stinker with Thwart model
- tails the fox
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stinker with Thwart model
can someone give me one?
- tails the fox
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- LittleZbot
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Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
- DEEMAN223344
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- MyNameIsKooky
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- DEEMAN223344
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He wanted to have the stinker's throw animation, which should work when changing the model.MyNameIsKooky wrote:You'd be able to replace the Thwart model with a Stinker model by Hex-Editing the .wop, but that would lead to some bogus results. As for the spell ball, you can't replace that without breaking your WA.
(6666th post!)
- MyNameIsKooky
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That throw animation wouldn't work, actually. The Thwart's throw animation commands it's limbs to move to certain points. Since the Stinker's arms and body are different, then it would assume some really odd positions trying to reach some points.DEEMAN223344 wrote:He wanted to have the stinker's throw animation, which should work when changing the model.MyNameIsKooky wrote:You'd be able to replace the Thwart model with a Stinker model by Hex-Editing the .wop, but that would lead to some bogus results. As for the spell ball, you can't replace that without breaking your WA.
(6666th post!)
Yea, that's true, But when i see hackers on Toontown, they do animations people never do in minigames, or doing emotes, or anything, so they just hack good enough to do those weird actions - that means that it would be somehow possible in WA.
If you can look at my avatar for 19 minutes, without closing your eyes, you must be great.
No, it doesn't. It depends on how the game's programmed to handle different animations.
Wondeland Adventures doesn't use a "limb-pointer" system. Each model has a set number of animations they can use, and if an animation that doesn't exist is called for, the game tries to read garbage data and thus MAV's.
Other games use "reference posing" (sometimes called the T-pose or Jesus Pose) for any unused animation values, and whenever it's called for, they instead load the reference animation since there's no actual movement data.
Wondeland Adventures doesn't use a "limb-pointer" system. Each model has a set number of animations they can use, and if an animation that doesn't exist is called for, the game tries to read garbage data and thus MAV's.
Other games use "reference posing" (sometimes called the T-pose or Jesus Pose) for any unused animation values, and whenever it's called for, they instead load the reference animation since there's no actual movement data.
- tyteen4a03
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