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 [Advanced] .ANI Tutorial

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Naught
Black OPS
Black OPS


Posts : 16
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Join date : 2011-12-09

PostSubject: [Advanced] .ANI Tutorial   Sat Dec 31, 2011 1:30 pm

Before we start. I would just like to inform that please DO click the small pictures so that you can refer to them if needed.

Welcome to my .ANI tutorial! If you're reading this, it means either of the two things. You want to learn how to modify the movements and skills of the mechs in Ultimate Knight Windom XP Power Up Kit Version 2.004 or you're just bored and want to kill time while increasing your "vast knowledge" (Well you got nothing better to do so why not read to past the time?). Either way let's move on.

Before we proceed to your typical expectations like how to make my mech freakishly fast, how to kill your enemy using a laser beam or how to bombard my enemies using tons of *onomatopeia* (wush wush, boom boom, diririririri) missiles, bombs, etc. You must download these files first.

Download A: Microsoft AppLocale Utility - This is mandatory because you will need this later on so you can run program properly with their corresponding text. Just download and install this program. It's very easy.

Download B: Example - This is the mech we're going to edit. It's KD-07 Windom BlackComb. Its folder can be found on C:\Program Files\Ultimate Knight WindomXP\Game\Robo. All you have to do is download this file. Go to C:\Program Files\Ultimate Knight WindomXP\Game\Robo and delete KD-07 folder. Now open Example.zip and extract the folder at C:\Program Files\Ultimate Knight WindomXP\Game\Robo.

Download C: AniTool - This file is essential for this tutorial to move on. All you have to do is download this file and extract at a folder on your Desktop or wherever you want.

Download D: XVI32 Hex editor - This will be the hex editor we're going to use. I chose this due to these simple reasons. It's Freeware! Meaning - no cracks, serials, patches, restart programs, registry cracks needed. No need to install. Just unzip and you're done. It's light and only uses a few resources in-terms of CPU and RAM.

Download E: Decode Encode Tool - You'll need this later on so can tell which is which.

Optional: Japanese and Chinese (Simplified) Language Support - If you're using Windows 7 (insert version here) 32-bit/x86. Download the language files for easier editing. You can always skip this because again... "it's optional". The links above are directly linked to Microsoft servers so I assure you it's virus free and legal.

Now that we're done with very complicated instructions (air quotes) you probably skipped due to you just reffered to the words download. Now we move on to the next phase.


Phase I - Sorting

Now that you downloaded the required files and followed the instructions on Download B and Download C. Copy the Script.ani on KD-07 folder at C:\Program Files\Ultimate Knight WindomXP\Game\Robo\KD-07 and paste at the folder where you extracted your AniTool (which I suggested is a folder on your desktop).







Now Open Microsoft Applocale Utility and Go through Microsoft Applocale Wizard.

A - Press Next. Though if you want to read the disclaimers, go crazy.

B - Click the radio button that says Launch an application.
C - Press Browse... and look for the Ani Editor which is probably on the Desktop folder we created.
D - After Selecting the ANI Editor, press Open then Next.


E - Press Next. The language is already selected a Chinese (Simplified).


F - You're done!

Tip: (Recommended)
F.1 - Create a shortcut so you will have an easy access for it later on. If you're totally a newbie and really don't know how to create a shortcut using keys. Read this article from Microsoft. You can skip this tip though imagine always going to start menu or creating clogging Desktop shortcuts.





G - Click Script ->


H - Press Ok.


I - Now that's complete. Let's install the Hex Editor. Go to C:\ProgramData\Microsoft\Windows\Start Menu\Programs and create a folder there with the name XVI32 Hex Editor. Now extract the contents there.


J - Run Microsoft Applocale Utility and go through the Wizard. Select Launch a program radio button then press browse. At the Filename field on the location bar. Paste this C:\ProgramData\Microsoft\Windows\Start Menu\Programs\XVI32 Hex Editor and select XVI32. Press Open then Next.


K - Select Japanese the at the bottom of the Drop Drop menu form.


L - Finish the process and voila! You're running XVI32 Hex editor in Japanese unicode text!


Tip: (Recommended)
L.1 - Create a shortcut so you will have an easy access for it later on. If you're totally a newbie and really don't know how to create a shortcut using keys. Read this article from Microsoft. You can skip this tip though imagine always going to start menu or creating clogging Desktop shortcuts.

