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Topic Started: Feb 15 2014, 07:38 AM (241,690 Views)
HENDRIX
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Currently working on a script that creates BFM files from all bfs in a folder, got the algorithm pretty much done :D
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samuel
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what are the new profits of script? :D
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HENDRIX
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Well, it creates a custom BFM file from scratch that includes every bf animation you made for an animal, and just these. Very useful if you create custom anim sets or edit existing ones ;)

It's pretty much done now, just needs a small UI
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samuel
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oh then it is no longer necessary to edit the BFM of animals to add custom animations? already created only with the export of animations?

is very good news

I would like to suggest a modification for BF importer script

is very annoying when I go to import original animations having to remove codename each BF file before import to blender, I could do something to remove the codename automatically?

or who blender be able to read files with long names
Edited by samuel, May 1 2014, 05:03 PM.
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HENDRIX
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Exactly, it creates one. Although I think it's better standalone than integrated with the exporter, simply because you sometimes have to edit the files after export, if the name was too long for example.

Blender can't take long action names unfortunately, because it has a certain length available and after that it stops and just gives numbers, and that's not very useful: For example, what animations are Tyrannosaurus_Ad.32, Tyrannosaurus_Ad.33 or Tyrannosaurus_Ad.34? So that's why they have to be renamed before the import. I always use SCR ( http://www.soft-central.net/scr.php ) to batch rename everything in the folder.
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HENDRIX
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Another similiar utility, working on a script that checks whether the anims in the beh exist in the bfm
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stygimoloch
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You are a true technician of your craft DM! Its like zt2 revisited! Lol
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HENDRIX
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The idea has evolved into something more advanced using an xml parser, that interprets TSK, BFM & BEH structure, and find errors from linking between them. Eventually, it might even lead to some kind of program similiar to APE for ZT1, with a graphical interface to modify behaviours on the task level.
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samuel
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that would be totally revolutionary!!!!!!! :D can not wait to see you finish this
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HENDRIX
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Got a prototype done that checks the most common missing animation links for both the beh and the tsk and also beh play set links in the tsk. :)
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DudeMeister
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This is just... no words can describe... DM you are something else, man. I'm beginning to imagine a long-lived future for ZT2 modding emerging from this new APE.
Edited by DudeMeister, May 6 2014, 02:21 AM.
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HENDRIX
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So I've begun working on a gui using the python library "Tkinter", and it's coming along:

Posted Image

It's not only gui, but also some logic already in there: The program reads xmls in its library (for example these are from ES, but it can take any animal) as a reference, and then you can choose the base animal for the project from those. Then there are some options like name, coding name and such that return values to the actual program behind the gui, which will then process the data once you compile the project.
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samuel
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hendrix, this program is the most revolutionary thing that was done in the community, it's amazing, coding will be so easy to just click a few buttons and nothing else! hendrix want to have that program :worship:

they may adjust ingamename?

could be adjusted if carnivore / herbivore?

they may adjust the biome?

will be able to adjust the size?

they may adjust the state of conservation?

it may add the information to the Zoopedia?

all with this new program?

I love Hendix! :love:
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HENDRIX
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Yeah that's all planned :) Thanks ;)
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philly
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Well, this is probably one of the most useful things I have ever seen. I can't wait for that.
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