droids and rocket trooper. They use custom skeletons. They also only have a few rudimentary anims to make them work.

darthviper107
04-10-2004, 08:15 PM
I'm having a problem with carcass, I'm trying to make a new animation for a new character, but when I try to use carcass to make the animation .gla it flashes up and closes. I copied what it said as it flashed up, it said ERROR and then listed all of the commands that it can do. Is there a way to fix this?

tFighterPilot
04-10-2004, 10:05 PM
Originally posted by darthviper107
I'm having a problem with carcass, I'm trying to make a new animation for a new character, but when I try to use carcass to make the animation .gla it flashes up and closes. I copied what it said as it flashed up, it said ERROR and then listed all of the commands that it can do. Is there a way to fix this? Could you show us what the error says?

darthviper107
04-10-2004, 11:15 PM
Here is the window:

http://www.cgfilms.2webh.com/carcasserror.jpg

darthviper107
04-12-2004, 12:36 AM
Never mind, I used that GLA tool and it works, sort of. i just have to fix some stuff with my model

razorace
05-19-2004, 06:44 PM
Ok, I'd like to announce that we've gotten our hands on Raven's source files for all the JKA animations AND the source files for all the standard player models created by Raven. We're currently in the process of sorting thru all the data and getting it organized for release.

So far, we've released 3 packages, which can be found on lucasfiles.com:

Humanoid Animation Source Files (http://www.lucasfiles.com/index.php?s=&action=file&id=568&PHPSESSID=3d5967d2ce8b2a913ad14045a9e995e3)
Player Model Source Files (http://www.lucasfiles.com/index.php?s=&action=file&id=570&PHPSESSID=3d5967d2ce8b2a913ad14045a9e995e3)
Non-Humanoid Animations and Models Source Files (http://www.lucasfiles.com/index.php?s=&action=file&id=569&PHPSESSID=3d5967d2ce8b2a913ad14045a9e995e3)

A big thanks to Keshire for talking Raven out of the files and then spending the time to organizing them.

tFighterPilot
05-19-2004, 07:38 PM
About the Player Model Source Files, can I simply import it, making changes, export and compile?

razorace
05-19-2004, 09:21 PM
I think so.

tFighterPilot
05-20-2004, 05:53 AM
Well I tried it, and it didn't work.

Apears like every mesh and bone starts with Davinci_Male_[mesh or bone's name]

keshire
05-20-2004, 07:16 AM
davinci_male01_whatever.(bone or mesh name)

everything before the "." is left off at compile time

just be aware importing xsi into max loses the LODs.

keshire
05-20-2004, 07:17 AM
Actually I've noticed all kinds of problems with the dotxsi importer/exporter. And if your really serious about all this you may want to pick up and learn SoftImage XSi. The free version was recently released.

tFighterPilot
05-20-2004, 07:25 AM
Damn

meh, I don't think I'll pick up Softimage.

keshire
05-20-2004, 07:40 AM
I don't think I'll pick up Softimage.

heh. Well there's always the editing xsi with a text/ascii editor. ;)

tFighterPilot
05-20-2004, 09:31 AM
Originally posted by keshire
heh. Well there's always the editing xsi with a text/ascii editor. ;) The funny thing is that I've done it before, about 3 years ago, with battlezone2 ;)

RoxStar
05-25-2004, 10:54 PM
Are all of the neccesssary programs included in the editing kit?

razorace
05-26-2004, 12:43 AM
You'll need a modelling program like gmax, 3D studios, or SoftImage.

tFighterPilot
05-26-2004, 12:41 PM
gmax sure as hell won't do, 3D Studio Max's importer(at least my importer) don't import it right, so that leaves only SoftImage

razorace
05-26-2004, 06:44 PM
I beleive Keshire is using 3D studio max, so it's gotta import in.

tFighterPilot
05-26-2004, 07:28 PM
Maybe he has a different importer, or different version of Max (I have 5)

keshire
05-27-2004, 01:39 AM
4.2 :), I find no reason to currently upgrade.

And what problem are you having importing?

If its the name thing thats really not a problem. It should compile anyway. unless its crashing or something on export which I've noticed its prone to do.

tFighterPilot
05-27-2004, 06:31 AM
Also, are the bones supposed to be helpers? :c3po:

keshire
05-27-2004, 06:56 AM
Yep dummy objects are fine. That is one of the reasons why i constrained them to a character Studio biped. I'm not Corto. I won't go out of my way to make them bones when Nulls are just fine. :p

darthviper107
05-30-2004, 06:34 PM
You should upgrade to Max 5 or 6. I had to go back to Max 4 because Max 5 has authorization bugs and I don't want to go onto my other computer to do stuff, and when I switch it made me grateful for Max 5, the stuff in there is so much better than Max 4.