Now that you're done fixing the necessary files you will need. Let's move on to phase two.

Phase II - Programming

Go to the folder you created and you will probably see a folder called ANI_Output. Open it and you will see folder with numbers.


If you're new to this. You will think something like. What the hell will I edit first?


The answer is easy really. Go to http://translate.google.com and select the Ani_list.txt on the Ani_Ouput folder. Select Japanese to English and copy the Translated text into a notepad or wherever you want.


Code:
##### This list is just for viewing !#####
      ##### Written by zhmwwl #####
      ##### Zhmwwl.ys168.com ######
--------------------
91 *. x files would be worked in effect.
01_root.x
02_Body_d.x
03_Body.x
04_Head.x
05_Arm1.x
06_Output08.x
07_arm_rotation.x
08_Arm2.x
09_Arm3.x
10_Hand.x
11_Gun2.x
12_Weapon_point3.x
13_sword2.x
14_Weapon_point14.x
15_Arm1_r.x
16_Output09.x
17_arm_rotation_r.x
18_Arm2_r.x
19_Arm3_r.x
20_Hand_r.x
21_Gun.x
22_Weapon_point.x
23_sword.x
24_Weapon_point2.x
25_BackW.x
26_W.x
27_Wing_Mini1.x
28_Weapon_point4.x
29_Wing_Mini2.x
30_Weapon_point5.x
31_Wing_Mini3.x
32_Weapon_point6.x
33_Wing_Mini4.x
34_Weapon_point7.x
35_Wing_Mini5.x
36_Weapon_point8.x
37_W2.x
38_SubW1.x
39_SubW2.x
40_W_Tail1.x
41_W_Tail2.x
42_Output02.x
43_sword4.x
44_Gun4.x
45_BackW_r.x
46_W_r.x
47_Wing_Mini1_r.x
48_Weapon_point9.x
49_Wing_Mini2_r.x
50_Weapon_point10.x
51_Wing_Mini3_r.x
52_Weapon_point11.x
53_Wing_Mini4_r.x
54_Weapon_point12.x
55_Wing_Mini5_r.x
56_Weapon_point13.x
57_W2_r.x
58_SubW1_r.x
59_SubW2_r.x
60_W_Tail1_r.x
61_W_Tail2_r.x
62_Output03.x
63_sword3.x
64_Gun3.x
65_Output01.x
66_Shield_point.x
67_Leg1.x
68_Leg2.x
69_Leg3.x
70_Output04.x
71_Output06.x
72_Leg1_r.x
73_Leg2_r.x
74_Leg3_r.x
75_Output05.x
76_Output07.x
77_LegG.x
78_LegG_r.x
79_BG.x
80_BG_r.x
81_BG_b.x
82_BBurner1.x
83_BBurner2.x
84_Output10.x
85_MainFire.x
86_Weapon_MainFire.x
87_BBurner1_r.x
88_BBurner2_r.x
89_Output11.x
90_MainFire_r.x
91_Weapon_MainFire_r.x
--------------------
Note: Standing
Amount: 3 Files
01 \ 01_robo_stand.hod
01 \ 02_robo_stand.hod
01 \ 03_robo_stand.hod
Tail: 264 Bytes
--------------------
Note: Walk
Amount: 9 Files
02 \ 01_robo_walk01.hod
02 \ 02_robo_walk01_2.hod
02 \ 03_robo_walk02.hod
02 \ 04_robo_walk02_2.hod
02 \ 05_robo_walk03.hod
02 \ 06_robo_walk03_2.hod
02 \ 07_robo_walk04.hod
02 \ 08_robo_walk04_2.hod
02 \ 09_robo_walk01.hod
Tail: 940 Bytes
--------------------
Note: Jump start
Amount: 3 Files
03 \ 01_robo_JumpStart.hod
03 \ 02_robo_JumpStart.hod
