Page 4 of 5 FirstFirst 12345 LastLast
Results 61 to 80 of 82

Thread: z3n's Combined Animations Pack

  1. #61

  2. #62
    z3n's Avatar State of Mind
    took an arrow to the knee

    Join Date
    Aug 2011
    Posts
    4,640

    Default Re: z3n's Combined Animations Pack

    Updated this for Christmas with latest files I have for CATW. A fair number of new changes, two game changing ones to infantry other than archers/skirmishers if you are using the reccomended skeletons.

    Enjoy and have great Christmas everyone.
    The AI Workshop Creator
    Europa Barbaroum II AI/Game Mechanics Developer
    The Northern Crusades Lead Developer
    Classical Age Total War Retired Lead Developer
    Rome: Total Realism Animation Developer
    RTW Workshop Assistance MTW2 AI Tutorial & Assistance
    Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)

  3. #63

    Default Re: z3n's Combined Animations Pack

    The latest change fixes how the swordsmen hold their shields right?
    Also, didn't Prometheus have a horse swordsmen animation to go with his horse spearman animation? Not a fan of the RMK horse sword animation because again, they die strangely.

  4. #64
    z3n's Avatar State of Mind
    took an arrow to the knee

    Join Date
    Aug 2011
    Posts
    4,640

    Default Re: z3n's Combined Animations Pack

    Which swordsmen skeleton? I believe I fixed that for spear/sword a long time ago. Could you describe the issue?

    Horse death anim- I will look into that.
    The AI Workshop Creator
    Europa Barbaroum II AI/Game Mechanics Developer
    The Northern Crusades Lead Developer
    Classical Age Total War Retired Lead Developer
    Rome: Total Realism Animation Developer
    RTW Workshop Assistance MTW2 AI Tutorial & Assistance
    Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)

  5. #65

    Default Re: z3n's Combined Animations Pack

    fs_s1_semi_fast_barbswordsman
    fs_s1_slow_barbswordsman
    fs_s1_swordsman

    They twist their shields when fighting so that letters and designs look strange, and long shields are also twisted to the side
    Hoplites too with fs_s1_hoplite

  6. #66
    z3n's Avatar State of Mind
    took an arrow to the knee

    Join Date
    Aug 2011
    Posts
    4,640

    Default Re: z3n's Combined Animations Pack

    Oh yeah. I meant only one skeleton be used for swords. Which is fs_swordsman_shield


    These I spent the most time on, others I have not yet.

    Suggested Skeleton Usage
    fs_thp_f_spearman** all pikemen, has slight and perhaps unnoticeable bug but looks best
    fs_thp_f_spearman_p** alternate if you happen to notice the unnoticeable bug
    fs_RM_hc_swordsman ** horse swordsmen
    fs_swordsman_shield ** swordmen/daggermen
    fs_spearman_shield ** spearmen
    fs_RM_hc_archer ** horse archers, warning may not work with some models which have large shields
    fs_RM_javelinman ** javelinmen/pilummen
    fs_archer_sidebag_right ** archers
    fs_2hsw ** 2h swords
    fs_hc_glaive_swing ** horse spearmen
    fs_s1_hoplite ** hoplites (a small animation rework to this)
    fs_o_f_spearman ** alternate hoplites spear must be reversed from vanilla spear placement
    fs_gladius** gladius users or short sword stabbing elites/imiatation legions
    fs_2hsw ** 2h swords
    fs_2hbill **l long polearm like units **naginta's,large 2h falx's etc (for falx's 2hsw may be better)
    fs_hc_glaive_swing or fs_Prome_hc_spearman ** can use either (depending on preference) for horse spearman units
    Last edited by z3n; January 22, 2014 at 05:26 PM.
    The AI Workshop Creator
    Europa Barbaroum II AI/Game Mechanics Developer
    The Northern Crusades Lead Developer
    Classical Age Total War Retired Lead Developer
    Rome: Total Realism Animation Developer
    RTW Workshop Assistance MTW2 AI Tutorial & Assistance
    Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)

  7. #67

    Default Re: z3n's Combined Animations Pack

    Hello, which skeleton should I use for 2 handed spearmen? I mean, not hoplites, just like a single standard spear but thrusting with it while holding 2 handed. I'm going crazy, can't find them anywhere

  8. #68
    z3n's Avatar State of Mind
    took an arrow to the knee

    Join Date
    Aug 2011
    Posts
    4,640

    Default Re: z3n's Combined Animations Pack

    You could try fs_thp_f_spearman_p.
    The AI Workshop Creator
    Europa Barbaroum II AI/Game Mechanics Developer
    The Northern Crusades Lead Developer
    Classical Age Total War Retired Lead Developer
    Rome: Total Realism Animation Developer
    RTW Workshop Assistance MTW2 AI Tutorial & Assistance
    Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)

  9. #69

    Default Re: z3n's Combined Animations Pack

    Tried that skeleton. Combat animation looks wonderful, problem is when walking. They walk as if they were in phalanx mode, even after disabling phalanx attribute in export_descr_units. Run is ok though, any clues about this? Am I doing something wrong?