Anyway, does anyone know how to fix the problem in 3ds Max where you put a bone in one position in a frame, then put it in another position later and then the bone like dips to that position instead of going in a straight line?

tFighterPilot
05-31-2004, 07:05 AM
Originally posted by darthviper107
You should upgrade to Max 5 or 6. I had to go back to Max 4 because Max 5 has authorization bugs and I don't want to go onto my other computer to do stuff, and when I switch it made me grateful for Max 5, the stuff in there is so much better than Max 4.

Anyway, does anyone know how to fix the problem in 3ds Max where you put a bone in one position in a frame, then put it in another position later and then the bone like dips to that position instead of going in a straight line? Yes, infact I do. Click on the object with the animation. Go to the "Motion" tab, and to the "Key Info (basic)" You see those big squares with the blue lines inside them? Click on them and change them both to a straight line. Do this to all the frames.

keshire
06-02-2004, 02:19 AM
The bone thing can also be caused by a bezier contraint. I usually use linear.

Thrawn42689
10-17-2004, 08:46 AM
Oooh, necrothread.

I tried glamerge with a Dragon animation, and I got "Error: One or more files not found." Both the files are in the exe directory, and I spelled them correctly. This is, of course, for JA. What am I doing wrong?

razorace
10-17-2004, 12:56 PM
You actually have to unzip the animation file from the JKA source files.

Thrawn42689
10-17-2004, 01:22 PM
Er, I did that. As I said, both files are in the exe directory. "Both files" being _humanoid.gla and blabla.glm.

Thrawn42689
10-21-2004, 06:27 PM
Well poo, so much for that. :|

ASk
12-15-2004, 08:58 AM
"Both files" being _humanoid.gla and blabla.glm.

glamerge only handles 2 GLA files.

I am not sure what you are trying to achieve. At least posting the command line that you've used would be a nice start

diane20
02-11-2006, 07:12 AM
New Updates are in red
Last update was at: April 1st 2004 - no, this is not an aprils fool joke :)


Disclaimer: use the process described here at your own risk. Authors are not responsible for any data loss / damage that may

occur as a result of following these instructions.

Any modification that wishes to use these instructions to create the animations for their mod MUST include the following in

the readme/credits file:

For JK2:
========= start paste =========

New animations in this mod were created using the skeleton made by Corto and the glaMerge program made by ASk. All rights for
these are reserved to the original creators.


======== end paste ============

For JA:
========= start paste =========

New animations in this mod were created using the skeleton made by keshire and the glaMerge program made by ASk. All rights for
these are reserved to the original creators.


======== end paste ============

New animations in JK2/JA



Your animation must have the base 'DaVinci' pose as first frame. It will be ignored during merge.


JK2:

The process is simple.

Get the .xsi skeleton from this link:

Skeleton (http://www.cortocg.com/download/jk2/valid_jk2_humanoid_skeleton.zip)
I think the link is broken now, does anybody have a mirror of that, so I can update

Make your new animations, and export this file as XSI.


Suggestion by Corto: Use only one animation per XSI, it will keep things more tidy.

Open Assimilate, add the XSI to it
Double-click the file, and check these boxes:

- Keep "motion" bone

- Create own skeleton

Add these bones to PCJ
- skeleton_root
- pelvis
- lower_lumbar
- upper_lumbar
- thoracic
- cervical
- cranium
- face


Set the scale to 0.64, origin to 0,0,24


Save the .car file, time to get dirty (and use the command line)

Run carcass.exe with the following command-line parameters:

-flatten path:\to\your\file.car

Now, time for the fun part.

(continue after JA instructions)
========= end of JK2-specific =====

JA:

The process is simple.

Get the .xsi skeleton from the OJP repository (how to access - http://www.lucasforums.com/showthread.php?s=&threadid=119776):

Make your new animations, and export this file as XSI.


Suggestion by Corto: Use only one animation per XSI, it will keep things more tidy.

Use the .car file in the Modelling SDK released by Ravensoft awhile ago
Run carcass.exe with the following command-line parameters:

-flatten path:\to\ravensofts.car

Now, time for the fun part.

