[QUESTION] Animations?

Hello,

How implementable are animations? Could animations such as the ones below feasibly be implemented into HW:RM?

-A bomber has a bomb bay. The bay opens up, tosses a missile out, the bomb bay closes and the missile darts off to its target.
-Moving parts on turrets. (recoil
-Vectored thrust engines rotating with a ship’s movement patterns (Think, fins on the back of Vaygr carriers, or the US F-22’s engines)
-Moving parts on ships, possibly parts folding in during docking (Think, the fins on the Taiidan interceptor folding in during docking.) I would assume there is no limit for how detailed these ones can get, given that they are already in the game.
-Wings folding in during fast movement. Like, could a fighter’s wings fold in once it reaches its top speed? (Think, the US F-14’s wings)

I might think of a few that are escaping my mind at the moment… But for nowwww, are animations such as these implementable?

Everything on that list is doable, except the speed based one. If tehre’s a way to do that, I’m unaware of it. Though currently exporting animations from blender does not quite seem to be working.

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Neat! What about exporting from other programs, such as Maya?

3dsMax does it well enough I believe. If you have access to it, it’s probably your best bet in general for exports.

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Have a look at http://hw2wiki.net/wiki.hw2.info/ScopeMadstate.html - “madstate” = animation type.

Here’s the only one I have done so far:

image

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Karos will be more complete for now, but I’ve started re-adding some of the information to the HWMOD wiki as well.

You might be able to do the speed dependent animation using the customcode function? There’s also a “FlightManuevers” animation state that might be useable. Or you could use the Open/Close states if you simply want to tie it to whether the ship is moving or not.

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Strangely I found yesterday that when I play a custom single player “extra” mission, exit to the main menu, then start that mission again, I get the following in the log file:

 Cannot overwrite function Hgn_Interceptor_Custom0_OnSet 
 Cannot overwrite function Hgn_Interceptor_Custom0_OnEnd 
 Cannot overwrite function Hgn_Mine_Open_OnSet 
 Cannot overwrite function Hgn_Mine_Close_OnSet 
 Cannot overwrite function HGN_DEFENSEFIELDFRIGATE_DefenseFieldActivate_OnSet 
 Cannot overwrite function HGN_DEFENSEFIELDFRIGATE_DefenseFieldActivate_OnPause 
 Cannot overwrite function HGN_DEFENSEFIELDFRIGATE_DefenseFieldDeActivate_OnSet 
 Cannot overwrite function HGN_RESOURCECOLLECTOR_ResourceStart_OnSet 
 Cannot overwrite function HGN_RESOURCECOLLECTOR_ResourceStart_OnPause 
 Cannot overwrite function HGN_RESOURCECOLLECTOR_ResourceDo_OnSet 
 Cannot overwrite function HGN_RESOURCECOLLECTOR_ResourceEnd_OnSet 
 Cannot overwrite function HGN_RESOURCECOLLECTOR_RepairStart_OnSet 
 Cannot overwrite function HGN_RESOURCECOLLECTOR_RepairStart_OnPause 
 Cannot overwrite function HGN_RESOURCECOLLECTOR_RepairDo_OnSet 
 Cannot overwrite function HGN_RESOURCECOLLECTOR_RepairEnd_OnSet 
 Cannot overwrite function HGN_PROBE_Open_OnSet 
 Cannot overwrite function HGN_PROXIMITYSENSOR_Open_OnSet 
 Cannot overwrite function HGN_PROXIMITYSENSOR_Close_OnSet 
 Cannot overwrite function HGN_ECMPROBE_Open_OnSet 
 Cannot overwrite function HGN_ECMPROBE_Close_OnSet 
 Cannot overwrite function HGN_MOTHERSHIP_DockPathOpen_OnSet 
 Cannot overwrite function HGN_MOTHERSHIP_DockPathOpen_OnPause 
 Cannot overwrite function HGN_MOTHERSHIP_DockPathClosed_OnSet 
 Cannot overwrite function HGN_MOTHERSHIP_DockPathClosed_OnPause 
 Cannot overwrite function HGN_MOTHERSHIP_NIS00_OnSet 
 Cannot overwrite function HGN_MOTHERSHIP_NIS01_OnSet 
 Cannot overwrite function HGN_MOTHERSHIP_NIS02_OnSet 
 Cannot overwrite function HGN_MOTHERSHIP_NIS02_OnPause 
 Cannot overwrite function HGN_MOTHERSHIP_Normal_OnSet 
 Cannot overwrite function KPR_ATTACKDROID_Normal_OnSet 
 Cannot overwrite function KPR_ATTACKDROID_DoingFlightManeuver_OnSet 
 Cannot overwrite function KPR_ATTACKDROID_Launched_OnSet 
 Cannot overwrite function KPR_ATTACKDROID_Docked_OnSet 
 Cannot overwrite function TRP_HEAVYCORVETTE_Launched_OnSet 
 Cannot overwrite function TRP_HEAVYCORVETTE_Docked_OnSet 
 Cannot overwrite function TUR_IONARRAYFRIGATE_Open_OnSet 
 Cannot overwrite function TUR_IONARRAYFRIGATE_Open_OnPause 
 Cannot overwrite function TUR_IONARRAYFRIGATE_Closed_OnSet 
 Cannot overwrite function TUR_IONARRAYFRIGATE_Closed_OnPause 
 Cannot overwrite function TUR_IONARRAYFRIGATE_Launched_OnSet 
 Cannot overwrite function TUR_IONARRAYFRIGATE_Launched_OnPause 
 Cannot overwrite function TUR_IONARRAYFRIGATE_Docked_OnSet 
 Cannot overwrite function TUR_IONARRAYFRIGATE_Docked_OnPause 

I have no idea why (half those ships aren’t even in my mission), but it is a helpful list of some of the animations in the game!

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