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I was getting bored of Darksuns 1.2 aura, and thought about transplanting the aura from the open beta into 1.2. I simply copied the aura.mdl and aurabend.mdl from one /models to the other.
After testing, i notice that the aura doesnt flip upside down when swooping. So after examining the mdl, i notice that the team went about some changes in achieving this. Im assuming they have done it this way because of the very same problem im encountering (which ill get to)
Normally in 1.2, there are 2 submodels for the aura. One up, the other down. When you swoop, the game flips from one submodel to the other. It has one sequence, idle.
The 1.3 aura goes about it differently.
The 1.3 aura has 2 submodels, but both are the same - facing up. To flip the aura the right way when swooping, the game now flips to another animation sequence of the aura upside down. It has 2 sequences, idle and swoop.
Now since the 1.2 engine doesnt tell the aura to go from idle to swooping animations, i have a problem. I need the 1.3 auras 2nd submodel to be upside down, and yet have the right idle animation.
What I dont understand is how i can change the second submodel, and still make both submodels work from a single animation sequence (idle). Im thinking its impossible but i could be wrong.
If make an upsidedown submodel, i must redo the animation by hand, but even once i do that, i must save the animation, which would have to be a different sequence and thus would be redundant.
Am i stuck having an aura facing the wrong way when i swoop, or is there some ingenious method ive overlooked?
Also. something else that really weirds me out, is how does the default 1.2 aura.mdl manage to have 2 distinct animations from a single animation sequence?
I would of thought that the second submodel would have glitchy animation when attempting to playback the idle animation.
EDIT ive sussed out how the default aura managed this, dont think its possible with the new aura though.
After testing, i notice that the aura doesnt flip upside down when swooping. So after examining the mdl, i notice that the team went about some changes in achieving this. Im assuming they have done it this way because of the very same problem im encountering (which ill get to)
Normally in 1.2, there are 2 submodels for the aura. One up, the other down. When you swoop, the game flips from one submodel to the other. It has one sequence, idle.
The 1.3 aura goes about it differently.
The 1.3 aura has 2 submodels, but both are the same - facing up. To flip the aura the right way when swooping, the game now flips to another animation sequence of the aura upside down. It has 2 sequences, idle and swoop.
Now since the 1.2 engine doesnt tell the aura to go from idle to swooping animations, i have a problem. I need the 1.3 auras 2nd submodel to be upside down, and yet have the right idle animation.
What I dont understand is how i can change the second submodel, and still make both submodels work from a single animation sequence (idle). Im thinking its impossible but i could be wrong.
If make an upsidedown submodel, i must redo the animation by hand, but even once i do that, i must save the animation, which would have to be a different sequence and thus would be redundant.
Am i stuck having an aura facing the wrong way when i swoop, or is there some ingenious method ive overlooked?
Also. something else that really weirds me out, is how does the default 1.2 aura.mdl manage to have 2 distinct animations from a single animation sequence?
I would of thought that the second submodel would have glitchy animation when attempting to playback the idle animation.
EDIT ive sussed out how the default aura managed this, dont think its possible with the new aura though.
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