============= end of JA-specific ==

Get the glaMerge program, written by yours truly from

GlaMerge (http://www.darklordsofsith.net/ask/glamerge.zip)

Put these files in the same directory as the exe:

_humanoid.gla
your.gla

Run the program using

glamerge _humanoid.gla your.gla


Optional switches:

-o - Makes the program optimise the output, removing any redundant bone data. For the above animation, file size is 9.56mb without -o, versus 9.53mb with

-l - Makes the program dump the bone (hierarchy, bone names) data from both gla's. This will be appended to file named 'bone.log' (will be created if necessary)

If you specify both switches, the second one (in the order they were specified) will be ignored

It should prompt you for the output file name.

And wait a bit (a file with 2000 frames takes about 5 minutes on my CPU, and should take around 1-2 minutes on a modern one)

After it is done, just add the new animations to animations.cfg using this format:

ANIM_NAME startingframe framecount loopframe speed



For example:

NEW_ANIM 17278 40 -1 20


Do this for all the animations, remember to update the startingframe positions accordingly (first new animation should start

at 17278).

Now, the animations are ready to be played in modview.

Example:

New animation (http://www.darklordsofsith.com/ask/modview.2003-07-29.13-48-03.avi)

For programmers:

To add support for them ingame, add the same name as you used in the animations.cfg in these 2 source files:

========== game\anims.h ============

typedef enum //# animNumber_e
{
//=================================================
//ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
//=================================================
BOTH_1CRUFTFORGIL = 0, //# G2 cannot have a reverse anim at beginning of file
.........
FACE_DEAD, //#
////////////////////////////////////////////
//
// Add your animations here
//
////////////////////////////////////////////
NEW_ANIM,
//////////// end of example ////////////////



//# #eol
MAX_ANIMATIONS,
MAX_TOTALANIMATIONS
} animNumber_t;

========= eof of game\anims.h =========

and

======== cgame\animtable.h ===========

stringID_table_t animTable [MAX_ANIMATIONS+1] =
{
//=================================================
//ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
//=================================================
ENUM2STRING(BOTH_1CRUFTFORGIL), //# G2 cannot have a reverse anim at beginning of file
......
ENUM2STRING(FACE_FROWN), //#
ENUM2STRING(FACE_DEAD), //#
////////////////////////////////////////////
//
// Add your animations here
//
////////////////////////////////////////////
ENUM2STRING(NEW_ANIM),
//////////// end of example ////////////////
//must be terminated
NULL,-1
};

======== eof of cgame\animtable.h ===========


Afterwards, refer to them ingame with the usual coding.

Enjoy.


P.S.: If you have any technical questions about the process, feel free to post them here, and I will try to reply to them to the best of my ability

Credits:

- ASk - coder of glaMerge

- Corto - creator of the JK2 skeleton

- keshire - creator of the JA skeleton

- Special thanks to Wudan and Razor_Ace


History:
- Fixed origin
- Updated glamerge program, updated instructions to reflect that
- Updated glamerge program once more, updated instructions
- Added bone reordering (to fix wrong internal bone order, providing the hierarchy is fine) to the program. Should produce correct animations now.
- Fixed an overlooked harcoded constant
- Implemented a hack around relativeness of gla format. Proper solution is recalculation of bone offsets, but that does not work at the moment :(
- "merged" info from keshire's post about JA animations. I hope he doesn't notice :P
New updates are in red
Hello guys,
i dont know if you are still active in this forum, but i have a question about animation in ja. I downloaded keshires animation file pack, opened his skeleton in 3ds max and changed his Dual_baster.bip, by saving only from frame0 to frame10 (so that I only have a dual-blaster-draw-animation now).Than I exported this new animation as xsi file. Now I dont know, how to compile the animation with carcass the right way. Can someone please explain step by step what I have to do with the assimilate/carcass program ? Do I have to open or add my new animation.xsi in assimilate? Whitch parameters do I have to change where ?Do I get a gla file by using carcass ? how and where fits the humanoid.car file in the process? Do I need to extract the _humanoid.gla file as been discribed in the moddeling tutorials here as well? Please explain as if I was 4 years old(or as if I was a girl:)). I only found tutorials explaining carcass use for custom models. Sorry for my bad english (Im from germany and try my best) and thank you for your time.

Boli_Delish
11-16-2006, 02:50 AM
game\anims.h...cgame\animtable.h...

Where can I find these?

razorace
11-16-2006, 05:50 AM
Uh, they're in there with the other source files, like w_saber.c, w_force.c, etc.