03 \ 03_robo_JumpStart.hod
Tail: 107 Bytes
--------------------
Note: air movement
Amount: 3 Files
04 \ 01_robo_fly_stop01.hod
04 \ 02_robo_fly_stop01.hod
04 \ 03_robo_fly_stop01.hod
Tail: 706 Bytes
--------------------
Note: Landing
Amount: 4 Files
05 \ 01_robo_land01.hod
05 \ 02_robo_land02.hod
05 \ 03_robo_stand.hod
05 \ 04_robo_stand.hod
Tail: 661 Bytes
--------------------
Note: Landing Step
Amount: 4 Files
06 \ 01_robo_land01.hod
06 \ 02_robo_land02.hod
06 \ 03_robo_stand.hod
06 \ 04_robo_stand.hod
Tail: 633 Bytes
--------------------
Note: increased
Amount: 4 Files
07 \ 01_robo_fly_up01.hod
07 \ 02_robo_fly_up02.hod
07 \ 03_robo_fly_up02.hod
07 \ 04_robo_fly_up02.hod
Tail: 649 Bytes
--------------------
Note: Stop the air
Amount: 4 Files
08 \ 01_robo_fly_stop01.hod
08 \ 02_robo_fly_stop02.hod
08 \ 03_robo_fly_stop03.hod
08 \ 04_robo_fly_stop03.hod
Tail: 504 Bytes
--------------------
Note: Step left
Amount: 3 Files
09 \ 01_robo_LStep01.hod
09 \ 02_robo_LStep02.hod
09 \ 03_robo_LStep02.hod
Tail: 725 Bytes
--------------------
Note: Step Right
Amount: 3 Files
10 \ 01_robo_RStep01.hod
10 \ 02_robo_RStep02.hod
10 \ 03_robo_RStep02.hod
Tail: 722 Bytes
--------------------
Note: the previous step
Amount: 3 Files
11 \ 01_robo_FStep01.hod
11 \ 02_robo_FStep02.hod
11 \ 03_robo_FStep02.hod
Tail: 761 Bytes
--------------------
Note: Step back
Amount: 3 Files
12 \ 01_robo_BStep01.hod
12 \ 02_robo_BStep02.hod
12 \ 03_robo_BStep02.hod
Tail: 761 Bytes
--------------------
Note: HIT
Amount: 4 Files
13 \ 01_Robo_hit01.hod
13 \ 02_Robo_hit02.hod
13 \ 03_Robo_hit03.hod
13 \ 04_Robo_stand.hod
Tail: 258 Bytes
--------------------
Note: HIT (air
Amount: 4 Files
14 \ 01_Robo_hit_Fly01.hod
14 \ 02_Robo_hit_Fly02.hod
14 \ 03_Robo_hit_Fly03.hod
14 \ 04_robo_fly_stop01.hod
Tail: 276 Bytes
--------------------
Note: HIT blow
Amount: 4 Files
15 \ 01_Robo_hitSky01.hod
15 \ 02_Robo_hitSky02.hod
15 \ 03_Robo_hitSky03.hod
15 \ 04_Robo_hitSky03.hod
Tail: 305 Bytes
--------------------
Note: Down
Amount: 3 Files
16 \ 01_Robo_down01.hod
16 \ 02_Robo_down02.hod
16 \ 03_Robo_down02.hod
Tail: 117 Bytes
--------------------
Note: get up
Amount: 5 Files
17 \ 01_Robo_Up01.hod
17 \ 02_Robo_Up02.hod
17 \ 03_Robo_Up03.hod
17 \ 04_Robo_stand.hod
17 \ 05_Robo_stand.hod
Tail: 213 Bytes
--------------------
Note: Switching weapons
Amount: 5 Files
18 \ 01_Robo_ChangeSword01.hod
18 \ 02_Robo_ChangeSword02.hod
18 \ 03_Robo_ChangeSword03.hod
18 \ 04_Robo_ChangeSword04.hod
18 \ 05_Robo_Stand_S.hod
Tail: 637 Bytes
--------------------
