Author Topic: 2-handed weapons posibilities  (Read 1529 times)

0 Members and 1 Guest are viewing this topic.

Not Yet Rated!

Offline losfer

  • Beginner
  • *
  • Topic Author
  • Posts: 5
  • Country: ru
  • Karma: +0/-0
    • View Profile
    • Awards
  • Time Zone: ?
2-handed weapons posibilities
« on: 14 December 2021, 14:00:45 »
Hello everyone!
I have an idea to create 2-handed weapons (swords, mallets, great axes, etc...) mod. But I'm completely new in TQ modding tools, so I'm looking forward for some ideas or help to understand how to start.
Several questions here:
1) Is it possible to use creatures animations for character mesh? For example, maenads and terracote warriors have great animations for two-handed weapons. Is it possible to replace basic female hit animations with related ones?
2) I'm ok if character will handle any one-handed weapon with 2-handed animation, I just want to create viking warrior with 2-handed axe or highlander with claymore sword and run through the entire game with one weapon type. So dual weapons or sword/shield is not necessary at the same time with two-handers.
3) Is it possible to create separate weapon type? Like sword/spear/bow and so on.
4) Is it possible to rescale any item mesh without 3d modelling tools?
5) Does anyone knows any creature, what have another great two-handed weapon animations? For example, 2-handed maces require a bit different hand positions to handle it.

Thanks a lot for any help!

P.S. I know, that there is already some thread about 2-handed weapons, but it's quite old and author just looking for existing mod. I'm ready to make some experiments with tools, but I need some ground. Maybe more experienced guys know, that it's impossible to do 2-handers, because some engine limitations or huge amount of work to do.
 

Rated 1 time
Excellent

Offline nargil66

  • Forum Moderator
  • Full Member
  • *
  • Posts: 2116
  • Country: bg
  • Karma: +52/-1
  • Gender: Male
  • Mesh-Texturing Beautifier :)
    • View Profile
    • Awards
  • Time Zone: ?
Re: 2-handed weapons posibilities
« Reply #1 on: 14 December 2021, 18:17:22 »
« Last Rated on: 20 December 2021, 07:22:35 »
1) Is it possible to use creatures animations for character mesh? For example, maenads and terracote warriors have great animations for two-handed weapons. Is it possible to replace basic female hit animations with related ones?
2) I'm ok if character will handle any one-handed weapon with 2-handed animation, I just want to create viking warrior with 2-handed axe or highlander with claymore sword and run through the entire game with one weapon type. So dual weapons or sword/shield is not necessary at the same time with two-handers.
3) Is it possible to create separate weapon type? Like sword/spear/bow and so on.
4) Is it possible to rescale any item mesh without 3d modelling tools?
5) Does anyone knows any creature, what have another great two-handed weapon animations? For example, 2-handed maces require a bit different hand positions to handle it.
There are quite a few problems with this idea, but it's not impossible to do. If you're really up to doing that, I'll try to list some of the obstacles you may face. To answer your questions:

1. For the most part yes, but there are some problems, which you have to address. The first problem is animation speeds. For example, all character attack animations are 25 frames, while maenad one-handed animations are 29-37 frames, which is slower. You have to calculate the difference and increase the new animations speed in the modified character animation table. E.g. to set an animation of 37 frames to have the speed of 25 frames, you have to increase it's speed inside the character animation table by roughly 33-35%:
Spoiler for Hiden:
This is because 37 frames - 25 frames = 12 frames, which is 1/3 of 37 frames.
Second problem is that often the skeleton structure of the meshes is different. I haven't tried, but i assume that a male character using a maenad 2-handed animation may hold the weapon in not the exact position you need. But you have to test to see.

2. The problem here is you can't exclude the shield from 1-handed animations. So you have two options: a) replace staff or bow animation slots entirely with 2-handed weapon slots. Currently there is no way to add a new weapon type to the game. I have requested to the devs before to add more empty weapon types (for any purpose like 2-handed weapons, fist weapons or mounted combat) but they ignored my request. So you are stuck with either replacing an existing weapon type, or the second option is to just fake it and make all shields invisible when using one-handed weapons (this is doable by replacing Bone_L_Weapon of the given one-handed animation with a shrinked bone with the same name, using Animation Composer and Animation Bone Renamer). Depends on what suits your goals better.

3. As i said in previous answer, not possible. And i wouldn't rely on the devs to ever implement such a feature.

4. Yes, it's possible, using Tamschi's Mesh View. It's quite easy to do actually.

5. You may check all existing creature animations using the default Viewer program that comes with the game, and find the ones that fit your needs. But teracotta/maenad should do for a start.

I hope that helps. If you have more questions, let me know.

Not Yet Rated!

Offline losfer

  • Beginner
  • *
  • Topic Author
  • Posts: 5
  • Country: ru
  • Karma: +0/-0
    • View Profile
    • Awards
  • Time Zone: ?
Re: 2-handed weapons posibilities
« Reply #2 on: 14 December 2021, 19:03:04 »
Wow, thank you so much for such a great and full answer!
Honestly I have created that post hoping for exactly your answer ;) I love your modification so much, they are awesome \m/

You inspered me to give it a try, so I will start making some "proof of concept" for 2h weapon posibilities!

