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Thread: SigniferOne's Animations Pack

  1. #321
    PROMETHEUS ts's Avatar VAE VICTIS
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    I have already tried this with not much success , The problem is that they sit all the time , then that you have to make all the transitions like stpe foward , right etc like the raise up and knee again , the trun around anims of 90 stand up and sit again , are you making those?


    Also another problem is that editing the turn around idles it provokes some strange Ai alignements like you can see in this picture....


    So overall I discarded the idea , tought if you make it work can you share to me your informations ? Would be higly appreciated .... :original:


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  2. #322
    Opifex
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    My very first attempts at short anims video clips:

    Triarii resting and then getting into ready position (the spear is stabbed into the ground when idle, so he pulls it out of the ground, shifts weight into the new position, and then stabs it back inclined, for support against the charge of the enemy):
    Attached Files Attached Files
    Last edited by SigniferOne; September 09, 2005 at 02:34 PM.


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  3. #323
    Virgil's Avatar Powered by Technicolor©
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    its corrupted. However, the anims sounds cool
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  4. #324
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    Not corrupted as far as I can tell. Try again...


    "If ye love wealth greater than liberty,
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  5. #325
    Manuel I Comnenus's Avatar Latinitatis Defensor
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    Works for me as well. File is OK.
    Looks great, BTW.
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  6. #326
    Shisai
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    Dont rename zip to .avi like email said the avi is in the zip file

  7. #327
    Trajan's Avatar Capodecina
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    Quote Originally Posted by PROMETHEUS ts
    I have already tried this with not much success , The problem is that they sit all the time , then that you have to make all the transitions like stpe foward , right etc like the raise up and knee again , the trun around anims of 90 stand up and sit again , are you making those?


    Also another problem is that editing the turn around idles it provokes some strange Ai alignements like you can see in this picture....


    So overall I discarded the idea , tought if you make it work can you share to me your informations ? Would be higly appreciated .... :original:

    It's too bad it can't work. That cavalry defense formation looks very cool.

  8. #328
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    It sure can, and does, work


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
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    your counsel, nor your arms. Crouch
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  9. #329
    Trajan's Avatar Capodecina
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    Quote Originally Posted by SigniferOne
    It sure can, and does, work
    That's great news man. I can't wait to see it first hand in the Paeninsula Italica mod.

  10. #330
    PROMETHEUS ts's Avatar VAE VICTIS
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    Quote Originally Posted by SigniferOne
    It sure can, and does, work
    Well I made it work in game , but apart from beeing a nice thing to see , it is pretty useless, the Triarii will sit al the time on stant position if not in sight of enemies , in that situation they will raise up , the problem is to make all the idles like step right left foward back , retreat advance etc , all need the unit to stand up again , make the move and sit again , for not speaking of the turn around on 90 degrees , this alterates the overall stability of the unit composition so , unless those intermediate steps are made well and working with no flippering , jumps and erratic motions , the unit would be just allowed to sit and all the intermediate transitions will be like jumps between idles ....I haven't been able to avoid the erratic acting by making all the idles as you can see in the photo , to me the unit in this position may look cool , but I think is not worth for gameplay terms , anyway Signifer , if you get to solve those problems and succeed in making an actual working sitting triaria please let me know...

    www.n-a-i-m-a.com
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  11. #331
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    "it is pretty useless, the Triarii will sit al the time on stant position if not in sight of enemies , in that situation they will raise up"

    Right, because of the 'stand ready' animation, and when they stop the fighting they immediately sit down. I fixed that problem and my Triarii have TWO SETS of idle and stand ready animations, so that at the beginning of the fight they do the sit down idle and stand ready (which I show in the screenshots as getting braced for the enemy charge), and during the rest of the fight they have the standing idle and stand ready. Like I said, it's quite a trick You will be able to see all of these game advances, and more, in Paeninsula Italica.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
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    your counsel, nor your arms. Crouch
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    and may posterity forget that ye were
    our countrymen."
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  12. #332
    PROMETHEUS ts's Avatar VAE VICTIS
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    I dont't quite understand , you mean that they start sitting and then when they raise up they do not sit anymore even if u want them to?

    www.n-a-i-m-a.com
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim


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  13. #333
    Virgil's Avatar Powered by Technicolor©
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    hey sig, is it possible to make a spear animation where the jab underhanded but also and overhand downward stab as well? Not so much for hoplites but for regular spearmen? It would seem more realistic than simply underhand thrusting all the time. Dont you agree?
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  14. #334
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    1H, yeah it's possible, but it takes time... so when there will be time to spare, something like this may be considered I guess.

    ---------

    Anyhow, as you guys know I am working on the Paeninsula Italica mod now, and spending a lot of time reading Livy's Samnite wars descriptions, and thinking about how to most realistically represent the battles. So, in conjunction with my work on Triarii, here are some ideas I have for the general order:

    For Romans, put a pause before all troop 'advance' animations (both movement, and attack versions), while retaining the original speeds of the signifers advancing. That way, the signifers move first and the rest of the soldiers follow suit a few seconds later, so that the battle order will mimic what Livy for example describes in IX, 32:

    As soon as this was reported to the consul he ordered the tessera to he given out, instructing the men to take their breakfast, and after they were strengthened by food to arm themselves for battle. When he saw that they were in complete readiness, he ordered the standards to go forward, and after the army had emerged from the camp he formed his battle-line not far from the enemy.

    or in IX, 31:

    Some exertion was needed while the column were climbing up the face of the hill, but when once the leading standards had secured a footing on the summit and the army found that it was on favourable ground, it was the enemy's turn to be dismayed

