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(28-10-2019, 04:21 AM)ARD Wrote: Fake Crash, Biker Crash, Scuba Crash and all those other mods that remove Aku Aku, yes I can definitely make my own versions of those which don't do that so I'll add those to my to do list. I did once experiment with the idea of making a playable Tawna that used her animation from the Crash 1 intro as a spin attack but she doesn't really have any other animations so she wouldn't be able to walk around or do anything really, like most characters.
As I said before, people have figured out the format of animations so it's not out of the question that someone might be able to create custom animations at some point, and if that happens then stuff like Princess Coco in the N Sane Trilogy or a playable Tawna are more likely to happen. But for now the best I can do is probably Papu Papu...
Great to hear that! I figured you would be able to makeĀ those.
If you don't mind, where did you hear about the new progress made regarding the animations?
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29-10-2019, 02:44 AM
(This post was last modified: 29-10-2019, 02:45 AM by ARD.)
(28-10-2019, 07:34 PM)carpetdiem Wrote: If you don't mind, where did you hear about the new progress made regarding the animations?
Someone managed to figure out the format a made a plugin for 3ds Max that can convert the animations (
https://github.com/PredatorCZ/HavokMax) and someone else made a 3ds Max script that can convert models and retain the bones (
https://www.vg-resource.com/thread-29836...#pid654885) and when you use those in conjunction you can actually apply the animations to the models:
You can then export the models from 3ds Max with the animation baked in and load it into other programs. Hopefully someone will eventually be able to reverse the process and convert modified or totally custom animations back into the format used by the game but that hasn't happened yet. What we have at the moment is still useful though, I was using this to help me find the right animations to use for the Skylanders Crash mod because it's much quicker than editing the files and reloading the game every time.
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29-10-2019, 08:38 PM
(This post was last modified: 29-10-2019, 08:39 PM by carpetdiem.)
(29-10-2019, 02:44 AM)ARD Wrote: (28-10-2019, 07:34 PM)carpetdiem Wrote: If you don't mind, where did you hear about the new progress made regarding the animations?
Someone managed to figure out the format a made a plugin for 3ds Max that can convert the animations (https://github.com/PredatorCZ/HavokMax) and someone else made a 3ds Max script that can convert models and retain the bones (https://www.vg-resource.com/thread-29836...#pid654885) and when you use those in conjunction you can actually apply the animations to the models:
![[Image: FtsDCCg.gif]](https://i.imgur.com/FtsDCCg.gif)
You can then export the models from 3ds Max with the animation baked in and load it into other programs. Hopefully someone will eventually be able to reverse the process and convert modified or totally custom animations back into the format used by the game but that hasn't happened yet. What we have at the moment is still useful though, I was using this to help me find the right animations to use for the Skylanders Crash mod because it's much quicker than editing the files and reloading the game every time.
Thanks, it's very interesting. Sadly inserting modified meshes and animations back into the game engine will be definitely more complex so it may never happenĀ

I can see you like Fraps :p
Indeed it must be a lot faster to check animations outside the game
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CTR exotic skins (NST PC)
Preview:
https://www.youtube.com/watch?v=w1sc6C6WGBA
Downloads:
Blue Hyena Crash
Shiba Crash
Skunk Crash
Chipmunk Fake Crash
Racoon Fake Crash
Pink Fake Crash
Blue Coco
Lynx Coco
Purple Coco
CTR: Nitro Fueled includes 3 "exotic" skins for each character, which are just recolours rather than different models like Princess Coco. This means that they are easy to mod into the N. Sane Trilogy, because they're simple texture swaps. So here's all of Crash and Coco's exotic skins as playable NST characters. I've also included versions of Crash that use Fake Crash's CTR skins, because they both use the same base model so their textures are compatible with each other. Let me know if any of the links are labelled incorrectly, I thought this would be quite a simple mod but it turns out that even simple mods become hard to keep track of when you do them in 9 different ways.
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maybe nitro squad exotic skins textures and ctr nf characters??
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I really like the work ya'll be puttin' up on here. So I downloaded the Skunk skin for Crash, and the fake Dark coco skin for Coco. I've located the two files in my NST directory and replaced the vanilla files with the new ones. Crash has changed and coco hasn't(still vanilla textures). pls help asap
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09-07-2020, 10:06 AM
(This post was last modified: 09-07-2020, 10:07 AM by ARD.)
(09-07-2020, 09:00 AM)POOPconductor Wrote: I really like the work ya'll be puttin' up on here. So I downloaded the Skunk skin for Crash, and the fake Dark coco skin for Coco. I've located the two files in my NST directory and replaced the vanilla files with the new ones. Crash has changed and coco hasn't(still vanilla textures). pls help asap
Which levels have you tried with Coco? Some levels contain the default textures for Crash or Coco in their files and if they do then the game will load those instead of the ones from Crash.pak/Coco.pak. I know that in the Crash 1 map / Crash 2 warp room / Crash 3 time twister at least Coco will switch back to her default appearance but should use the dark skin once you enter a level.
At some point I'd like to come up with a better way of sharing mods though a proper mod loader or something, that uses a similar method to what I'm doing with custom levels now and would solve problems like this. But I haven't had chance yet.
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09-07-2020, 12:54 PM
(This post was last modified: 09-07-2020, 12:57 PM by POOPconductor.)
(09-07-2020, 10:06 AM)ARD Wrote: (09-07-2020, 09:00 AM)POOPconductor Wrote: I really like the work ya'll be puttin' up on here. So I downloaded the Skunk skin for Crash, and the fake Dark coco skin for Coco. I've located the two files in my NST directory and replaced the vanilla files with the new ones. Crash has changed and coco hasn't(still vanilla textures). pls help asap
Which levels have you tried with Coco? Some levels contain the default textures for Crash or Coco in their files and if they do then the game will load those instead of the ones from Crash.pak/Coco.pak. I know that in the Crash 1 map / Crash 2 warp room / Crash 3 time twister at least Coco will switch back to her default appearance but should use the dark skin once you enter a level.
At some point I'd like to come up with a better way of sharing mods though a proper mod loader or something, that uses a similar method to what I'm doing with custom levels now and would solve problems like this. But I haven't had chance yet.
Okay, on further testing that definitely works. However, yes, like you've stated above, only in Crash 1 map, Crash 2 warp room, Crash 3 Time Twister do the skins not load
Thank you for everything and all the hard work!!!
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Low poly Crash (NST PC)
I finally remembered to upload this version of retro Crash that I made like a year ago so here you go. It doesn't have the glitchy eyes that other low poly mod had but the compromise is his face doesn't move, or anything from the neck up.
Downloads:
lowpoly.alcmod if you want to use it with other mods (using
Alchemist) or just drop
update.pak into the archive folder if you don't.
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Here's a silly mod where every crate in Crash 2 has been changed into a nitro crate, as seen in
this video:
C2NITRO.alcmod (install using
Alchemist)
It's a very lazy mod, all crate swapping is just done by changing strings so there's some stuff like the crates that are normally floating in river/jetpack levels being static. DDA crate swaps are also disabled so crates that turn into checkpoints after several deaths won't do that anymore and will stay as nitros. All crate positions have been left alone in the alcmod file, but if you want the slightly tweaked version of Bear Down that makes it less absurd you can replace maps\Crash2\L213_BearDown\L213_BearDown_Crates.igz with this version:
L213_BearDown_Crates.igz, either in the alcmod before installing or in update.pak afterwards.