tatu wrote:
So, in BE there is 3 start trigger that might have been the first animation with the player used ingame. Like the beginning of TC Rescue?
Could have been that you fall out of the plane animation?
Or wait, you can't move your arm in the begining of BE, might be that too?
Anyway
First:
Code:
group TrigStart_Anim-00 = {
string Class = "CStartTrigger"
int FireCount = 1
int AlphaChannel = 0
bool PlayerEnterTrigger = true
bool Wrap = false
bool Merge = false
bool Split = false
int ActionType = 26
string AnimationName = "Start"
}
Second:
Code:
group TrigStart_Anim2-00 = {
string Class = "CStartTrigger"
int FireCount = 1
int AlphaChannel = 0
bool PlayerEnterTrigger = true
bool Wrap = false
bool Merge = false
bool Split = false
int ActionType = 22
bool Visible = false
string ObjectName = "Player"
}
Last:
Code:
group TrigStart_Anim3-00 = {
string Class = "CTimerTrigger"
int FireCount = 1
int AlphaChannel = 0
bool PlayerEnterTrigger = true
bool Wrap = false
bool Merge = false
bool Split = false
int ActionType = 22
bool Visible = true
string ObjectName = "Player"
float MinLowTime = 18.700001
float MaxLowTime = 18.700001
}
DracoAlphaX wrote:
Right, this is pretty big. There was some kind of starting ingame animation to this game, for about 18.700001 seconds, during which time the player had to be invisible. Sounds to me like scenic camera path from the ocean into the beach alcove where you begin. My question then is, is it meant to be really from an "out of body" perspective, or actually as if you are swimming in from the ocean? My official guide says this:
Quote:
You survive the crash uninjured and manage to make it to the shore of Isla Sorna (a.k.a. "Site B") before losing consciousness. The new chapter of this story begins as you awaken.
This would argue more for an out-of-body perspective.. But then, what would you see in the spot where you are supposed to be? A static model of an unconscious Anne? That would be fun to see

hppav wrote:
The start.asb file is still in the data folder

Don't know if you guys noticed it.
tatu wrote:
They are? Do you think it's possible to recreat the start animation?
hppav wrote:
It's possible. I don't know what the parameters of the asb file are (it IS a compiled version of the asa file which would have the important animation information in it).
DracoAlphaX wrote:
Whoa whoa whoa, SERIOUSLY?! JESUS!!! Well there was a time when Slugger sent me only the ASB file of an animation, thinking only it was needed for an animation to play, which I proved wrong xP However, we did prove that an ASA file is totally ignored if an ASB file of the same name exists in the data folder. Sooo maybe all we need to do is create a bogus ASA file of the same name XD
Rexhunter99 wrote:
DracoAlphaX wrote:
Whoa whoa whoa, SERIOUSLY?! JESUS!!! Well there was a time when Slugger sent me only the ASB file of an animation, thinking only it was needed for an animation to play, which I proved wrong xP However, we did prove that an ASA file is totally ignored if an ASB file of the same name exists in the data folder. Sooo maybe all we need to do is create a bogus ASA file of the same name XD
It would be quite possible to reverse the Binary version of the animation if we knew all the given data :p
DracoAlphaX wrote:
"if we knew all the given data"?
Rexhunter99 wrote:
When you compress an ASA file into an ASB all you do is turn plain text to a bunch of bytes, if we knew what bytes made what commands in plain text, we could reverse the ASBs to ASA, making an application for this would probably be useless but it's just something I thought I should say

DracoAlphaX wrote:
Lol. Well, if my theory about name-ignoring does not pan out, it's DEFINITELY worth a shot. But if it's not needed, best to use that time on something else..
Slugger wrote:
DracoAlphaX wrote:
However, we did prove that an ASA file is totally ignored if an ASB file of the same name exists in the data folder. Sooo maybe all we need to do is create a bogus ASA file of the same name XD
That sounds like a promising avenue to explore.
tatu wrote:
Rex, can you do this?