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Coding CaH based models


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#1 Nazgûl

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Posted 25 April 2015 - 10:36 PM

Ran into a weird problem today...

When coding a new model that is rigged to a CaH SKL, in this case the "CHTL_HT_U_SKL" (Hill Troll) - isn't there supposed to be pre coded anims somewhere? When using the CaH troll in game, it must be reading its anims from somehere, but when searching the entire RotWK folder (and the BFME2), there is not one single line of code for those anims?

 

EDIT: Never mind. Found it, in an Inc file...  


Edited by Nazgûl, 26 April 2015 - 02:39 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#2 Ridder Geel

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Posted 26 April 2015 - 10:20 AM

Yea, almost all the CaH files are in incs ,)

Good to keep in mind for future reference :p


Ridder Geel

#3 Nazgûl

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Posted 26 April 2015 - 08:19 PM

Ideed, and the coding was =  :evilthinkin:

 

So I had to do it from scratch, using a generic INI for anims and individually replacing them, to the one that matches the most. Quite tedious, but it turned out good enough.


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------





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