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Here is a simple way to make many creatures mounted, without needing a combined mesh from 3DS Max or even a combined mesh from the game. All you need is Tamchi's MeshView program. Here are the steps:
1. Open the mesh of the creature that you want to be the rider in MeshView. It is recommended to be human-like for the mounted animation to work properly. Inside the mesh, on top of TextData section paste the following:
AttachPoint
{
name = "Mount"
origin = (0.0000000, 0.0000000, 0.0000000)
xAxis = (1.0000000, 0.0000000, 0.0000000)
yAxis = (0.0000000, 1.0000000, 0.0000000)
zAxis = (0.0000000, 0.0000000, 1.0000000)
}
2. Now scroll down in TextData section and at the very bottom paste the following:
CreateEntity
{
attach = "Mount"
entity = "records\creature\monster\saberlion\am_saberlion_21.dbr"
}
Then save the mesh.
The saberlion record link is just an example, you can use some similar creature or any creature that is used as mount in the game - Hyena, Bear, Boar or Saberlion. However I think with this method its quite possible to make a mountable wolf for example. Continue to read and you will see why.
3. Time for the second part. Open the Mesh of the creature you want to be the mount. In the Mesh you will see Bones section. When you open it you will see list of all the creature's bones. It looks like this:
(https://i.imgur.com/Wx5PXY4.jpg)
4. Open each Bone separately and add "_MOUNT" after its name. In the end it should look like this:
(https://i.imgur.com/8Z5c0b7.jpg)
5. Next, open the TextData section of the mount and in it add "_MOUNT" to each bone reference, in the Attach Points, SkeletonEmmitterBones and RigidBodyDescription:
(https://i.imgur.com/Vr02dBK.jpg)
(https://i.imgur.com/NhyqG0P.jpg)
(https://i.imgur.com/Y0gZqlP.jpg)
This is all done for the mesh bones to be able to read the "..._MOUNT" Bones in the Mounted Animation files (which contents the combined Rider + Mount animations). This is all that you need to edit. Save the mesh.
6. Next, place the rider mesh in "Titan Quest Anniversary Edition/Database/Creatures/PC/Male" or "Titan Quest Anniversary Edition/Database/Creatures/PC/Female". I suggest you to start with a human first. Then in "Titan Quest Anniversary Edition/Database/Creatures/Monster/Saberlion" folder place the mount mesh. (or in the hyena folder, if you are using hyena, etc.). It has to be in the same directory where you extracted it, only in Database, not in Resources.
7. Now comes the more tricky part - animation. Animation is really the key for all this to work. In the given example, extract all mounted ANM files from "Titan Quest Anniversary Edition/Database/Monster/Neanderthal/ANM" folder and place them in "Titan Quest Anniversary Edition/Database/Creatures/PC/Male(Female)/ANM" folder.
Rename each from them to character animations (e.g. "neanderthalmounted_spear_idle.anm" to "malepc_idle.anm"). Launch the game. The character will be riding a lion, using mounted animation.
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So in theory, I could put Typhon on a saberlion? Or a boar?!?! I could only imagine how broken that would look.
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So in theory, I could put Typhon on a saberlion? Or a boar?!?! I could only imagine how broken that would look.
Asking the real questions here...
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So in theory, I could put Typhon on a saberlion? Or a boar?!?! I could only imagine how broken that would look.
Depends on animation. In theory yes, you can put anything on a "mount", if you have a fitting animation of a Rider+Mount. Sadly, I know only how to rename bones in the mesh itself, not in ANM files. Otherwise i could rename the bones in a normal horse animation to "Bone_XXXXX_Mount" and make them override the "..._MOUNT" bones in any mounted animation with Animation Composer. Thats enough to have horse riders in the game. I played for half an hour with some meshes and made this, just to prove my point:
(https://i.imgur.com/OKtGJPZ.jpg?1)
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Ok, that looks awesome. :o
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his p***s must have really hurt
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his p***s must have really hurt
Does look rather painful.
