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M2 GUI-Kit V2.4.0

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@ProJ-Yeet ProJ-Yeet released this 26 Sep 14:17
· 41 commits to master since this release

v2.4.0

Animations travel with a unit, and can be edited where the game plays them.
Everything since v2.3.9: a mod's animation packs read in place, every action a
model has played in the Models viewer, a transferred unit bringing the
animations the destination lacks, an edit saved straight into the pack, and a
skeleton or one animation brought from another mod. Nothing is unpacked or
repacked: a pack is only ever added to, and one Undo takes each change back.

Every change to a pack was proved in the game on Third Age Reforged with units
from Divide and Conquer: Hobbit Infantry, Suriut Chariots, Trolls, the Moria
Balrog and Steward's Guard all animate after the transfer.

New

  • Every animation a model has, in the Models viewer. The actions are the
    filled slots of each of the model's skeletons, read straight out of the mod's
    pack.dat (or vanilla's, for a mod that ships none), all 687 slots named and
    grouped: idles, walks, attacks, deaths and the rest. A slot's impact frame
    and its sound and effect cues are marked on the scrubber. The weapon
    skeletons move the weapon, a rider can be shown on his mount, a campaign
    model's .cas plays too, and another mod's take on the same action can be
    played beside it.

  • A transfer brings the unit's animations. A skeleton the destination's
    pack does not have is appended to it with every animation its slots name,
    reusing what the destination has already, byte for byte, under any name.
    DaC's Balrog costs a few MB, not a copy of DaC's 352 MB pack. The copied
    model is pointed at the name the skeleton lands under, and the transfer's
    one Undo cuts the pack back. The loose .cas files and a
    descr_skeleton.txt block are written too, so a modder who removes the
    packs to have the game rebuild them keeps the unit.

  • An edit saved into the pack. The animation editor now opens on an action
    played from the pack and saves the edit there, under a new name, with the
    skeleton's slot pointed at it, so the game plays it on every model with that
    skeleton. What the editor previews is exactly what it writes.

  • Another mod's animation in one slot. Beside the model, Use it here puts
    another mod's take on an action into this mod's slot. When the two
    skeletons' bones differ, the animation is carried across bone by bone.

  • A skeleton from another mod. Bring a skeleton from another mod… in the
    animation panel ports one skeleton with all its animations. If this mod
    already has a skeleton of that name, it comes in under a name of its own,
    and the model on screen can be pointed at it.

  • Animation packs on the Home screen. Each mod card has an Animation
    packs
    line: what the packs hold that nothing plays, and a compaction that
    writes them again without it, the old packs kept until you let them go. All
    three mods measured were already clean.

Fixed

  • A transfer no longer breaks the destination's unit file in three ways
    the game rejects outright: an ownership or era line naming a faction the
    destination has not got (it is left out, and a unit left with no owner is
    given to the rebels), an engine's shot effect the destination lacks
    (commented out), and a soldier count above what the destination's engine
    takes (DaC's 120 Balrogs become 100 in a mod without M2TWEOP's higher cap).

  • The editor says what a loose file does. A loose .cas does not override
    an animation the pack holds, so the editor no longer tells you a rebuild with
    an outside tool is the way; it saves into the pack instead.

  • Two skeletons whose names differ only in case (vanilla has a body and a
    weapon skeleton called MTW2_Halberd_Primary and MTW2_Halberd_primary)
    are told apart.

  • The interface starts with an ad blocker on. One of its scripts was named
    so that some blockers dropped it, and the page never finished loading.