P.S. I'm not very interested in male character animations, just because your female models are just way too hot and sexy to ignore them =) Especially NewSkins meshes)

Not Yet Rated!

Offline losfer

  • Beginner
  • *
  • Topic Author
  • Posts: 5
  • Country: ru
  • Karma: +0/-0
    • View Profile
    • Awards
  • Time Zone: ?
Re: 2-handed weapons posibilities
« Reply #3 on: 21 December 2021, 08:27:22 »
Hello everyone!

Want to share some updates about my experiments. First of all, I have some progress and first results are inspiring! Maenad one-handed animations looks great with nargil66 female meshes:
Spoiler for Hiden:

4. Yes, it's possible, using Tamschi's Mesh View. It's quite easy to do actually.
5. You may check all existing creature animations using the default Viewer program that comes with the game, and find the ones that fit your needs. But teracotta/maenad should do for a start.

I follow nargil66 tips, but stuck on the next step:
1) Find good animations for all attacks/special moves/strikes. I have some ideas, but I can't preview them, because for some reason my TQ Viewer tool is not working  :(
It's loading, but I can't preview any mesh. It seems selected and I can choose animation, but preview area is always empty.
Spoiler for Hiden:

2) Rescale at least one sword item a bit to make in longer as two-hander, but Mesh View tools also seems broken for me :(
I have tried both MeshView and MeshView Fixed versions of Tamchi tool.
They are loading, but when I select some meshes it shows me an error:
Spoiler for Hiden:

I still can load some meshes, but not interesing ones:
Spoiler for Hiden:

MeshViewer tool by Tamchi is also not working for me, after mesh loading there are no any errors, but preview area is empty:
Spoiler for Hiden:

Maybe I need to extract some additional resources to be able to work with meshes?

Is it only issue of mine? I have isntalled fresh vcredists (2005,2008,2012) and .NET Framework 4.0. Maybe someone faced the same problems?

Rated 1 time
Excellent

Offline nargil66

  • Forum Moderator
  • Full Member
  • *
  • Posts: 2116
  • Country: bg
  • Karma: +52/-1
  • Gender: Male
  • Mesh-Texturing Beautifier :)
    • View Profile
    • Awards
  • Time Zone: ?
Re: 2-handed weapons posibilities
« Reply #4 on: 21 December 2021, 16:57:10 »
« Last Rated on: 22 December 2021, 06:50:00 »
I follow nargil66 tips, but stuck on the next step:
1) Find good animations for all attacks/special moves/strikes. I have some ideas, but I can't preview them, because for some reason my TQ Viewer tool is not working  :(
It's loading, but I can't preview any mesh. It seems selected and I can choose animation, but preview area is always empty.
Spoiler for Hiden:

Viewer became broken for me too after installing EE, no clue what the reason is. Older Viewer versions stopped as well, but in my case they all just refuse to start up.
However, there is another way you can preview animations without needing Viewer. Try unpacking all animations you want to test in "creatures/pc/female/anm" folder, inside your main game Database directory (similar to addon mods). To quickly preview any of these animations on the character, rename it to femalepc_idle.anm and restart the game. This will change the default standing animation to your new one. If it is what your need, rename it again to the actual name the animation will use and do the same steps with the other testing animations. This method is a bit slower, but it works. I used it a lot before knowing about Viewer.

2) Rescale at least one sword item a bit to make in longer as two-hander, but Mesh View tools also seems broken for me :(
I have tried both MeshView and MeshView Fixed versions of Tamchi tool.
They are loading, but when I select some meshes it shows me an error:
Spoiler for Hiden:

I still can load some meshes, but not interesing ones:
Spoiler for Hiden:

MeshViewer tool by Tamchi is also not working for me, after mesh loading there are no any errors, but preview area is empty:
Spoiler for Hiden:

Maybe I need to extract some additional resources to be able to work with meshes?

Is it only issue of mine? I have isntalled fresh vcredists (2005,2008,2012) and .NET Framework 4.0. Maybe someone faced the same problems?

That's a very weird problem... Have you tried making MeshView your default program, and then just double click on the mesh? Can you give an example of a mesh that triggers this error? BTW, you can also increase the size of any item by editing the "Scale" entry in "ActorVariables" tab of the item DBR:
Spoiler for Hiden:

Not Yet Rated!

Offline xiaorantu

  • Member
  • *
  • Posts: 23
  • Country: cn
  • Karma: +0/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: +8
Re: 2-handed weapons posibilities
« Reply #5 on: 22 December 2021, 05:41:36 »
 a game called “Grim Dawn ” which  Dev. by the Same group . It has this new class(2-hand weapon). However,  it cannot drop in the TQ

your may created new anim,new weapon,but new class cannot drop!!!
so we should Solve this problem first
« Last Edit: 22 December 2021, 05:55:23 by xiaorantu »

Tags:
 


SimplePortal 2.3.7 © 2008-2022, SimplePortal