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"Old animation format" What is the cause?

Posted: Sun Apr 04, 2004 10:25 pm
by crunch
I have modified a few MoH models to suit my needs. Great. :D
They now "Downgrade to old animation format" Not great. :x

Anyone know the reason for this? It's not really a problem except that they cull much earlier, and changing the lod setting does not seem to affect it.

All the affected models have:


.lod file
.skb
.skc
.skd
.tik
.shader
.map

Posted: Mon Apr 05, 2004 12:25 am
by blue60007
well according to the Compiling Errors stick it says:
Surgeon wrote:
ERROR: DOWNGRADING TO OLD ANIMATION FORMAT

You've used an old model in your map. Possibly the .skc file in
the /newanim folder is missing. These models will generally suffer
from severe LOD changes, causing them to look crap from far
away and at lower detail settings.


SOLUTION: Use an other model or don't mind.
but I don't know if you already knew that or if that helps...

Posted: Mon Apr 05, 2004 9:26 am
by crunch
Thanks, I was aware of that post in the compiling thread.
My question really, is why would simply repacking a model with a modified image cause this when the original model did not?

Posted: Mon Apr 05, 2004 3:02 pm
by jv_map
Did you only change the texture / shader? Did you maybe change the filename of path, too?

Posted: Mon Apr 05, 2004 4:40 pm
by crunch
Yes, when I modified the texture to be placed on the skeletal image, I copied, changed, and renamed each component of the model, and then placed all the files in a new .pk3.

So I guess there is a kind of "model cache" system for models and the type of animation?

Unfortunately, changing the LOD setting in the shader had no effect on the rendering, nor (as one would expect) did it change the animation format at all.

Is there a way, then, to possibly have the LOD system ignore the model, so that it is fully rendered at all times without any tesselation or vertex culling?

Posted: Mon Apr 05, 2004 7:57 pm
by jv_map
Try removing the .lod file.

Actually I think the problem is you copied and renamed the regular skc for the model, but not the skc from the newanims folder (if there is one).

Posted: Mon Apr 05, 2004 11:35 pm
by crunch
jv_map wrote:
Actually I think the problem is you copied and renamed the regular skc for the model, but not the skc from the newanims folder (if there is one).
Now that I think of it, that is something that I completely overlooked.
I think you hit the nail on the head with that jv_map! Thanks.....hopefully there is an skc in the newanim folder.....

Thanks again.
:D