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Thread: Some Animation Mods (and some other things)

  1. #81
    Jopel's Avatar Ordinarius
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    Default Re: Some Animation Mods

    Quote Originally Posted by tiyafeh View Post
    Regarding the spontoon mod compatible version:
    I think I'm just going to add the sword raising animations, and keep the spontoons at all other times.

    Jopel, early in the century, most officers used spontoons. Later, the spontoon started disappearing on campaign, though somewhat less so on parade. I believe that in the American War of Independence, American officers still used spontoons, while their British counterparts stopped using theirs quite early on in the war. By the way I'm using the spontoon/cartridge pouch/backpack removal mod as well.
    If you still want to remove the spontoons, the easiest way to do that would probably be go to the mod pack and delete battle_personalities_tables and warscape_equipment_themes_tables.
    Thanks for your awnser mate! Wil get into the mod this afternoon and look for myself, gracias
    And btw this is what I saw about the spontoon on wikipedia and some other sites, therefore assumed it was in use by NCO's

    After the musket replaced the pike as the primary weapon of the foot soldier, the spontoon remained in use as a signalling weapon. Non-commissioned officers carried the spontoon as a symbol of their rank and used it like a mace, in order to issue battlefield commands to their men. (Commissioned officers carried and commanded with swords.)
    http://en.wikipedia.org/wiki/Spontoon
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  2. #82
    Johan217's Avatar Campidoctor
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    Default Re: Some Animation Mods

    Two possible bugs in the Highlander Mod:

    - Telescope not visible on officer, but he uses the animation
    - Black watch causes a ctd (at least on my system): it works correctly when I change personality_officer_command to personality_officer in the battle_personalities table
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  3. #83
    titanvoyager's Avatar Biarchus
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    Default Re: Some Animation Mods

    I see. Thanks for your explanation (+rep).


    Also I have to ask something, can you make something to avoid this strange behaviour of admirals and captains?

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  4. #84
    Johan217's Avatar Campidoctor
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    Default Re: Some Animation Mods

    Request: could you change the animation of lancers so that they use their sabres once they get into melee? Also, would it be possible to make them hold their lances under the arm rather than overhand?
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  5. #85

    Default Re: Some Animation Mods

    Quote Originally Posted by Jopel View Post
    Thanks for your awnser mate! Wil get into the mod this afternoon and look for myself, gracias
    And btw this is what I saw about the spontoon on wikipedia and some other sites, therefore assumed it was in use by NCO's

    After the musket replaced the pike as the primary weapon of the foot soldier, the spontoon remained in use as a signalling weapon. Non-commissioned officers carried the spontoon as a symbol of their rank and used it like a mace, in order to issue battlefield commands to their men. (Commissioned officers carried and commanded with swords.)
    http://en.wikipedia.org/wiki/Spontoon
    It's true that NCOs used them long after commissioned officers stopped using them (the British still used them at Waterloo), but for most of the eighteenth century both commissioned and non-commissioned officers used them.
    This site might give you a better idea (Wikipedia is hardly a complete source when it comes to military history): http://www.kronoskaf.com/syw/index.php?title=Main_Page

    Quote Originally Posted by Johan217 View Post
    Two possible bugs in the Highlander Mod:

    - Telescope not visible on officer, but he uses the animation
    - Black watch causes a ctd (at least on my system): it works correctly when I change personality_officer_command to personality_officer in the battle_personalities table
    Oh, I forgot to update the highlander mod when I modified the officers.

    Quote Originally Posted by titanvoyager View Post
    I see. Thanks for your explanation (+rep).


    Also I have to ask something, can you make something to avoid this strange behaviour of admirals and captains?

    Spoiler Alert, click show to read: 
    I don't think that's something that can be changed through animation changes. It is annoying and unrealistic, though, and I've had many gallant admirals lost when the mast they were on collapsed.

    Quote Originally Posted by Johan217 View Post
    Request: could you change the animation of lancers so that they use their sabres once they get into melee? Also, would it be possible to make them hold their lances under the arm rather than overhand?
    Yes, in fact that's on my to-do list (as well as giving them pistols/carbines).



    One more thing, I start school on 1 September, and I'm going abroad next week for about ten days, so there will probably be few updates in the coming weeks.

  6. #86
    AnimaMea's Avatar Miles
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    Default Re: Some Animation Mods

    Will it ever be possible for units to react a bit more to incomming cannonballs - flounder a bit if a building is hit? and is it possible for anyone to change the lancer's weapons to longer models?

  7. #87
    gary's Avatar Domesticus
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    Default Re: Some Animation Mods

    cannot get this to work mate cts ever time,using all the dl,s on your front page.
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  8. #88

    Default Re: Some Animation Mods

    Quote Originally Posted by gary View Post
    cannot get this to work mate cts ever time,using all the dl,s on your front page.
    Yeah I'm getting startup CTDs with everything except for the animation mod alone. (no officers, telescopes etc)

  9. #89
    EmperorBatman999's Avatar I say, what, what?
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    Default Re: Some Animation Mods

    What do I have to do for the officer to use his telescope, got the officer and telescope mod installed.

  10. #90

    Default Re: Some Animation Mods

    Got an ambitious request. A animation for cavalry to fire their muskets and swing their swords on horseback, but when dismounted crouch and move as though sneaking. It'd be for dismounting light cavalry style units like Feldjagers or Chasseurs a Cheval.

