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#editor

adrientd
Managed to support more games:
adrientd
The changes were very minimal, first is some added pointer in the CSectorAnimation, and then in the Renderware animation format there's a new integer added that seems to be always 0.
adrientd
Only problem is with Wii versions, for some reason it uses a new compression for the animation frames, so when trying to read you would get an "unknown scheme id" assert failure. So unfortunately no animation viewer for Wii for the time being.
hesopesomeso
:PogelixPog: Yo that is sick!
deathhound246
idk if it's the same for the wii releases, but in the pc ones when i started reverse engineering alice, there was strings with the copyright info for 2 parts of the zlib library. i'll need to try find which ones they were
deathhound246
idk if thats what those libraries are used for either, but could be worth a look
rubinho146
And more plataforms? 👀
deathhound246
something's not quite right here :KEKW:
Download 2024-11-18_11-37-36.mp4:



deathhound246
im getting this on most animations aswell. PC release files
adrientd
It's not just compression but also a different format for animation frames. In Renderware you have an uncompressed with 32-bit floats and a "compressed" one with 16-bit floats, but the last Wii games seem to add a thrid format. It could be using compression but I'm not sure, I haven't checked.
adrientd
That's because the animation does not match with the model you selected. The anim index refers to a list of animations of the entire level, so you basically have to cycle through all animations until you find one matching with the model.
deathhound246
ah yea i did think thats what it could be
deathhound246
the copyright strings were for inflate and deflate in zlib
pegperegogaucho
It is used for whatever is mentioned here :Obelul:
pegperegogaucho
I doubt though that the animations would use gzip compression, it is probably another custom "format"
hesopesomeso
deflate is used to compress chunks in the save file
pegperegogaucho
Okay, so apparently the rocket roman and the normal roman have almost the exact same bone structure, same layout. But when I apply the renderware animation from the normal roman to the rocket roman it is totally messed up? Is it because the bone "ids" or so are different? :FrogThinking:
pegperegogaucho
I mean, theoretically, if they have the same skeleton why wouldn't the same animation work on them? :Obelul:
schmeling65
Cause someone was surely thinking "LRLRLRLRLRLRLRLRLRL" and swapped somewhere to "LLLLRRRRRLRLRLLLRRRLRLRL". Mission completed, Animation fucked xD
schmeling65
Kinda reminds me about these early meme-animations with tf2 characters where they spin literally everything