Note: Defense
Amount: 3 Files
19 \ 01_robo_reflect.hod
19 \ 02_robo_reflect.hod
19 \ 03_Robo_stand.hod
Tail: 560 Bytes
--------------------
Note: passive
Amount: 4 Files
20 \ 01_Robo_ukemi01.hod
20 \ 02_Robo_ukemi02.hod
20 \ 03_Robo_ukemi03.hod
20 \ 04_Robo_ukemi03.hod
Tail: 1083 Bytes
--------------------
Note: Dash defense
Amount: 3 Files
21 \ 01_robo_BStep01.hod
21 \ 02_robo_BStep02.hod
21 \ 03_robo_BStep02.hod
Tail: 809 Bytes
--------------------
Note: Dash Boost
Amount: 4 Files
22 \ 01_robo_BoostDash01.hod
22 \ 02_robo_BoostDash02.hod
22 \ 03_robo_BoostDash03.hod
22 \ 04_robo_BoostDash02.hod
Tail: 2762 Bytes
--------------------
Note: Avoiding HIT
Amount: 3 Files
23 \ 01_robo_BStep01.hod
23 \ 02_robo_BStep02.hod
23 \ 03_robo_BStep02.hod
Tail: 1039 Bytes
--------------------
Note: Right Guard
Amount: 3 Files
24 \ 01_robo_reflect.hod
24 \ 02_robo_reflect.hod
24 \ 03_Robo_stand.hod
Tail: 6054 Bytes
--------------------
Note: If a gun
Amount: 3 Files
25 \ 01_robo_stand_S.hod
25 \ 02_robo_stand_S.hod
25 \ 03_robo_stand_S.hod
Tail: 4 Bytes
--------------------
Note: Walk
Amount: 9 Files
26 \ 01_robo_walk_S01.hod
26 \ 02_robo_walk_S01_2.hod
26 \ 03_robo_walk_S02.hod
26 \ 04_robo_walk_S02_2.hod
26 \ 05_robo_walk_S03.hod
26 \ 06_robo_walk_S03_2.hod
26 \ 07_robo_walk_S04.hod
26 \ 08_robo_walk_S04_2.hod
26 \ 09_robo_walk_S01.hod
Tail: 268 Bytes
--------------------
Note: Jump start
Amount: 3 Files
27 \ 01_robo_JumpStart_S.hod
27 \ 02_robo_JumpStart_S.hod
27 \ 03_robo_JumpStart_S.hod
Tail: 4 Bytes
--------------------
Note: air movement
Amount: 3 Files
28 \ 01_robo_fly_stop01.hod
28 \ 02_robo_fly_stop01.hod
28 \ 03_robo_fly_stop01.hod
Tail: 4 Bytes
--------------------
Note: Landing
Amount: 4 Files
29 \ 01_robo_land_S01.hod
29 \ 02_robo_land_S02.hod
29 \ 03_robo_stand_S.hod
29 \ 04_robo_stand_S.hod
Tail: 4 Bytes
--------------------
Note: Landing Step
Amount: 4 Files
30 \ 01_robo_land_S01.hod
30 \ 02_robo_land_S02.hod
30 \ 03_robo_stand_S.hod
30 \ 04_robo_stand_S.hod
Tail: 4 Bytes
--------------------
Note: increased
Amount: 4 Files
31 \ 01_robo_fly_up01.hod
31 \ 02_robo_fly_up02.hod
31 \ 03_robo_fly_up02.hod
31 \ 04_robo_fly_up02.hod
Tail: 4 Bytes
--------------------
Note: Stop the air
Amount: 4 Files
32 \ 01_robo_fly_stop_S01.hod
32 \ 02_robo_fly_stop_S02.hod
32 \ 03_robo_fly_stop_S03.hod
32 \ 04_robo_fly_stop_S03.hod
Tail: 4 Bytes
--------------------
Note: Step left
Amount: 3 Files
33 \ 01_robo_LStep_S01.hod
33 \ 02_robo_LStep_S02.hod
33 \ 03_robo_LStep_S02.hod
Tail: 4 Bytes