Boli_Delish
11-28-2006, 05:38 AM
Nevermind, i'm an idiot. Anywho, another quick question:

"Afterwards, refer to them ingame with the usual coding."

What does this exactly refer to? I've followed the coding steps up to here to add in placeholders for another lightsaber form, but I don't know what the 'usual coding' is. Some help would be much appreciated.

razorace
11-28-2006, 05:41 AM
I didn't write the tutorial but I think that means you can treat it like any other animation.

Boli_Delish
11-28-2006, 06:17 AM
What I was more interested in was what this actually means ie how do you treat it like any other animation/how do you treat ANY animation?

razorace
11-28-2006, 08:43 AM
It depends on what you're doing. The method for activating animations for NPCs, saber animations, force powers, etc. are all activated using different methods. Could you be more specific? :)

Boli_Delish
11-28-2006, 06:52 PM
Alright, hmm...let's try activating saber animations for a player. As I stated above, i'm working on a new lightsaber form (a fourth single saber form). Once I get that figured out, we'll move onto getting it NPC usable ;)

razorace
11-28-2006, 07:25 PM
I thought I covered that in a fair amount of detail in the other thread. What parts are you having issues with?

Boli_Delish
11-28-2006, 08:12 PM
Well, firstly, when searching, the are a LOT of PM_SetSaberMove in bg_saber. I understand how it worked, and how it's meant to work, but I don't understand how to edit it to work with my new moveset.

Also, I named the animations the same way as they did for the existing form, except I replaced the number with a letter. It's all in the right order (I just copied and pasted it, then edited the names) so that shouldn't be a problem.

Fmmm
03-23-2007, 10:59 PM
Does anyone know where I can get the GLAMERGE program? The link in the main post is dead and I cant find it anywhere, also if anyone knows where to find the Dragon Animation Tool that would be great too!

Sith Dagger
03-24-2007, 11:39 AM
http://mt-wudan.com/forums/index.php

nizwiz
01-27-2008, 02:05 PM
Anyone knows where to get Corto's skeleton for jk2 these times?

LightNinja
02-18-2009, 10:38 AM
JA:

The process is simple.

Get the .xsi skeleton from the OJP repository (how to access - http://www.lucasforums.com/showthread.php?s=&threadid=119776):

DONE

Make your new animations, and export this file as XSI.

DONE

Use the .car file in the Modelling SDK released by Ravensoft awhile ago
Run carcass.exe with the following command-line parameters:

-flatten path:\to\ravensofts.car


Which .xsi of the repostory? OJP_Anim_template.XSI?

I modifyed the nulls which had the names of the bones for the animation: did I do right??

Can someone help me with this? I don't know what .car it means, I downloaded the SDK and there's no .car inside. Even in that Modelling SDK from Ravern.

What I have to do with this?:
-flatten path:\to\ravensofts.car
For example: -flatten models\players\ravensofts.car??
(Again where's that .car?)

Simple tutorial, yes, but for advanced users :(

Psyk0Sith
02-19-2009, 04:08 AM
Sometimes you have to write it/modify yourself. It's the same thing as using assimilate to create the car file for you, probably have more options when writing your own. Like creating batch jobs. The car file refered to is possibly the "master".car that points to all the anims found the .GLA (so that carcass can join all of them into the final .GLA used in the game)

You have to use it in a command prompt like so: carcass ravensofts.car
I'm assuming you add your .XSI anim to the list so it can be added into your new custom .GLA.

LightNinja
02-19-2009, 09:12 AM
I've found out how to run the command for carcass, and also I found a post from 2004 where keshire explained me what meant the things inside the .car, so I've done some progress.

ShadyD is giving me some help, he was able to make new animations with 3dsMax and he's trying to refresh his memory. We have been able to at least compile the new_anim.xsi into a new_anim.gla with a .car file, however, glamerge give us an error because it says that the number of bones is different, so in ModView the model deforms like a demon for the new animation.

Does the number of bones being different means that the OJP_Anim_Template.xsi is wrong? I'd like to know the answer.

I hope we can find our way out to add the new animations. Once I get it I'm gonna do a tutorial and post it in this thread, since this one is really confusing and frustrating ending in a dissapointment at least for me.

Psyk0Sith
02-19-2009, 03:00 PM
You should ALWAYS have the same number of bones when compiling for a specific GLA.

Jedi Academy has some bones that have been removed, some that have been added (the tail bones) and some that have been renamed. I have a scene file setup with the biped and all, altho it could be the same thing as OJP_Anim_Template.xsi. It uses the skeleton made out of dummies from corto.

