Results 1 to 16 of 16

Thread: HOW TO - individual units' movement speed

  1. #1

    Default

    in the file descr_skeleton.txt there are made presets of animations for different in-game uses.

    I will only talk in here about the walk, run and charge animations, but other animation can be used in the same way as well (stand_turn_cw_1, stand_turn_ccw_1, ready_turn_cw, ready_turn_ccw - all four used for turning, they'll give unit's turn speed; advance, retreat, charge_attack, charge_jump_attack, run_attack etc - each with its obvious use).

    There are some different animations for all walk, run and charge anim events:

    WALK:
    strat_named_with_army* * SG 03 MARCH.cas
    strat_spy* * * * * * * * * * * * * LID 106 Spy walk loop.cas
    strat_assassin* * * * * * * * * ASS_walk.cas
    strat_diplomat* * * * * * * * * SM_D06 Diplomat walk loop.cas
    strat_navy* * * * * * * * * * * * navy_move.CAS

    fs_swordsman* * * * * * * * * LIS 03 March.cas
    fs_fast_swordsman* * * * * * LIS 03 March.cas
    fs_standard_bearer* * * * * * SG 03 march.cas
    fs_dagger* * * * * * * * * * * * LID_03 March loop.cas
    fs_fast_dagger* * * * * * * * * LID_03 March loop.cas
    fs_javelinman* * * * * * * * * LIS 03 March.cas
    fs_fast_javelinman* * * * * * LIS 03 March.cas
    fs_spearman* * * * * * * * * * LIS 03 March.cas
    fs_fast_spearman* * * * * * * LIS 03 March.cas
    fs_2handed* * * * * * * * * * * 2HS_03 march.cas

    fs_archer* * * * * * * * * * * * LID_03 March loop.cas
    fs_fast_archer* * * * * * * * * LID_03 March loop.cas
    fs_slinger_new* * * * * * * * SLG 03 March.cas

    fs_chariot_sword* * * * * * * CD Reins 28 chariot moving at walking pace.cas
    fs_chariot_archer* * * * * * CD Reins 28 chariot moving at walking pace.cas

    fs_horse* * * * * * * * * * * * * Horse_walk.CAS
    fs_fast_horse* * * * * * * * * Horse_walk.CAS
    fs_forest_elephant* * * * * * F_elephant_walk.cas
    fs_indian_elephant* * * * * I_elephant_walk.cas
    fs_african_elephant* * * * * A_elephant_walk.cas
    fs_indian_giant_elephant* I_elephant_walk.cas
    fs_camel* * * * * * * * * * * * Camel_walk.CAS
    fs_dog* * * * * * * * * * * * * * Wardog_Walk.CAS
    fs_pig* * * * * * * * * * * * * * unit_pig_walk.CAS
    RUN:
    strat_named_with_army* * SG 04 Run loop.cas
    strat_navy* * * * * * * * * * * * navy_quicksail.CAS

    fs_swordsman* * * * * * * * * LIS 04 RUN Loop cycle.cas
    fs_fast_swordsman* * * * * * LIS 04 RUNFast Loop cycle.cas
    fs_standard_bearer* * * * * * SG 04 run.cas
    fs_dagger* * * * * * * * * * * * LID_04 Run Loop.cas
    fs_fast_dagger* * * * * * * * * LID_04 RunFast Loop.cas
    fs_javelinman* * * * * * * * * LIJ 60 run.cas
    fs_fast_javelinman* * * * * * LIJ 60 RunFast.CAS
    fs_spearman* * * * * * * * * * LIJ 60 run.cas
    fs_fast_spearman* * * * * * * LIJ 60 RunFast.CAS
    fs_2handed* * * * * * * * * * * 2HS_04 Run.cas

    fs_archer* * * * * * * * * * * * LID_04 Run Loop.cas
    ;fs_archer* * * * * * * * * * * * LID_04 Run_20pc_faster_4light.CAS
    fs_fast_archer* * * * * * * * * LID_04 RunFast Loop.cas
    ;fs_fast_archer* * * * * * * * LID_04 Run_20pc_faster_4light.CAS
    fs_slinger_new* * * * * * * * SLG 04 Run.cas

    fs_chariot_sword* * * * * * * CD Reins 29 chariot moving at running speed.cas
    fs_chariot_archer* * * * * * CD Reins 29 chariot moving at running speed.cas

