Tuesday, July 25, 2017

[WIP] AK-74









14 comments:

  1. What about adding kobra-sight version?

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  3. Peopls started to figure out how to import animations. Hitman is already doing it:
    https://www.youtube.com/watch?v=jGn4RE3eTz4&list=LLAU75nAfkoVxnjgkIojpvtw&index=2
    http://www.nexusmods.com/fallout4/mods/16694/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D16694%26preview%3D&pUp=1
    http://www.nexusmods.com/fallout4/mods/16691/?

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    1. Thanks for the links. I already have the ATK, actually. MaikCG F4Biped could be useful, though, if it's a newer version.
      The problem that still remains is replacing or adding anims. Replacing is usually a shitty solution as it would probably mess up all weapons and mods using it, so I'll keep that only as a last resort.
      ShadeAnimator mentioned that, unlike in Skyrim, it's possible to add new animations to the game using just the Creation Kit. No idea how to do that, though - last time I tried it did nothing. But it was with an earlier release of the CK, so there's something new in the later updates. Idk, will need to check. Or torture some animator for intel :-)
      Anyway, will update if there's any sort of breakthrough.

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    2. Don't think it's a big loss, if slot of vanilla "Assault rifle/Combat rifle" will be replaced by rocking the AK slide.
      About torturing, I suggest using TAP-50 radiophone (you know where to attach the cables, comяаde).

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    3. Mmmmh... yeah, but what about the other weapons? I need anims for the ARs, SVD, PM and whatever other weapons I include. One set of anims won't be enough.

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  4. And here’s the breakthrough. :-) I was able to run the Hand Made Assault Rifle anims from a custom location. So, in theory if I dump my own anims in there instead of the HMA Rifle’s, it should work. So, theoretically (again…) I should be able to make the anims completely standalone without messing anything else…

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  5. https://www.youtube.com/watch?v=vW6TcMR46Y4

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  6. AK looks beautiful.

    I wanted to ask you about Fallout 4 .hkt files but I think you're message box on the Nexus is full!

    Where is the location of these .hkt files that contain information about the game's animations? I'm looking to change the blend speed of a few I've worked on.

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    1. There are no .hkt files in the FO4 hierarchy. Or did you mean .hkx?

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    2. Probably - I know that the .hkx is the actual animation, and the files are annotated for sound cues and some other things - these are in the Meshes directory.

      I've made custom animations but I don't like the way they blend into the idle position so I'm looking to change the blend speed. I thought I saw something on the Nexus where you mentioned a file containing properties of animations.

      Do you think it's possible to alter that? Perhaps it's WeaponBehavior.hkx - if so, can this file be read and edited?

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    3. Yes, I remember. It was indeed about the WeaponBehavior.hkx file (among other thing...). However it is one of the many hkx files that can’t be opened by the content tool. You can open it in a hex editor and eventually find the values you need and edit them, like for example “blend_0.25s” – though I don’t know if these are actual values or just property names. But what the result will be, I have no idea. Haven’t tried messing with these.
      Hope this helps a bit - unfortunately I don't know more than that atm.

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    4. Gotcha. This actually helps a ton and I'll give it a try and let you know. Thanks.

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