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- num0005
- > you know why bungie made rename.txt?
- > could they not bother to name their animations?
- Shelly 🦊
- > Is that a bungie file?
- num0005
- > it's a file Tool can read
- Shelly 🦊
- > I never heard of it before you started mentioning it a lot
- > huh
- num0005
- > I know they used it in halo 2 cause they gave us logs
- Shelly 🦊
- > Probably because there is so many animations
- num0005
- > but CE has no logs
- > it renames the animations
- > @MosesofEgypt why do animations that have a name that starts with "%" get like linked together or something
- MosesofEgypt
- > its a permutation
- > play this animation, then play this one
- > they chain together
- num0005
- > makes sense
- MosesofEgypt
- > you can specify the chance to play
- num0005
- > how does it know which one does with what?
- > is the list re-ordered alphabetically or something?
- MosesofEgypt
- > you number them %0, %1, %12312 and it links them all together, averages their weights, and assigns them a skip value based on their relative weight
- > so if you had 3 animations, each with a weight of 1, their relative weight in [0, 1] is 0.333333
- > on map compile, it calculates a threshold for whether the animation should play or not using the weight
- > the first of those animations would have a threshold of 0.33333, the next would be 0.666666, and the last would be 1.0
- > it skips through the chain until the [0, 1] number it rolled is at or below that permutations threshold
- num0005
- > I meant the linking
- > but I think I understand that now
- > you put the % thing at the end of the name right?
- > not the start
- MosesofEgypt
- > its just string sorting
- > yeah
- > pistol idle%0
- > they dont have to be contiguous
- > pistol idle%1234
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