RTRPE already had sig1`s animations included and sig left rtw modding behind years ago.
RTRPE already had sig1`s animations included and sig left rtw modding behind years ago.
Oh, ok. In that case, never mind.
I'm assuming it will but I just figured I'd double check.
Does anyone know if using these animations will interfere with playing online?
How do I implement this for the elephant units? I am using vanillaFS_S1_FOREST_ELEPHANT_JAVELINRIDER
- javelinmen can stand on elephants and shoot javelins
- good complement to charion javelinman skeleton in 1.5/1.6
I think you will have to replace the animations folder in vanilla and replace them with the animation folder of Signifer's. Then you need to edit the DMB file and replace the skeleton of the unit you want to edit, by that one.
Texture works by Sertorio, banner courtesy of Joar
My AAR for VGRII-AQUILAE
I have it modfoldered, and I already implemented the other animations.
So Carthage for example:
Instead of the Archer models, replace them with the skirmisher models?
And for the Seleucids, use the Peltast models?
marked this as a resource
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
Hey Guys, i've been thinking if this could be done.
what if we've imported the animations from Rome 2 to Rome Remastered.
Not all, just the simple ones, such as Walking, stances, shield walls, phalanx, and as for the combat we could just import the slashing and stabbing, blocking and dodging.
Let me know your thoughts.