    fs_horse* * * * * * * * * * * * * Horse_canter.CAS
    fs_fast_horse* * * * * * * * * Horse_Canter_1250cm_sec.CAS
    fs_forest_elephant* * * * * * F_elephant_run.cas
    fs_indian_elephant* * * * * I_elephant_run.cas
    fs_african_elephant* * * * * A_elephant_run.cas
    fs_indian_giant_elephant* I_elephant_run.cas
    fs_camel* * * * * * * * * * * * Camel_run.CAS
    fs_dog* * * * * * * * * * * * * * Wardog_Run.CAS
    fs_pig* * * * * * * * * * * * * * unit_pig_run.CAS
    CHARGE:
    fs_swordsman* * * * * * * * * LIS 05 charge loop.cas
    fs_fast_swordsman* * * * * * LIS 05 charge loop.cas
    fs_standard_bearer* * * * * * SG 05 charge.cas
    fs_dagger* * * * * * * * * * * * LID_05_Charge.cas
    fs_fast_dagger* * * * * * * * * LID_05_Charge.cas
    fs_javelinman* * * * * * * * * LIJ 02 charge loop.cas
    fs_fast_javelinman* * * * * * LIJ 02 charge loop.cas
    fs_spearman* * * * * * * * * * SPM 05 charge loop.cas
    fs_fast_spearman* * * * * * * SPM 05 charge loop.cas
    fs_2handed* * * * * * * * * * * 2HS_05 Charge.cas

    fs_slinger_new* * * * * * * * slg_37_charge.CAS

    fs_horse* * * * * * * * * * * * * Horse_Gallop.CAS
    fs_fast_horse* * * * * * * * * Horse_Gallop.CAS
    fs_forest_elephant* * * * * * F_elephant_charge.cas
    fs_indian_elephant* * * * * * I_elephant_charge.cas
    fs_african_elephant* * * * * A_elephant_charge.cas
    fs_indian_giant_elephant* I_elephant_charge.cas
    fs_camel* * * * * * * * * * * * Camel_Gallop.CAS
    fs_dog* * * * * * * * * * * * * * Wardog_Gallop.CAS
    these animations have different speeds, therefore a somewhat limited (but ONLY until we'll have full access to make new animations) individual movement animations / unit can be made by using different animations for walk/run/charge events than the original ones... and of course, adding new preset animations for our use.

    then, for example, a faster moving spearmen unit can be made by adding a new block called fs_faster_spearman by copying fs_fast_spearman animations preset, replacing its run event animation with the charge one, and then modifying in the descr_model_battle.txt in that specific unit's block the skeleton line from fs_fast_spearman into fs_faster_spearman.

  2. #2

  3. #3

    Default

    Magnificent. Thank you. I was just thinking about posting to ask if anyone had figured out how to change infantry units' movement speed.
    The mind of the believer stagnates...

  4. #4

    Default

    Originally posted by adonys@Oct 11 2004, 08:54 PM
    these animations have different speeds, therefore a somewhat limited (but ONLY until we'll have full access to make new animations) individual movement animations / unit can be made by using different animations for walk/run/charge events than the original ones... and of course, adding new preset animations for our use.

    then, for example, a faster moving spearmen unit can be made by adding a new block called fs_faster_spearman by copying fs_fast_spearman animations preset, replacing its run event animation with the charge one, and then modifying in the descr_model_battle.txt in that specific unit's block the skeleton line from fs_fast_spearman into fs_faster_spearman.
    I've tried doing that before, albeit on different lines, but it seems to crash the game for me.

    I copied the fs_swordsman block and renamed is fs_gladius. I then replaced all the overhand animations with underhand thrusts, booted up the game and everything was ok so far. HOWEVER, I then changed the roman hastati units in descr_model_battle from fs_swordsman to my new fs_gladius and the game wouldn't boot.

    So if you guys have had success, then it's either a formatting error on my part or something I've done wrong. I'm pretty sure I double checked my changes.
    'A finished product is a product of a decadent mind' - MAsta_KFC

  5. #5

    Default

    just remember that if you change a units speed then you change its damage output potential also:

    the faster a unit is moving (charging) the more damage it will cause and the further it can throw objects.

  6. #6
    Soapyfrog
    Guest

    Default

    Ok I am not sure I understand 100%. Let us say I wanted to halve the run and charge speeds for a given unit, how exactly would I do that?? Can someone give a step by step idiot's guide?