  11. #91

    Default Re: Some Animation Mods

    REALLY NICE!!!!!!

  12. #92

    Default Re: Some Animation Mods

    Quote Originally Posted by AnimaMea View Post
    Will it ever be possible for units to react a bit more to incomming cannonballs - flounder a bit if a building is hit? and is it possible for anyone to change the lancer's weapons to longer models?
    Not sure about the buildings. As I replied to a request about preventing naval officers from climbing up masts, I think this has to do with unit behaviour (which is hardcoded, I think) so animations won't change it.
    Regarding the lances, that would be model editing, which I believe is impossible right now. I suppose I could use the flagpole or pike models, though.

    Quote Originally Posted by gary View Post
    cannot get this to work mate cts ever time,using all the dl,s on your front page.
    Quote Originally Posted by Admiral Nelson View Post
    Yeah I'm getting startup CTDs with everything except for the animation mod alone. (no officers, telescopes etc)
    There was a problem with the highlander mod which is fixed now. The officer mod works fine for me.

    Quote Originally Posted by EmperorBatman999 View Post
    What do I have to do for the officer to use his telescope, got the officer and telescope mod installed.
    Just have the unit stand idle and wait a while. Sometimes it can take a few minutes before he takes it out.

    Quote Originally Posted by Ahiga View Post
    Got an ambitious request. A animation for cavalry to fire their muskets and swing their swords on horseback, but when dismounted crouch and move as though sneaking. It'd be for dismounting light cavalry style units like Feldjagers or Chasseurs a Cheval.
    I think it should work. I don't think it would be appropriate for dragoons, though, so I'll have to create a new set of animations.

    Quote Originally Posted by libindi View Post
    REALLY NICE!!!!!!
    Thanks. Welcome to TWC.

  13. #93
    Jopel's Avatar Ordinarius
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    Default Re: Some Animation Mods

    Quote Originally Posted by tiyafeh View Post
    It's true that NCOs used them long after commissioned officers stopped using them (the British still used them at Waterloo), but for most of the eighteenth century both commissioned and non-commissioned officers used them.
    This site might give you a better idea (Wikipedia is hardly a complete source when it comes to military history): http://www.kronoskaf.com/syw/index.php?title=Main_Page

    One more thing, I start school on 1 September, and I'm going abroad next week for about ten days, so there will probably be few updates in the coming weeks.
    Muchos gracias for reacting on that matter mate +rep

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  14. #94

    Default Re: Some Animation Mods

    Very nice mod, +rep!

  15. #95
    Johan217's Avatar Campidoctor
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    Default Re: Some Animation Mods

    Do the musket_axe animations work at all? Because the units that use it are only using their muskets in melee, even with using this mod. The only way I can get them to use their axes is when I set man_musket_sabre in the animation table.
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  16. #96
    GODzilla's Avatar Civitate
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    Default Re: Some Animation Mods

    Do I need to use the "Cavalry and Officers Animation Mod" together with the "Officer Telescopes" for it to work? To be honest I don't want to use the cavalry mod, because of the mentioned glitch.

    Another question: I use the "Updated and Fixed Infantry Animation Mod" but so far I was only able to spot the changes with militia units holding their musket both ways, over the shoulder and with boths hands.

    Line infantry for instance still moves asynchronous and not "the same way" as mentioned in your first comment on the mod.

    How do I really know it works? What units should I test and what do I have to look out for?
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  17. #97

    Default Re: Some Animation Mods

    Quote Originally Posted by GODzilla View Post
    Do I need to use the "Cavalry and Officers Animation Mod" together with the "Officer Telescopes" for it to work? To be honest I don't want to use the cavalry mod, because of the mentioned glitch.
    I added a version which modifies only officers and buglers.

    Quote Originally Posted by GODzilla View Post
    Another question: I use the "Updated and Fixed Infantry Animation Mod" but so far I was only able to spot the changes with militia units holding their musket both ways, over the shoulder and with boths hands.

    Line infantry for instance still moves asynchronous and not "the same way" as mentioned in your first comment on the mod.

    How do I really know it works? What units should I test and what do I have to look out for?
    It works for me. The strange thing about this issue is that both the trained and untrained animations are located in the same file, so it doesn't make sense that one part works while another doesn't. Are you sure that's really the case? If it is the only thing I can think of is that you have some conflict with another mod.
    These changes should affect any regular European infantry unit (e.g. line infantry or grenadiers) so check one of those.
    Last edited by tiyafeh; August 19, 2009 at 11:47 AM.

  18. #98
    GODzilla's Avatar Civitate
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    Default Re: Some Animation Mods

    Quote Originally Posted by tiyafeh View Post
    I added a version which modifies only officers and buglers.
    Thanks, I'll check it out. What about my other question? How to make sure the mod really does work?
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  19. #99

    Default Re: Some Animation Mods

    Quote Originally Posted by Johan217 View Post
    Do the musket_axe animations work at all? Because the units that use it are only using their muskets in melee, even with using this mod. The only way I can get them to use their axes is when I set man_musket_sabre in the animation table.
    They do work. They use a mix of axes and muskets, though.
    Last edited by tiyafeh; August 19, 2009 at 12:25 PM.

  20. #100

    Default Re: Some Animation Mods

    Added a few more things to the first post

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