--------------------
Note: Step Right
Amount: 3 Files
34 \ 01_robo_RStep_S01.hod
34 \ 02_robo_RStep_S02.hod
34 \ 03_robo_RStep_S02.hod
Tail: 4 Bytes
--------------------
Note: the previous step
Amount: 3 Files
35 \ 01_robo_FStep_S01.hod
35 \ 02_robo_FStep_S02.hod
35 \ 03_robo_FStep_S02.hod
Tail: 4 Bytes
--------------------
Note: Step back
Amount: 3 Files
36 \ 01_robo_BStep_S01.hod
36 \ 02_robo_BStep_S02.hod
36 \ 03_robo_BStep_S02.hod
Tail: 4 Bytes
--------------------
Note: HIT
Amount: 4 Files
37 \ 01_Robo_hit01.hod
37 \ 02_Robo_hit02.hod
37 \ 03_Robo_hit03.hod
37 \ 04_Robo_stand_S.hod
Tail: 4 Bytes
--------------------
Note: HIT (air
Amount: 4 Files
38 \ 01_Robo_hit_Fly01.hod
38 \ 02_Robo_hit_Fly02.hod
38 \ 03_Robo_hit_Fly03.hod
38 \ 04_robo_fly_stop01.hod
Tail: 4 Bytes
--------------------
Note: HIT blow
Amount: 4 Files
39 \ 01_Robo_hitSky01.hod
39 \ 02_Robo_hitSky02.hod
39 \ 03_Robo_hitSky03.hod
39 \ 04_Robo_hitSky03.hod
Tail: 4 Bytes
--------------------
Note: Down
Amount: 3 Files
40 \ 01_Robo_down01.hod
40 \ 02_Robo_down02.hod
40 \ 03_Robo_down02.hod
Tail: 4 Bytes
--------------------
Note: get up
Amount: 5 Files
41 \ 01_Robo_Up01.hod
41 \ 02_Robo_Up02.hod
41 \ 03_Robo_Up03.hod
41 \ 04_Robo_stand_S.hod
41 \ 05_Robo_stand_S.hod
Tail: 4 Bytes
--------------------
Note: Switching weapons
Amount: 5 Files
42 \ 01_Robo_ChangeSword01.hod
42 \ 02_Robo_ChangeSword02.hod
42 \ 03_Robo_ChangeSword03.hod
42 \ 04_Robo_ChangeSword04.hod
42 \ 05_Robo_Stand.hod
Tail: 454 Bytes
--------------------
Note: Defense
Amount: 3 Files
43 \ 01_robo_reflect.hod
43 \ 02_robo_reflect.hod
43 \ 03_Robo_stand.hod
Tail: 4 Bytes
--------------------
Note: passive
Amount: 4 Files
44 \ 01_Robo_ukemi01.hod
44 \ 02_Robo_ukemi02.hod
44 \ 03_Robo_ukemi03.hod
44 \ 04_Robo_ukemi03.hod
Tail: 4 Bytes
--------------------
Note: Dash defense
Amount: 3 Files
45 \ 01_robo_BStep01.hod
45 \ 02_robo_BStep02.hod
45 \ 03_robo_BStep02.hod
Tail: 4 Bytes
--------------------
Note: Dash Boost
Amount: 4 Files
46 \ 01_robo_BoostDash01.hod
46 \ 02_robo_BoostDash02.hod
46 \ 03_robo_BoostDash03.hod
46 \ 04_robo_BoostDash02.hod
Tail: 1060 Bytes
--------------------
Note: Avoiding HIT
Amount: 3 Files
47 \ 01_robo_BStep01.hod
47 \ 02_robo_BStep02.hod
47 \ 03_robo_BStep02.hod
Tail: 5812 Bytes
--------------------
Note: Attack Shot
Amount: 7 Files
48 \ 01_Robo_Shot00.hod
48 \ 02_Robo_Shot01.hod
Pose the added 48 \ 03_
Pose the added 48 \ 04_
48 \ 05_Robo_Shot01.hod
48 \ 06_Robo_Shot00.hod
Pose the added 48 \ 07_
Tail: 2072 Bytes
--------------------
