I am a retard and it took me 20 years to figure this out!...

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Report RSS Alternate Living saints Xref'd through FFE. (view original)
Alternate Living saints Xref'd through FFE.
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RT2... Author
RT2... - - 3,305 comments

Needs testing for Fx ups. :P

As far as I know, there should be no problems due to the xref method.

Will get round to Xref'ing the cherub soon.
Just need to find out where the VIS changes are in the cherub.
Finding the 803f changes means I do not Xref those anims. :P

As this is just FFE work with nothing new. It should be compliant.

Of course I do not know of any changes after 1.73

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GreenScorpion
GreenScorpion - - 1,935 comments

Good to know you are cutting on whm sizes RT2!
Considering the new content which has been introduced lately or should be introduced in the future it is almost a requirement to avoid super massive mod download sizes.
In some model variations xref of anims has lead me to a reduction of the whe+whm total size to about 20-30% of the original size which means on some cases 100MB of whe+whm can turn into 20 to 30MB which is significant.
With FFE it is extremely easy as the only requirement is time to do it calmly without mistakes. Relic did lots of xref on ork buildings and infantry and some chaos buildings and units also have used xref from space marine models.
On those models that have vis anims to control visibility of objects i usually don't xref those as it means objects can be shown on one variation but hidden on another. But we both know that some models don't use vis anims and visibility is set on a anim base (like some Relic space marine and ork models, IG usually got vis because of the randomized heads and chests of guardsmen and a few other things).

"Of course I do not know of any changes after 1.73 "
You can always fill up Cylarne's and Cosmocrat's mail boxes with pm's asking for what has been done in the meantime :P
I am sure they won't mind.

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RT2... Author
RT2... - - 3,305 comments

To quote cyclarne on my splash page, "My head hurts"... :P
And that was just putting up the gigantic long list. :P

I have my eye on the Warhounds I TC a few years ago as a good Xref. :P

There are a few of them to be xref'd. :P

I just need to do one Whe then put the 7 chunks from each original Whe in it and presto.. fastest Xref ever. :P I cant think of anyway to do it faster. :P
Of course I have to delete the ANIM out of the whm, but pffft, OMG, I have to click the cut button with the mouse.... Unless there is a faster way?.... :P

Speed matters after 2L of iced coffee. :P

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RT2... Author
RT2... - - 3,305 comments

Does Ctrl-x work?

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GreenScorpion
GreenScorpion - - 1,935 comments

As long as you only cut what you need to :P

I usually open the whm in one window and the whe in the other and do the xref one by one (pretty much i copy an xref from that whe or from another one and paste several times and move them up one by one, do a text replace on 2 areas: chunk name and anim reference path and then move another xref up and repeat until done). It is a matter of concentration so try to avoid too much coffee or you might start to see things were they don't exist :P

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RT2... Author
RT2... - - 3,305 comments

That is why I am glad I did it through Oe with the Put me here ...sgm... :P

And then just new and xref the anims out of what Mudlfpas pulled out. :P
Or what I reburnt through max. :)

Then you just have to put the chunks in. :P The 7 main chunks. :P

Man you make it sound like real hard work. :P
I'm not that energetic. :P

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Using the living saint alternatives out of 1.73
I used an ffe xref method, to cut out roughly 4 Meg out of the folder.
roughly 2 Meg each.

Uses Leo's Textures as far as I know.

No pink boxes, so it means Xref worked.
No FX screw ups, so it means EVNT come across correctly.

FFE, Making it all too easy. :P