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#26 09/07/09 14:09

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom move sets

Thanks EDt for the tip smile that's what I'm doing ...
but I didn't know I had to change the reference for the animation in the ONCC too ... since i renamed the TRAC & ONCC to whitechief instead of master_swat_W

1 question though u said something abt the pelvis height ... well I'm using the white swat ... if i use red's or konoko's moves instead of his would they also look weird ? since he is bigger ?

& thanks for the combat move names that's very helpful smile
I think i'll finish it really soon ...


1 wrong thing i was doing i was copying the TRAM files i needed and renaming them to fit the character ... so I don't have to do that ? I just have to refer to them in the TRAC even if they aren't in the same folder ... and no need to rename ... right :S ?

Last edited by Samer (09/07/09 15:09)


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#27 09/07/09 14:09

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Custom move sets

Yes, the white swat's feet will be below the ground during any moves that belonged to red or Konoko.  But if you are using the white swat as a player, you won't see the difference.  Anyways, give it a try and see how it looks to you.

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#28 09/07/09 17:09

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom move sets

ok 2 more questions :$
is it possible to add a move that the character doesn't usually have ... for example the swat doesn't have a forward+kick throw .... if I add a line in the TRAC file and refer it to konoko's forward+k throw

also can i make a k k k k combo ? the first 3 link it to muro's k k k then copy barabas's super move "earthquaker" file rename it to whitechiefcomk_k_k_k  and add another line in TRAC to refer to this file ... would it work so that the first 3 kicks are muro's combo but a forth makes an earthquaker big_smile ?


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#29 09/07/09 18:09

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Custom move sets

1) That should work.

2) You would have to extract TRAMMURCOMcomb_k_k_k as xml then edit the flag:
<DirectAnimations>
            <Link />
to

<DirectAnimations>
            <Link>whitechiefcomk_k_k_k</Link>

and add whitechiefcomk_k_k_k to the TRAC.

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#30 09/07/09 19:09

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom move sets

when I'm trying to convert the ONCC xml back to oni .. after i changed the reference in animations to the new TRAC ... i'm having problems .. no oni file is created and something quickly is written in the dos window which is too fast to read before it closes (something about a string ?) ... I'm using the Oni splitter with GUI

I changed (<Animations>TRACTCTFswat_animations</Animations>)  to <Animations>TRACwchief_animations</Animations>   that's the only thing i changed in the ONCC

and I save it .. then when i try to convert it back to .oni it doesn't convert ...


ok never mind it converted finally ... i changed the file's ONCC name back to the original

Last edited by Samer (09/07/09 20:09)


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#31 09/08/09 01:09

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom move sets

I FINISHED IT big_smile !!! and it looks great !!  cool
here are some of the moves :

Ninja's jumps, jump flips and punches combos,
Muro's kicks combo, the break dance move and jump kick,
Mutnat Muro's heavy gliding punch,
Tanker's heavy kick and Nuclear Tackle,
Lion kick and Lion Punch,
Elite's backbreakers,
TCTFF punch throws
Konoko's static kick throw ...
and more !


Thanks Edt for all ur help big_smile !
i decided to leave the earthquake move he did the move but it had no effect .. i guess something to do with particles big_smile

Last edited by Samer (09/08/09 01:09)


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