Note: Attack Shot: Right
Amount: 6 Files
49 \ 01_Robo_Shot00_r.hod
49 \ 02_Robo_Shot01_r.hod
49 \ 03_Robo_Shot02_r.hod
Pose the added 49 \ 04_
49 \ 05_Robo_Shot01_r.hod
49 \ 06_Robo_Shot00_r.hod
Tail: 4 Bytes
--------------------
Note: Attack Shot: Left
Amount: 6 Files
50 \ 01_Robo_Shot00_l.hod
50 \ 02_Robo_Shot01_l.hod
50 \ 03_Robo_Shot02_l.hod
Pose the added 50 \ 04_
50 \ 05_Robo_Shot01_l.hod
50 \ 06_Robo_Shot00_l.hod
Tail: 4 Bytes
--------------------
Note: Attack Shot: Left
Amount: 5 Files
51 \ 01_Robo_ShotStop01.hod
51 \ 02_Robo_ShotStop01.hod
51 \ 03_Robo_ShotStop02.hod
51 \ 04_Robo_ShotStop01.hod
51 \ 05_Robo_ShotStop01.hod
Tail: 1343 Bytes
--------------------
Note: Sub-shot attack
Amount: 9 Files
52 \ 01_robo_SubAttack01.hod
52 \ 02_robo_SubAttack02.hod
52 \ 03_robo_SubAttack03.hod
52 \ 04_robo_SubAttack04.hod
52 \ 05_robo_SubAttack04.hod
52 \ 06_robo_SubAttack05.hod
52 \ 07_robo_SubAttack06.hod
52 \ 08_robo_SubAttack07.hod
52 \ 09_robo_SubAttack07.hod
Tail: 2544 Bytes
--------------------
Note: 2 Attack Sub-shot
Amount: 5 Files
53 \ 01_robo_SubAttack2_01.hod
53 \ 02_robo_SubAttack2_02.hod
53 \ 03_robo_SubAttack2_02.hod
53 \ 04_robo_SubAttack2_02.hod
Pose the added 53 \ 05_
Tail: 680 Bytes
--------------------
Note: Fixed
Amount: 6 Files
54 \ 01_robo_Shot_BoostDash00.hod
54 \ 02_robo_Shot_BoostDash01.hod
54 \ 03_robo_Shot_BoostDash02.hod
Pose the added 54 \ 04_
54 \ 05_robo_Shot_BoostDash01.hod
54 \ 06_robo_Shot_BoostDash00.hod
Tail: 1680 Bytes
--------------------
Note: Boost
Amount: 6 Files
55 \ 01_robo_Shot_BoostDash00_r.hod
55 \ 02_robo_Shot_BoostDash01_r.hod
55 \ 03_robo_Shot_BoostDash02_r.hod
Pose the added 55 \ 04_
55 \ 05_robo_Shot_BoostDash01_r.hod
55 \ 06_robo_Shot_BoostDash00_r.hod
Tail: 4 Bytes
--------------------
Note: Right-boost
Amount: 6 Files
56 \ 01_robo_Shot_BoostDash00_l.hod
56 \ 02_robo_Shot_BoostDash01_l.hod
56 \ 03_robo_Shot_BoostDash02_l.hod
Pose the added 56 \ 04_
56 \ 05_robo_Shot_BoostDash01_l.hod
56 \ 06_robo_Shot_BoostDash00_l.hod
Tail: 4 Bytes
--------------------
Note: 3 Attack Sub-shot
Amount: 6 Files
57 \ 01_robo_SubAttack4_01.hod
57 \ 02_robo_SubAttack4_01.hod
57 \ 03_robo_SubAttack4_02.hod
57 \ 04_robo_SubAttack4_02.hod
57 \ 05_robo_SubAttack4_03.hod
Pose the added 57 \ 06_
Tail: 2378 Bytes
--------------------
Note: Boost funnel
Amount: 4 Files
58 \ 01_robo_BoostDash01.hod
58 \ 02_robo_BoostDash01.hod
58 \ 03_robo_BoostDash01.hod
58 \ 04_robo_BoostDash01.hod
Tail: 5099 Bytes
--------------------
Note: Dash Sword
Amount: 3 Files
59 \ 01_Robo_SwordDash01.hod
