The file rename.txt is for reusing animations under different names.

Usage

Animation data files go in a folder named animations as described here. Create a text file named rename in that folder. Open the file in a text editor. Write one or more lines in the expected format. Save, and then go compile the animation data.

After compiling the animation data, Tool will try to read rename.txt and modify the model_animations tag according the contents of that file.

Format

To reuse an animation as another animation, write a line in this format:

name-of-animation = name-of-animation

There are three parts: the name of an animation that does not already exist, the equal sign, and the name of an animation that does exist.

H1CE Tool considers any spaces around the equal sign as part of the animations' names. Files typically do not have spaces at the beginning or at the end of their names. That means Tool probably will fail to find the animation, if there are any spaces on the right side of the equal sign.

H1A Tool seems to ignore spaces around the equal sign. They are not considered as part of the animations' names.

Example

Source data files

first-person firing.JMM
first-person idle.JMM
first-person light-off.JMM
first-person melee.JMM
first-person moving.JMO
first-person overlays.JMO
first-person posing.JMM
first-person put-away.JMM
first-person ready.JMM
first-person reload-full.JMM
first-person reload-full2.JMM
first-person stealth-melee.JMM
first-person throw-grenade.JMM
rename.txt

Contents of rename.txt

first-person reload-empty=first-person reload-full

Output from Tool

### first-person firing.JMM
### first-person idle.JMM
### first-person light-off.JMM
### first-person melee.JMM
### first-person posing.JMM
### first-person put-away.JMM
### first-person ready.JMM
### first-person reload-full.JMM
### first-person reload-full2.JMM
### first-person stealth-melee.JMM
### first-person throw-grenade.JMM
### first-person moving.JMO
### first-person overlays.JMO
renamed "first-person reload-full" ==> "first-person reload-empty"

model animation compression saved 0 bytes

Acknowledgements

Thanks to the following individuals for their research or contributions to this topic:

  • Abstract Ingenuity (Research and documentation)