I wanted to create a separate topic about the Golfer Utility so it wouldn't get lost in the ani discussion. As most know, the golfer utility was created way back in the day (I assume by MS) as a way to swap out apparel on your golfer/animation. It's a very easy to use, super basic utility that allowed the original animasters to design a boat load of additional pants, shirts, hats and shoes that they hosted on their site. You could download those textures and then basically give your golfer a new look.
When I first started learning about all the ani stuff I opened one of the .L3 files in a hex editor and realized it was basically a compressed archive file (similar to a zip) that contained a bunch of different file types. I won't bore you with all gory details, but if you want all those details you can click the link below where I go into more detail.
Anatomy of an Ani
https://linkscorner.org/phpBB/viewtopic.php?t=2353
Once I learned that, I realized that the golfer utility had been written to only allow "us" to see the TGA textures so we could swap them out. I then opened it in a hex editor and modified it to allow us to see all the files instead of just the ones they wanted us to see. That led me to creating multiple versions of the golfer utility to allow "us" to extract all the files from the .L3 archive. This allowed me to see the locked animations that the animasters created and all the other important files within the ani that I could possibly use to make new animations from.
All the new versions of the golfer utility are available from the below link on my website. Now for the reason I'm even posting this to begin with. If you download an ani from my site it contains way more than just an .L3 animation file. It also contains all the textures (hats, pants, face, arms, shoes, shirts, etc), the .SKL files that make up the mesh body type, the script.txt config file for the ani, pin files that you can play against as AI golfers and a pic to represent the golfer in the game.
https://www.jclinks2003.com/golfer-utility-and-tutorials
I provided all that "stuff" because I want people to take the stuff I've created and feel comfortable using the golfer utilities to mix and match stuff. For example, I've now created the below animation types with interchangeable textures and .SKL files. The original animasters didn't do this for a multitude of reasons, but it was one of my highest priorities and I've now completed it.
These are the models I've created using the S01 Sergio animation model.
- Animations with a hat - This is the most common animation that we are all used to seeing in the game.
- Animations without a hat - This is a no hat version of that S01 Sergio model. You no longer need to use Eric or Russell model if you want an ani without a hat. The cool thing is that all the textures are now compatible and they weren't before.
- Animations with a visor - Same as above. This uses the S01 Sergio model.
- Animations with knickers
- Animations with a bucket hat
- Animations with a flat hat (Payne Stewart, Harry Hall)
- Animations with Shorts instead of pants
- Animations with Joggers
- I'm currently working on animations with long sleeves instead of short sleeves
- All of those above are now interchangeable. That was never the case until now. So, if you want an animation with a bucket hat and shorts you can do that. What about knickers and no hat? Also now possible.
With the golfer utility you don't have to have Maya or Maya knowledge to mix and match different body types. Since I created them all from the same model, it's almost like Mr. Potato Head swappable.
I know this is a lot of rambling, but like I said in my other post, I'll soon be moving on from my involvement in the Links community (at least to the extent I've been involved the last two years) and I want to make sure I leave behind the knowledge and info in case someone wants to run with this stuff.