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Thread: Sword textures and animations - need help

  1. #1

    Default Sword textures and animations - need help

    Im having two different problems, one with textures/animations and one with scripting. im usually ok with scripting but i suck at textures and animations, and im having a problem with both right now, the bigger problem being the textures.

    I created my own unit similar to Ferguson Riflemen. Same rifle, different stats, overall same looks. What i want to do is give them a sword/sabre as a melee weapon, but i what to keep their original rifle loading animation (it goes faster, i set the reload time to 1: the battalion sounds like a machine gun is going off). i found out when playing with the pack file manager, under the "Animation Table" column in the "units_stats_land" file that "man_musket_sabre" allows them to shoot like a musket (and reload) and fight melee with a sabre, where as "man_rifle" lets them shoot/reload like the rifle, but melee is always with the rifle butt. I tried "man_rifle_sabre" but trust me it doesnt work.

    This is where the textures and animations issue comes in. Would it be possible to make an animation so i can use "man_rifle_sabre"? Also the texture problem is that when i used the musket animation, it worked (they fought with sabres) but they were invisible.

    I want to apologize for the rather lengthy post and if someone helps me, please be patient and speak in laymans terms because like i said, i suck with textures and animations.
    Last edited by muffinhead; July 17, 2009 at 07:27 PM.

    Big Brother/King Kong is watching.

    ATTORNEY: Can you describe the individual?
    WITNESS: He was about medium height and had a beard.
    ATTORNEY: Was this a male or a female?
    WITNESS: Guess.

  2. #2

    Default Re: Sword textures and animations - need help

    Quote Originally Posted by muffinhead View Post
    Im having two different problems, one with textures/animations and one with scripting. im usually ok with scripting but i suck at textures and animations, and im having a problem with both right now, the bigger problem being the textures.

    I created my own unit similar to Ferguson Riflemen. Same rifle, different stats, overall same looks. What i want to do is give them a sword/sabre as a melee weapon, but i what to keep their original rifle loading animation (it goes faster, i set the reload time to 1: the battalion sounds like a machine gun is going off). i found out when playing with the pack file manager, under the "Animation Table" column in the "units_stats_land" file that "man_musket_sabre" allows them to shoot like a musket (and reload) and fight melee with a sabre, where as "man_rifle" lets them shoot/reload like the rifle, but melee is always with the rifle butt. I tried "man_rifle_sabre" but trust me it doesnt work.

    This is where the textures and animations issue comes in. Would it be possible to make an animation so i can use "man_rifle_sabre"? Also the texture problem is that when i used the musket animation, it worked (they fought with sabres) but they were invisible.

    I want to apologize for the rather lengthy post and if someone helps me, please be patient and speak in laymans terms because like i said, i suck with textures and animations.
    Copy and paste this into your animation_tables.txt:

    animation_table man_rifle_sabre
    {
    skeleton_type man

    fragment man_common_fragment
    fragment musket_death_fragment default_equipment_display = primary_weapon, ambient
    fragment climb_fragment default_equipment_display = primary_weapon, ambient
    fragment musket_sabre_fragment default_equipment_display = primary_weapon, ambient
    fragment Rifle_fragment default_equipment_display = primary_weapon, ambient
    }

  3. #3

    Default Re: Sword textures and animations - need help

    erasmus: i tried that and when i try to start up the game it gives me the unrecognized animation error. I put that in the same format but is there some correlation between where you place the lines, how many times you press "tab", etc.?

    Big Brother/King Kong is watching.

    ATTORNEY: Can you describe the individual?
    WITNESS: He was about medium height and had a beard.
    ATTORNEY: Was this a male or a female?
    WITNESS: Guess.

  4. #4

    Default Re: Sword textures and animations - need help

    Quote Originally Posted by muffinhead View Post
    erasmus: i tried that and when i try to start up the game it gives me the unrecognized animation error. I put that in the same format but is there some correlation between where you place the lines, how many times you press "tab", etc.?
    I don't know. Ideally there should be a tab between the elements like so:

    fragment[tab]musket_death_fragment[tab]default_equipment_display = primary_weapon, ambient

    but I don't know that it makes a difference. Try using the table I've attached and see if it works.
    Last edited by erasmus777; July 17, 2009 at 10:10 PM.

  5. #5

    Default Re: Sword textures and animations - need help

    sorry erasmus, i must have been an idiot. i copied the text you had in your file and it worked, so i was a moron and did have a spelling error. again, sorry.

    ok so im halfway done and now i am interested in learning animations so i am gonna have to play around with them. now i need to add the texture of the sword. they still attack with sabres, but they are invisible
    Last edited by muffinhead; July 18, 2009 at 09:41 PM.

    Big Brother/King Kong is watching.

    ATTORNEY: Can you describe the individual?
    WITNESS: He was about medium height and had a beard.
    ATTORNEY: Was this a male or a female?
    WITNESS: Guess.

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