  10. #70
    z3n's Avatar State of Mind
    took an arrow to the knee

    Join Date
    Aug 2011
    Posts
    4,640

    Default Re: z3n's Combined Animations Pack

    Oh, yeah, I know what's going on. That's actually something I put in to represent the combat situations better so that units actually placed their shields in front of them instead of leaving themselves open to missile fire. Plus I wanted to make things a little more strategetic. I think it should happen for units with shields except for skirmishers.

    But I can put it back to normal.
    The AI Workshop Creator
    Europa Barbaroum II AI/Game Mechanics Developer
    The Northern Crusades Lead Developer
    Classical Age Total War Retired Lead Developer
    Rome: Total Realism Animation Developer
    RTW Workshop Assistance MTW2 AI Tutorial & Assistance
    Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)

  11. #71

    Default Re: z3n's Combined Animations Pack

    download sites don't work

  12. #72
    vyrille's Avatar Libertus
    Join Date
    Apr 2014
    Location
    Adelaide
    Posts
    91

    Default Re: z3n's Combined Animations Pack

    spikewolf, they do. this one i downloaded from in particular just yesterday http://http://depositfiles.com/files/ti6lralfj

  13. #73
    vyrille's Avatar Libertus
    Join Date
    Apr 2014
    Location
    Adelaide
    Posts
    91

    Default Re: z3n's Combined Animations Pack

    lol, im sorry, i doubled "http:" here http://depositfiles.com/files/ti6lralfj

  14. #74
    z3n's Avatar State of Mind
    took an arrow to the knee

    Join Date
    Aug 2011
    Posts
    4,640

    Default Re: z3n's Combined Animations Pack

    Egh, I never did get around to adding alternate additions of the normal variety in terms of walking.

    I'll get around to that today if all goes as planned and I don't get caught up enjoying my uh mods lol. Finally found discs again.
    The AI Workshop Creator
    Europa Barbaroum II AI/Game Mechanics Developer
    The Northern Crusades Lead Developer
    Classical Age Total War Retired Lead Developer
    Rome: Total Realism Animation Developer
    RTW Workshop Assistance MTW2 AI Tutorial & Assistance
    Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)

  15. #75
    z3n's Avatar State of Mind
    took an arrow to the knee

    Join Date
    Aug 2011
    Posts
    4,640

    Default Re: z3n's Combined Animations Pack

    The AI Workshop Creator
    Europa Barbaroum II AI/Game Mechanics Developer
    The Northern Crusades Lead Developer
    Classical Age Total War Retired Lead Developer
    Rome: Total Realism Animation Developer
    RTW Workshop Assistance MTW2 AI Tutorial & Assistance
    Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)

  16. #76

    Default Re: z3n's Combined Animations Pack

    z3n, could you please create running speed variants for a couple of the EB skeletons in your pack and also a vanilla one? If I'm not mistaken, the only thing you'd need to change is the running animation, in order to make it the same speed as the vanilla slow/semi_fast/fast ones (for consistency's sake).

    fs_2handed: semi_fast, fast
    fs_thp_f_spearman: slow, semi_fast
    fs_2h_swordsman: slow, semi_fast, fast
    Last edited by Aradan; September 25, 2014 at 02:59 AM.

  17. #77
    z3n's Avatar State of Mind
    took an arrow to the knee

    Join Date
    Aug 2011
    Posts
    4,640

    Default Re: z3n's Combined Animations Pack

    I will look into it.
    The AI Workshop Creator
    Europa Barbaroum II AI/Game Mechanics Developer
    The Northern Crusades Lead Developer
    Classical Age Total War Retired Lead Developer
    Rome: Total Realism Animation Developer
    RTW Workshop Assistance MTW2 AI Tutorial & Assistance
    Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)

  18. #78

    Default Re: z3n's Combined Animations Pack

    Thank you!

  19. #79
    20ninescene's Avatar Artifex
    Join Date
    Mar 2014
    Location
    East-Flanders, Belgium
    Posts
    668

    Default Re: z3n's Combined Animations Pack

    I've been doing some stuff I found pretty cool for animations w/ CATW, so I'll release an update eventually.

    edit:
    By 'cool' here's an example for RTW or Alexander executables (no shield wall ability activated). I figured out what the developers did when creating that effect and attempted to recreate it in what ways were possible. There are other small improvements, among these but I don't want to make video's for them since it would take a lot of time to compile everything.
    https://www.youtube.com/watch?v=usef2UX9GjY
    Would it be possible to add that shield wall animation to the s1 hoplite skeleton?

  20. #80
    Foxcon's Avatar Foederatus
    Join Date
    Mar 2013
    Location
    German Empire
    Posts
    34

    Default Re: z3n's Combined Animations Pack

    link is dead. Anyone who could upload a new one?

Page 4 of 5 FirstFirst 12345 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •