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How feasible is this? Like, taking moves from certain various characters and combining them all into a custom set for a certain (new?) character?
If we don't change the direction we're going, we'll likely end up where we're headed.
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Well, Motoko has a custom move set. :-)
You will need to edit the TRAC file for the character that you want to change moves. One issue that you have to deal with is the pelvis height of the moves you are changing. If you take a move or TRAM from a character that is taller than the one you are modifying, then your character will appear to float above the ground during that move.
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Also what would be your ideal move set?
I dunno if this overlaps any combos, but I'll just try and come up with one.
Combo of Konoko and Ninja basic melee; maybe mainly Konoko punches and Ninja kicks.
Ninja jump/flip
Konoko slide
Blockbuster
That SWAT thing where they grab your face as you're running away and slam you into the ground.
That Elite neck-grab-punch thing that sends you sailing.
Rising Fury.
Whirl Kick.
Muro's neck snap from behind.
Muro's leg breaker thing.
That Ninja thing where you jump on someone's head and surf their face into the ground.
I dunno, there's probably room for more but that would be a cool character to play.
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Of course it is possible, like EdT created the character Motoko which has moves of many other chars.
Which character do you want to take the modding on?
Edit: I came late. Just an old reply.
Last edited by love_Oni (08/23/09 11:08)
The Boy Who Knew Too Much
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I don't have anything specific in mind, just posting a general thread for a relevant topic.
Also is Motoko not included in the AE? I can't find her through cycling in dev mode.
If we don't change the direction we're going, we'll likely end up where we're headed.
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Well do you want the character which has the modified moveset to be a male for a female? How 'bout other moves, like the directional punchs/kicks, low punchs/kicks moves, escaping moves...? Or you haven't decided yet? Don't matter, just tell what you can think about.
Also is Motoko not included in the AE? I can't find her through cycling in dev mode.
Make sure you ticked "Motoko" package when installing AE.
The Boy Who Knew Too Much
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No, she wasn't done at the time. She will probably be in the next release. But the most recent version is on the Depot as a package.
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What the, Motoko is ridiculously badass. Why can she jump like 20 feet and never get fall damage?
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'Cause she's a cyborg, dude. Haven't you ever seen the movie/TV series?
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I saw the movie but I don't remember anything about it.
If we don't change the direction we're going, we'll likely end up where we're headed.
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Well, Motoko has a custom move set. :-)
You will need to edit the TRAC file for the character that you want to change moves. One issue that you have to deal with is the pelvis height of the moves you are changing. If you take a move or TRAM from a character that is taller than the one you are modifying, then your character will appear to float above the ground during that move.
Edt I have to say really nice work with Motoko! I just have a question to ask. Will Motoko ever have Doadan powers like Muro and Konoko? When you use a hypo she will start having glowing effects and she'll be tougher than she usually is.
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Hmm, why would Motoko have Daodan powers? She's a cyborg.
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anyone can have it =] (is only the chrysails problemXD)
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Hmm, why would Motoko have Daodan powers? She's a cyborg.
lol yeah but on one of Edt's pictures in the anniversary thread I saw a doadan power for Motoko.
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@Leus: Just keep your idea. I think I'll do it for you when I have time, let it say when Sunday. But you can discover how to do it yourself or asking people around here. Good luck!
The Boy Who Knew Too Much
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It's okay man, this was mainly just a question/theory thread. I had no real solid project in mind. I mean if you wanna do it go ahead, I'm just sayin.
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A Sunday passed so quickly. I'm so sleepy now. I will complete a new moves set for a character tomorrow when I fix some bugs with OniSplit.
The Boy Who Knew Too Much
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I completed it! Put the package in the proper place and hit "Install". Select the droid and play. (so sleepy...~~~)
(I think I just put it here. It's only a small mod)
The Boy Who Knew Too Much
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a bit late in the post, but ive tried doing some modifications with Mukade and succeeded partially. More specifically i added Konoko's nut-breaker (s-w-kick) in an attempt to add more variation to him, afterward i tried her twister kick (d-w-kick/a-w-kick) but for some reason, this did not work with him. Any speculation as to why it didnt work?
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Hey i want to make a new character of the white chief guy
there's a pack for it but there's a white chief ninja and white chief striker and swat etc ...
I was hoping to make a one white chief character with a different move set ...
can anyone help with this ?
what should i use to edit the file
i was also thinking of :
p-p-p triple hit haymaker
k-k-k muro's kicks
crouch + k special tanker's move (the elbow move)
running + k tanker's move (nuclear tackle)
throw punch muro's leg breaker
throw kick konoko's throw to the back
crouch + p special = static fist or maybe ninja's gliding punch or mutant muro's
w + k = lion's kick from the swat
w + p = lion's punch
and ninja's jumps jump + k & jump flips
and elites running jump + p
what do u think ?
the body i want to edit is the white chief swat .
looks heavy but has quick attack moves
Last edited by Samer (09/07/09 08:09)
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@Mukade: Do you mean when you added Willow Kick to Mukade's TRAC, he can perform the move but when you added Twister Kicks, he can't perform them?
@Samoko: Of course it is doable . Have you known anything about modding by OniSplit?
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not really no
but if there's some reference or quick tutorial or something i'm a quick study.
and I don't have a TRAC file for this character :S can i make one ?
I thought i'll just modify some lines or something in the move stet
I underestimated the whole thing ... but I want to try ... if you could give me some quick tips
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I think I got the hang of it !!! I downloaded the Oni spliter with GUI and converted some of the oni files to xml just to see if i can uderstand what i'm reading ... and I kinda did
then I converted motoko's TRAC .oni file to xml for comparison
so if i understood correctly I can bring the TRAM moves files of a character form the gamedata folder level 0 animations and rename them for my character than refer to each move in the TRAC Xml then .... convert back to oni files and put them in right folders and make a package ? any tips ?
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nah, you can just rename anims in TRAC.xml. it's easier.
BTW you can put your TRAC.oni in one folder and use my GUI (v0.8.7) to create a Package.
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Samoko: I modified the pelvis heights on the renamed TRAMs. Since the original TRAMs were made for larger characters, when Motoko would do the move, it looked like she was floating in the air.
But for what you want, you can start by just modifying the TRAC file. For example, you will need to extract the ONCC for the white MC swat (ONCCmaster_swat_W) and change the link of the TRAC (<Animations>TRACTCTFswat_animations</Animations>) to the one you are creating.
This page gives the names of the combat moves: http://wiki.oni2.net/Combat_moves
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