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So in theory, I could put Typhon on a saberlion? Or a boar?!?! I could only imagine how broken that would look.
Depends on animation. In theory yes, you can put anything on a "mount", if you have a fitting animation of a Rider+Mount. Sadly, I know only how to rename bones in the mesh itself, not in ANM files. Otherwise i could rename the bones in a normal horse animation to "Bone_XXXXX_Mount" and make them override the "..._MOUNT" bones in any mounted animation with Animation Composer. Thats enough to have horse riders in the game. I played for half an hour with some meshes and made this, just to prove my point:
(https://i.imgur.com/OKtGJPZ.jpg?1)
That is fking amamzing , omg!
btw: im gonna sticky the topic, tutorials are always welcome
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his p***s must have really hurt
Lol, alright, no more pain :D
(https://i.imgur.com/lzmrhx0.jpg?2)
Edit: I'll experiment more tonight, maybe i can finally make a lampad riding an Orthus.
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So amazing :D
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Here my male pc riding saber tank!! >:D
My fault, looks like I've renamed wrong bones..
(https://preview.ibb.co/d3mTVp/male_PCSaber.jpg) (https://ibb.co/iwz439)
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You need animations for it to work. Use these:
https://mega.nz/#!66pljSZL!xyLxMzlaRFGFBBKidLI0vMx1UZZ_frflT2LZxa3TNV8
Check in "records\creature\pc\anm\anm_malepc01.dbr" which animations are used. The male uses female animations in some attacks and skills.
If you want to make it an actual mod, i can tell you the steps. The tutorial is only a crude example how it works.
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I deleted the last video, i bet noone understood my idea of making the mounts summonable/equipable. Here is a new video, but be warned, its even more surrealistic :o
https://www.youtube.com/watch?v=ZDOYZb-_ywM
I'll add explanation later.
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LOL at the floating man :D
Dual wielding the torches would look funny too :o
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You need animations for it to work. Use these:
If you want to make it an actual mod, i can tell you the steps. The tutorial is only a crude example how it works.
No no. I am not complaining about the tutorial. I updated the male anm bones with _MOUNT by referring to neanderthals.
I think I renamed wrong limbs or and I completely lost track of which were original files and which were modified. :(
I'll modify .dbr than renaming anm\msh files in next attempt.
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Hey Nargil, Thank you alot for this guide
Im having a problem with mounted creatures, maybe you can help me.
I can create custom mounted monster ( in this case i used a satyr as raider with a lion from Atlantis), why not :p, i follow your guide step by step, as ingame they play fine as moviment and attacking animation.
The problem is, when they die, the satyr ( the raider) have death animation BUT the lion just stand still ( freezes).
I do remenber having this problem with horse before.
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You have to enable custom death animation of the creature for it to work. it's located here:
(https://i.imgur.com/Q8BGtYf.png)
Set it to 1, then in the creature animation table insert the death mounted animation in the corresponting field. That's it.
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Finally!
Very thanks! That did the trick. :)
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Sorry got another question.
Im looking at boarmonstrous01.msh, want to use as mount but , looking at text data it dont have any kind SkeletonEmitterBones, what to do in this situation ? i tried to copy skelletonEmiters from normal boar rider but it dont work, since they use different meshes
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I'm not sure if skeleton emitter bones are required for animation. Just try without them and see how it goes.
You plan to use satyr boar rider as base? If so, have in mind that with boarrider the satyr is named "_RIDER" in animations.
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You plan to use satyr boar rider as base? If so, have in mind that with boarrider the satyr is named "_RIDER" in animations.
The satyr remain the same, mhm okay, i will try test it
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Dont work, it have _Rider animation , or maybe i skip any extra steps o.O
(https://i.imgur.com/aZYYat6.jpg)
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Check the satyr bone names in the mesh, they must be the same as in the boarrider animation.
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this raider is driving me insane, i changed the bones and animations to "_mount and raider" and still giving the T pose >-<
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hmm, send me the source files, i'll try to find the problem