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Fireball_zone anoms, .anm files and anm2ltx tool

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  00:07:51  15 December 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Fireball_zone anoms, .anm files and anm2ltx tool

Hello all,

I want to add fireball_zone anomalies in my mod.

If i understand his spawn, i need to create a xxx.anm to define the way of this anomalie.

After search, i found the anm2ltx tool in http://stalkerin.gameru.net.
But my anti spyware/malware (avast antivirus) detect a malware (Win32 Malware gen) in this tool.

Someone used it? Is it caused by the .exe or by a true malware in the zip file?
Please, someone know another link, or can upload it for me?

I translate the readme:
[Command line parameters:]
-anmi <file>-o <file> converts *. anm file in *. ltx
-ltxi <file>-o <file> converts *. ltx file in *. anm
-dump <file> displays all values ​​of *. anm file

* You must specify the full path to the *. ltx files!
** Paths should not contain Russian characters.


So, the way that i think to use:
1/ convert vanilla labx18_1floor_2.anm files to .ltx files.
2/ change the .ltx file (introduced the coordinates for my proper fireball_zone)
3/ convert the new ltx file to .anm
4/ use the new anm file for my fireball_zone.

Finally, is it the good way to create .anm?
  07:03:28  15 December 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694
Well, you could use this tool to create anm files, but it's much better (and easier) to use tool built in Level Editor.
  20:05:34  15 December 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Ok, thanks. I'm a big noob with LE.

So i'll test with anm tool. And if it's too hard, i will make it with SDK.
  09:16:29  16 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
12/16/2011 9:49:12
Messages: 1159
Very informative answer, mnn...

@Borovos91
All you need is to grab the camera.object from build1935 SDK, and read this thread for usage instructions:

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=128&thm_id=18790&sec_id=16&page=4

Camera object (copy it for example to SDK rawdata\objects\editor folder)

http://www.mediafire.com/?qy5z85lyndc32dd

Usage instructions from the thread:

- Open a map (level) in level editor, where the scene will happen/ or where your anomaly will work
- Put your camera on the starting position.
- right click on camera, properties, set the camera motionable
- press K+ key to create the first key
- press fast forward button >> to set the current frames length
- move the camera to the next position
- press K+ for next key, press fast forward, set the next current frame length, move to next position, and so on...
- if you reach the cameras final position, press the Clamp button, to end the anim

If you did it well, you can watch the animation in real time:
- Level editor left bottom side, options -> tick Real Time
- Camera->properties->tick Camera View, now your view will be dropped to the cameras lense
- Press the play > button, and your view will fly with the camera, you see the level, as the player will see it in the game

You can force the LE to draw the cameras path, if you choose in LE upon right side Preferences -> Objects -> Show -> tick the Animation Path option, and le will show your cameras way.
  21:56:51  16 December 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Thank you Bangalore.


---QUOTATION---
All you need is to grab the camera.object from build1935 SDK, and read this thread for usage instructions:

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=128&thm_id=18790&sec_id=16&page=4
---END QUOTATION---



Yesterday, I saw this thread. It was here that i found the existence of anm2ltx tool.

Now i understand that LE is almost binding for modding.
In fact, all.spawn and acdc tool are very limited when we want to add original something.

I go to read all the "Creating cutscenes... how?" thread.
  15:08:12  18 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159

---QUOTATION---
Now i understand that LE is almost binding for modding.
In fact, all.spawn and acdc tool are very limited when we want to add original something.
---END QUOTATION---



Yep, with SDK editors together with xrAI we can work as "professional" way, as the developers did, no more vertex and position gathering tour and no more badly spawned thingie. I'm still using acdc though, to relocate the actor between levels, and see, how the story works.
  20:32:53  18 August 2012
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070

---QUOTATION---
Fireball_zone anoms, .anm files and anm2ltx tool

Hello all,

I want to add fireball_zone anomalies in my mod.

If i understand his spawn, i need to create a xxx.anm to define the way of this anomalie.

After search, i found the anm2ltx tool in http://stalkerin.gameru.net.
But my anti spyware/malware (avast antivirus) detect a malware (Win32 Malware gen) in this tool.

Someone used it? Is it caused by the .exe or by a true malware in the zip file?
Please, someone know another link, or can upload it for me?

I translate the readme:
[Command line parameters:]
-anmi <file>-o <file> converts *. anm file in *. ltx
-ltxi <file>-o <file> converts *. ltx file in *. anm
-dump <file> displays all values ​​of *. anm file

* You must specify the full path to the *. ltx files!
** Paths should not contain Russian characters.


So, the way that i think to use:
1/ convert vanilla labx18_1floor_2.anm files to .ltx files.
2/ change the .ltx file (introduced the coordinates for my proper fireball_zone)
3/ convert the new ltx file to .anm
4/ use the new anm file for my fireball_zone.

Finally, is it the good way to create .anm?
---END QUOTATION---



Well, It was a nice try. The anm2ltx works, but the reconversion ltx2anm is just bullshit. Instead of 30 kb, the same data is now... 1 kb, lol.

And installing SDK for a stupid camera on Win7... it might happen tomorrow, but not today.
 
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