59 \ 02_Robo_SwordDash02.hod
59 \ 03_Robo_SwordDash02.hod
Tail: 513 Bytes
--------------------
Note: 1 Sword Attack
Amount: 7 Files
60 \ 01_hod1.hod
60 \ 02_hod2.hod
60 \ 03_hod3.hod
60 \ 04_hod4.hod
60 \ 05_hod5.hod
60 \ 06_hod6.hod
60 \ 07_hod7.hod
Tail: 1881 Bytes
--------------------
Note: 2 Sword Attack
Amount: 7 Files
61 \ 01_hod1.hod
61 \ 02_hod2.hod
61 \ 03_hod3.hod
61 \ 04_hod4.hod
61 \ 05_hod5.hod
61 \ 06_hod6.hod
61 \ 07_hod7.hod
Tail: 1862 Bytes
--------------------
Note: 3 Sword Attack
Amount: 3 Files
62 \ 01_Robo_Sword2_00.hod
62 \ 02_Robo_Sword2_01.hod
62 \ 03_Robo_Sword2_02.hod
Tail: 1868 Bytes
--------------------
Note: 4 Sword Attack
Amount: 3 Files
Added 63 new poses \ 01_
Added 63 new poses \ 02_
Pose the added 63 \ 03_
Tail: 1946 Bytes
--------------------
Note: Before Sword
Amount: 6 Files
64 \ 01_Robo_Sword3_03.hod
Pose the added 64 \ 02_
64 \ 03_Robo_Sword3_04.hod
64 \ 04_Robo_Sword3_05.hod
64 \ 05_robo_fly_stop01.hod
64 \ 06_robo_fly_stop01.hod
Tail: 3381 Bytes
--------------------
Note: Left Sword
Amount: 5 Files
65 \ 01_Robo_Sword_L01.hod
65 \ 02_Robo_Sword_L02.hod
65 \ 03_Robo_Sword_L03.hod
65 \ 04_robo_fly_stop01.hod
65 \ 05_robo_fly_stop01.hod
Tail: 3232 Bytes
--------------------
Note: Right Sword
Amount: 5 Files
66 \ 01_Robo_Sword_R01.hod
66 \ 02_Robo_Sword_R02.hod
66 \ 03_Robo_Sword_R03.hod
66 \ 04_robo_fly_stop01.hod
66 \ 05_robo_fly_stop01.hod
Tail: 2177 Bytes
--------------------
Note: backup
Amount: 7 Files
67 \ 01_Robo_Sword3_01.hod
67 \ 02_Robo_Sword3_02.hod
67 \ 03_Robo_Sword3_03.hod
67 \ 04_Robo_Sword3_04.hod
67 \ 05_Robo_Sword3_05.hod
67 \ 06_robo_fly_stop01.hod
67 \ 07_robo_fly_stop01.hod
Tail: 1991 Bytes
--------------------
Note: backup2
Amount: 7 Files
68 \ 01_Robo_Sword01.hod
68 \ 02_Robo_Sword02.hod
68 \ 03_Robo_Sword03.hod
68 \ 04_Robo_Sword04.hod
68 \ 05_Robo_Sword05.hod
68 \ 06_robo_fly_stop01.hod
68 \ 07_robo_fly_stop01.hod
Tail: 4 Bytes
--------------------
Note: backup3
Amount: 8 Files
69 \ 01_Robo_Sword2_00.hod
69 \ 02_Robo_Sword2_01.hod
69 \ 03_Robo_Sword2_02.hod
69 \ 04_Robo_Sword2_03.hod
69 \ 05_Robo_Sword2_04.hod
Pose the added 69 \ 06_
69 \ 07_robo_fly_stop01.hod
69 \ 08_robo_fly_stop01.hod
Tail: 9817 Bytes
--------------------
Note: 1 Grasp
Amount: 3 Files
70 \ 01_Robo_hit_Fly01.hod
70 \ 02_Robo_hit_Fly02.hod
70 \ 03_Robo_hit_Fly03.hod
Tail: 276 Bytes
--------------------
Note: 2 grab
Amount: 3 Files
71 \ 01_Robo_hit_Fly01.hod
71 \ 02_Robo_hit_Fly02.hod
71 \ 03_Robo_hit_Fly03.hod
Tail: 5063 Bytes
--------------------

