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#editor

deathhound246
yea, thats what im thinking
deathhound246
last time we tried it was swapping Mad Hatter with Stayne (boss). from adriens animation support, i can see Mad Hatter has 65 bones while stayne has 62, so the crash could be caused by animations not being able to play
pegperegogaucho
It's very unlikely that, even if the bone count matches, it would play correctly at all
deathhound246
Yea, thats what I can see in the editor aswell :Obelul: Alice (normal size), Mad Hatter and McTwisp all have 65 bones, but if it's an animation not for the intended model, the model preview is super contorted like in the video i sent yesterday
deathhound246
im going to swap alice and mad hatter now, and see what happens in game. fingers crossed it doesnt crash
deathhound246
something i actually spotted today though is this isn't always the case in LVL030, theres 2 nodes, a paint can and brush, and the upgrade shop, both have 4 bones, but an animation for the shop plays just fine on the paint can
deathhound246
game still crashed :/
adrientd
Maybe one reason of the crash is that each model has a different amount of "attach points" bones where you can attach objects (like for grabbing a weapon)?
adrientd
Or that should still work? 🤔
pegperegogaucho
Hotspots :Obelul:
adrientd
Ah yes, that's the correct term xD
pegperegogaucho
At least in XXL1 it specifies the bone_id so hotspots are just bones there, for XXL2+ no idea 🤷‍♂️
pegperegogaucho
Maybe another thing that can happen: If bone 10 in the original model is a "branch" bone but the new one is a "leaf" bone it will crash when accessing the next bone of the branch :FrogThinking:
adrientd
So hotspots can only be placed on leaves? Or is it related to animation? :FrogThinking:
pegperegogaucho
Oh, I meant in general regardless of hotspot 😅
pegperegogaucho
But anyways I'm just speculating...
adrientd
Yeah, we could guess that maybe the hotspot expects a bone be a certain type otherwise it crashes.
pegperegogaucho
So I just checked out the animation viewer and it works great! Looks super smooth as well. However, when I tried to change the sounds of the Rocket Roman, I noticed the changes to the sound dictionary ID are (obviously) only applied to that specific one of the roman, not globally across the others. I believe it would be a great feature if similar SoundDictionaryIDs could be edited by mirroring one 👍
pegperegogaucho
And there is also no option to import sound files yet :Pauselix:
pegperegogaucho
Theoretically there should be nothing in the way of adding new ones?