    For barbarians, they will have no signifers, and the orders to 'advance' will have no pauses and therefore be instantaneous as in vanilla (because they just want to charge at the enemy), but all other orders for movement WILL have pauses and thus be slower, representing their lack of tactical mobility and centralized efficient command-and-control structure. Therefore, for barbarians your best bet will be to properly set up your line before battle with insta-movement, because after the battle commences you will have a lot of difficulty moving your guys anywhere other than straight ahead at the enemy... which is an interesting idea I thought. Comments?
    Last edited by SigniferOne; September 12, 2005 at 01:51 AM.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
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  15. #335
    Shashu
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    wow signiferone, those ideas are great. it'll definitely add some tactical depth to the game, and give the roman standard bearers something to do other than look pretty

    it also bothers me that putting units in guard mode does not cause them to raise their shields like they do when the enemy is close-by. i was wondering if this could be changed...

  16. #336
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    Nope, guard mode only affects the distribution of the soldiers throughout the formation, making them stick to their spots no matter what, even if it would be safer for them to move around. This does not affect animations in any way.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  17. #337
    Leonidas480bc's Avatar Shisai
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    SigniferOne i agree that the changes you want to impliment to this game would be great, but only in multi player mode. The AI is allready bad enough, your changes would only make any Ai controlled armies even more handicapped.
    This would work well in a mod where you cant play the barbarians and have boosted thier morale so they dont break so easily.

  18. #338
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    In DarthMod's, Darth has promised that his AI armies no longer easily break lines, and CA has gone on record stating numerous concrete improvements and fixes of holes in AI behavior that will be shipped in BI. So I am looking at the future here.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  19. #339
    Sidus Preclarum's Avatar Honnête Homme.
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    Quote Originally Posted by Trajan
    It's too bad it can't work. That cavalry defense formation looks very cool.
    can't agree more ...

  20. #340
    Shashu
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    Default Need some help Animation Pack work w/RTR 6.0

    The main reason I want to do this due to formation are breaking up in RTR plus who can match your master skill in this area.

    First understand never dealt with animations. So bare with me if I shooting in the dark at the moment.

    Where do I start, I was able to unpack both animation in RTR and animation in Signiferone's pack to compare the differance.

    Here is list for skeletons for RTR ----->
    PHP Code:
    fs_2handed
    fs_african_elephant
    fs_archer
    fs_big_elephant_rider
    fs_camel
    fs_chariot_archer
    fs_chariot_sword
    fs_dagger
    fs_dog
    fs_fast_archer
    fs_fast_dagger
    fs_fast_horse
    fs_fast_javelinman
    fs_fast_spearman
    fs_fast_swordsman
    fs_forest_elephant
    fs_forest_elephant_rider
    fs_hc_archer
    fs_hc_javelinman
    fs_hc_spearman
    fs_hc_swordsman
    fs_horse
    fs_indian_elephant
    fs_indian_giant_elephant
    fs_javelinman
    fs_pig
    fs_slinger_new
    fs_spearman
    fs_standard_bearer
    fs_swordsman
    general_legion_pole
    legion_pole
    plaza_large_vertical_flag
    standard_legion_pole
    strat_assassin
    strat_diplomat
    strat_named_with_army
    strat_navy
    strat_spy
    fs_small_elephant_javelineer
    fs_small_elephant_rat
    fs_large_elephant_rat
    fs_fast_forest_elephant
    fs_cataphract_forest_elephant
    fs_fast_camel
    fs_cataphract_horse 
    Here is list of animation for RTR---I just listed the changes ->
    PHP Code:
    data/animations/RAT idle 1.cas
    data
    /animations/RAT idle 2.cas
    data
    /animations/RAT idle 3.cas
    data
    /animations/RAT idle 4.cas
    data
    /animations/RAT idle 5.cas
    data
    /animations/RAT idle new actor.cas
    data
    /animations/RAT stand ready.cas
    data
    /animations/RAT stand to stand ready.cas
    data
    /animations/RAT stand ready to stand.cas
    data
    /animations/RAT stand ready to aim.cas
    data
    /animations/RAT aim and hold loop.cas
    data
    /animations/RAT release arrow return to stand ready.cas
    data
    /animations/jav_rider 01 Idle.cas
    data
    /animations/jav_rider 21 stand to run.cas
    data
    /animations/jav_rider 21 stand to walk.cas
    data
    /animations/jav_rider 23 walk to stand.cas
    data
    /animations/jav_rider 24 run to stand.cas
    data
    /animations/jav_rider die.cas
    data
    /animations/jav_rider 01 idle 02.cas
    data
    /animations/jav_rider 01 idle 03.cas
    data
    /animations/jav_rider taunt.cas
    data
    /animations/fast/F_elephant_walk.cas
    data
    /animations/fast/F_elephant_run.cas
    data
    /animations/fast/F_elephant_charge.cas
    data
    /animations/heavy/F_elephant_walk.cas
    data
    /animations/heavy/F_elephant_run.cas
    data
    /animations/heavy/F_elephant_charge.cas
    data
    /animations/fast/Camel_walk.CAS
    data
    /animations/fast/Camel_run.CAS
    data
    /animations/fast/Camel_Gallop.CAS
    data
    /animations/heavy/Horse_walk.CAS;scale=0.875000
    data
    /animations/heavy/Horse_canter.CAS;scale=0.875000 
    I know edit this file ---->descr_model_battle but match what to what?

    There are other file that I have edit too maybe--->
    descr_skeleton ?

    So that where I stand.

    Maybe I can start small like rome gladius

    Thanks
    Last edited by draknar; September 15, 2005 at 10:19 AM.

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