If done correctly, you will see something like above. Now if you check the translated text, You will see words like.

Code:
Note: Standing
Amount: 3 Files
01 \ 01_robo_stand.hod
01 \ 02_robo_stand.hod
01 \ 03_robo_stand.hod

It means 01 \ - Folder 01. 02 \ means Folder 2. Hooray! Now you know which folder corresponds to which!

Phase II.A- Setting Speed

Now you know which is which. You probably want to modify the speed first because hey, I too digress the default speed of some of the mech in the default game. So I guess we edit the mech speed first.

You see the on the translated list right?

Code:
Note: Walk
Amount: 9 Files
02 \ 01_robo_walk01.hod
02 \ 02_robo_walk01_2.hod
02 \ 03_robo_walk02.hod
02 \ 04_robo_walk02_2.hod
02 \ 05_robo_walk03.hod
02 \ 06_robo_walk03_2.hod
02 \ 07_robo_walk04.hod
02 \ 08_robo_walk04_2.hod
02 \ 09_robo_walk01.hod
Tail: 940 Bytes

It means folder 02 right? It says walk so yeah... we're gonna edit the walking speed. Now open folder 02 on Ani_Output and drag the Tail.dat file on to the hex editor.


Do you see the Move(0,0,0.09f);? The 0.09 is the speed. Edit all 0.09 to something like 0.15 then save. Note that the bold numbers are the only values you need to edit. 99 is already super fast so I suggest something 13 to 15 as shown on the picture below.


Now you are probably thinking. Those this tutorial even work? Let's try and see.

Press ->Script.ani button on the Ani Editor.


After pressing ->Script.ani. You will see GScript.ani file. Copy that GScript.ani file on Ani_Output and delete Script.ani on C:\Program Files\Ultimate Knight WindomXP\Game\Robo\KD-07. Now Paste the GScript.ani and rename to Script.ani. Play the game, select Mech number 11 and see the mech move faster! If the result isn't too obvious. Change the value we recently changed on folder 02 Tail.dat to 20 or above.

If you want to change the Speed of the mech overall. Just refer to the translated Ani_list.txt and edit the MOVE values on the Tail.dat like you did on Walk Tail.dat on folder 02.

These are the movement folders.

Code:
Note: Walk
Amount: 9 Files
02 \ 01_robo_walk01.hod
02 \ 02_robo_walk01_2.hod
02 \ 03_robo_walk02.hod
02 \ 04_robo_walk02_2.hod
02 \ 05_robo_walk03.hod
02 \ 06_robo_walk03_2.hod
02 \ 07_robo_walk04.hod
02 \ 08_robo_walk04_2.hod
02 \ 09_robo_walk01.hod
Tail: 940 Bytes
--------------------
Note: Jump start
Amount: 3 Files
03 \ 01_robo_JumpStart.hod
03 \ 02_robo_JumpStart.hod
03 \ 03_robo_JumpStart.hod
Tail: 107 Bytes
--------------------
Note: air movement
Amount: 3 Files
04 \ 01_robo_fly_stop01.hod
04 \ 02_robo_fly_stop01.hod
04 \ 03_robo_fly_stop01.hod
Tail: 706 Bytes
--------------------
Note: Landing
Amount: 4 Files
05 \ 01_robo_land01.hod
05 \ 02_robo_land02.hod
05 \ 03_robo_stand.hod
05 \ 04_robo_stand.hod
Tail: 661 Bytes
--------------------
Note: Landing Step
Amount: 4 Files
06 \ 01_robo_land01.hod
06 \ 02_robo_land02.hod
06 \ 03_robo_stand.hod
06 \ 04_robo_stand.hod
Tail: 633 Bytes
--------------------
Note: increased
Amount: 4 Files
07 \ 01_robo_fly_up01.hod
07 \ 02_robo_fly_up02.hod
07 \ 03_robo_fly_up02.hod
07 \ 04_robo_fly_up02.hod
Tail: 649 Bytes
--------------------
Note: Stop the air
Amount: 4 Files
08 \ 01_robo_fly_stop01.hod
08 \ 02_robo_fly_stop02.hod
08 \ 03_robo_fly_stop03.hod
08 \ 04_robo_fly_stop03.hod
Tail: 504 Bytes
--------------------
Note: Step left
Amount: 3 Files
09 \ 01_robo_LStep01.hod
09 \ 02_robo_LStep02.hod
09 \ 03_robo_LStep02.hod
Tail: 725 Bytes
--------------------
Note: Step Right
Amount: 3 Files
10 \ 01_robo_RStep01.hod
10 \ 02_robo_RStep02.hod
10 \ 03_robo_RStep02.hod
Tail: 722 Bytes
--------------------
Note: the previous step
Amount: 3 Files
11 \ 01_robo_FStep01.hod
11 \ 02_robo_FStep02.hod
11 \ 03_robo_FStep02.hod
Tail: 761 Bytes
--------------------
Note: Step back
Amount: 3 Files
12 \ 01_robo_BStep01.hod
12 \ 02_robo_BStep02.hod
12 \ 03_robo_BStep02.hod
Tail: 761 Bytes
--------------------
Note: Dash Boost
Amount: 4 Files
22 \ 01_robo_BoostDash01.hod
22 \ 02_robo_BoostDash02.hod
22 \ 03_robo_BoostDash03.hod
22 \ 04_robo_BoostDash02.hod
Tail: 2762 Bytes

Phase II.B - Setting Attack Style and Damage

To be updated...
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