Halstrom Posted May 6, 2016 Posted May 6, 2016 So its officially out of beta now? No, it's in open beta now, but official release usually follows within two weeks then. (at least with Bethesda) Well I'll wait for another 2 weeks of bugs then and I can't be bothered creating a Beth.net account just to get the GECK4
DexesTTP Posted May 6, 2016 Posted May 6, 2016 I only follow that subject becasue I can't believe that after almost 6 months there is so little progress. Dexes is the only one anywhere I have heard about working on this matter. Or HAS worked on this matter. I'm sort of shocked. After less than 8 months of Skyrim I have released the first generator, with a bag full of features. FO4 is WAY behind that pace. You however had Figment's tool both for you to use and for others to create animations, you had a working CK for about seven and a half months, and you had a lot of modders stuck because they couldn't add any animations properly. Although I have all Skyrim's experience behind me, I had none of those (I'm still working on the first one) and it appears that FO stuff is quite a bit different from Skyrim's after all. As I said, I stopped working on AF4 because I don't think it's necessary anymore. The FO4 engine seems to have hugely improved on this matter, and based on the complexity of the Conditions/ANAM field of the idles it seems like - if this field works - most of the former behaviors can be replaced by esm fields. However, if tommorow a modder comes to me and describes an issue he couldn't solve with the CK of FO4Edit, then I'd probably reconsider working on FO4. As of now however, the only requests I've had were requests of principle (it may be needed) and I'm starting to question if they are valid, so I'd rather focus on other things that are for sure needed. were does one go to learn about all this stuff looks like there are just less people around that are interested in FO4 to do it. meaning others are going have to learn, willing not sure were to start though guess google some stuff about havok and what not So, for behaviors The best place to help understand behaviors would actually be in opened behaviors files. There's not really any documentation, because we aren't actually supposed to do it that way, and instead use official tools (that are a little over budget). For that, you can use the HKXPack tool to convert the HKX binary files into an XML file that can be read by an human. Reading the HKXPack thread on this forum can also give you a good starting point. There's also the FNIS thread that can help you grasp a little bit about behaviors in Skyrim, that can somehow translate to FO4. If however you are interested about animation conversion or other Havok conversion stuff, I'd say start by learning Reverse Engineering as a whole. You can start on the internet for that (just google reverse engineering to have a starting point). My notes on HKX files can also be useful, you'd find that on the HKXPack repo, under docs. Then, you could read the source code of both Havok2FBX (HighFlex's tool) and HKXCmd (Figment's tool for Skyrim). Finally, you'd figure out b reading the class names and stuff that the data is ordered by mathematical formulas, so you'd probably use some mathematics knowledge (B-Spline interpolation especially).
fireklat1983 Posted May 6, 2016 Posted May 6, 2016 going to take a look at that stuff then maybe read up on FINS used it for skyrim forever but never really looked into how it worked guess now is the time.
sikamikanico78 Posted May 6, 2016 Posted May 6, 2016 since the creation kit is beta...is there going to be another full release or it is something that stays forever in beta like mod manager?
sgfhk321 Posted May 6, 2016 Posted May 6, 2016 Pretty much all from scratch. Logic is the same, but the actual contents are not. So at least they don't have to design everything again. Well, that's good news I suppose.
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