LightNinja
03-03-2009, 07:00 PM
Great, Shady has managed to get it done and has teached me so maybe soon I write a different tutorial since I use the biped that keshire made.

We wanted to change the both_vt_idle1 animation to fit in the horse so here's the result :D

http://img4.imageshack.us/img4/8750/doneq.jpg

Psyk0Sith
03-03-2009, 10:34 PM
Pretty sweet! i think a bit of specular highlights would really help the horse's armor tho, unless you want to use a shader.

For anyone interested, the problem for shady was simply using the wrong plugin, so if you are a trying to make new humanoid anims you absolutely need the original plugin from the SDK. So it looks like you need to use Max 5: in later versions of the plugin the XSI exporter writes a "max_Scene_root" that screws up everything.

senorita
12-21-2009, 05:45 AM
Thanks for your nice information and animations as well... Read Jedi Adventures Book By Heather Scott (http://www.infibeam.com/Books/info/DK-Publishing/Jedi-Adventures/0756645271.html) which was launched in 2009 paperback series.... i really loved to read that book and still reading some of its interesting parts as well.. i really loves Jedi.....

katanamaru
12-23-2009, 04:19 PM
What do I need a plugin for if I use Dragon? I've never had a problem with making and getting animations in game without it. Or is that for older versions or vehicles?

LightNinja
09-19-2011, 09:04 AM
Pretty sweet! i think a bit of specular highlights would really help the horse's armor tho, unless you want to use a shader.

For anyone interested, the problem for shady was simply using the wrong plugin, so if you are a trying to make new humanoid anims you absolutely need the original plugin from the SDK. So it looks like you need to use Max 5: in later versions of the plugin the XSI exporter writes a "max_Scene_root" that screws up everything.

Ok I'm really ashamed...
I have forgotten how I put the new animations ingame >.>

Ok, I have the animation done in the biped, I export the .xsi and check all the boxes (Mesh, Animations, Bones, Point Weights, Basepose Transforms, SRT Transforms) so then I open Assimilate and load up that .xsi. But here's the problem, it won't compile the .gla because there are meshes without weights or because of heriarchy problems. I'm using the exact same .max that I used back then to make that horse riding animations.

If someone is still around - Help!

LightNinja
09-19-2011, 12:19 PM
I've found our msn chat where Shady teached me. He gave me these files:

- The bipped.max
- BonesWSaber.xsi
- newanimations.car

Then he said:
you animate the biped, you keep the rootpose as the first pose. You export as a xsi 3.0. Compile it with the .car file I gave you, change the name of your .xsi to "ultimatetest.xsi" and than just merge it with GlaMerge

Ok, I made that but when I open assimilate and loadup the .car it says "models/players/_humanoid/ultimatetest.xsi" not found -.-! (Of course it is on the _humanoid folder)

Code inside the "newanimations.car"
$aseanimgrabinit
$scale 0.64
$keepmotion
$pcj $flatten
$pcj upper_lumbar
$pcj lower_lumbar
$pcj cranium
$pcj cervical
$pcj thoracic
$pcj pelvis
$pcj face_always_
$pcj Motion
$pcj rradius
$pcj lradius
$pcj rtibia
$pcj ltibia
$pcj rhumerus
$pcj lhumerus
$pcj lfemurYZ
$pcj rfemurYZ
$aseanimgrab models/players/_humanoid/theultimatetest.xsi -loop -1 -qdskipstart -framespeed 1 -qdskipstop
$aseanimgrabfinalize
$aseanimconvertmdx_noask models/players/_humanoid/boneswsaber -makeskel models/players/_humanoid/theultimatetest -origin 0 0 24

I'm doing it correctly opening the "newanimations.car" directly?

Psyk0Sith
09-19-2011, 07:26 PM
Damnit, i'm sure i've run into this problem once...

Dumb idea, but did you try to run it in a command prompt instead of loading into assimilate?

Did you poke around in assimilate in the paths thingies (yeah sorry that's vague) and check for more options? Thats all i can think of for now.

LightNinja
09-20-2011, 12:31 PM
Dumb idea, but did you try to run it in a command prompt instead of loading into assimilate?

You got it! ;)

Dumb idea or not, now I see that I trusted more in Assimilate than what I should!

Thanks Psyk0

Psyk0Sith
09-20-2011, 09:26 PM
Hehe awesome, glad it worked :D