  7. #7

    Default

    Darkmoor, are you sure that's accurate? Do you have an example from coding or playtesting that shows that units with faster movement have higher charge bonuses independant of the charge bonus value in the export_descr_units.txt? I'm reasonably sure that movement speed has nothing to do with anything but movement speed. I can't imagine why they'd code in an automatic charge bonus for faster moving units rather than just leaving them separate...
    The mind of the believer stagnates...

  8. #8
    Soapyfrog
    Guest

    Default

    I agree... I am sure the physics engine will use the animated movement speed to calculate how far bodies are thrown, but I think damage is caused according to the stats.

  9. #9
    ShootyGun
    Guest

    Default

    Though I am not 100% sure on this, the setting for mass for mounts and units seems to control throw distance. For example you can increase the mass a unit of charging peasants has, but what effect this has is totally beyond me, what I do know is increasing the mass of projectile weapons such as rocks or arrows or mounts such as horses or elephants throws units further if the attack is set to be a "launching attack". ex.an elephant's mellee attack is launching therefore the attack if lethal will cause the unit to be thrown back occourding to the set mass of the elephant.

  10. #10
    Sid_Quibley
    Guest

    Default

    Originally posted by adonys@Oct 11 2004, 08:54 PM
    in the file descr_skeleton.txt there are made presets of animations for different in-game uses.

    I will only talk in here about the walk, run and charge animations, but other animation can be used in the same way as well (stand_turn_cw_1, stand_turn_ccw_1, ready_turn_cw, ready_turn_ccw - all four used for turning, they'll give unit's turn speed; advance, retreat, charge_attack, charge_jump_attack, run_attack etc - each with its obvious use).

    There are some different animations for all walk, run and charge anim events:

    WALK:
    strat_named_with_army* ** SG 03 MARCH.cas
    strat_spy* * * * * * * * * * * * * LID 106 Spy walk loop.cas
    strat_assassin* * * * * * * * ** ASS_walk.cas
    strat_diplomat* * * * * * * * ** SM_D06 Diplomat walk loop.cas
    strat_navy* * * * * * * * * * * * navy_move.CAS

    fs_swordsman* * * * * * * * ** LIS 03 March.cas
    fs_fast_swordsman* * * * * * LIS 03 March.cas
    fs_standard_bearer* * * * * * SG 03 march.cas
    fs_dagger* * * * * * * * * * * ** LID_03 March loop.cas
    fs_fast_dagger* * * * * * * * * LID_03 March loop.cas
    fs_javelinman* * * * * * * * ** LIS 03 March.cas
    fs_fast_javelinman* * * * * * LIS 03 March.cas
    fs_spearman* * * * * * * * * ** LIS 03 March.cas
    fs_fast_spearman* * * * * * * LIS 03 March.cas
    fs_2handed* * * * * * * * * * * 2HS_03 march.cas

    fs_archer* * * * * * * * * * * ** LID_03 March loop.cas
    fs_fast_archer* * * * * * * * * LID_03 March loop.cas
    fs_slinger_new* * * * * * * ** SLG 03 March.cas

    fs_chariot_sword* * * * * * * CD Reins 28 chariot moving at walking pace.cas
    fs_chariot_archer* * * * * ** CD Reins 28 chariot moving at walking pace.cas

    fs_horse* * * * * * * * * * * * * Horse_walk.CAS
    fs_fast_horse* * * * * * * * ** Horse_walk.CAS
    fs_forest_elephant* * * * * * F_elephant_walk.cas
    fs_indian_elephant* * * * ** I_elephant_walk.cas
    fs_african_elephant* * * * * A_elephant_walk.cas
    fs_indian_giant_elephant* I_elephant_walk.cas
    fs_camel* * * * * * * * * * * ** Camel_walk.CAS
    fs_dog* * * * * * * * * * * * * * Wardog_Walk.CAS
    fs_pig* * * * * * * * * * * * * ** unit_pig_walk.CAS
    Descr_skeleton also gives the path to these cas files ie data/animations.There is an 8mb dat file called pack that I cant open.Would be very interested to see what is in there!

  11. #11

    Default

    Originally posted by Azurain@Oct 12 2004, 04:47 PM
    Darkmoor, are you sure that's accurate? Do you have an example from coding or playtesting that shows that units with faster movement have higher charge bonuses independant of the charge bonus value in the export_descr_units.txt? I'm reasonably sure that movement speed has nothing to do with anything but movement speed. I can't imagine why they'd code in an automatic charge bonus for faster moving units rather than just leaving them separate...
    came direct from CA...

    object throw distance and damage changes with animation speed

  12. #12

    Default

    the point is those CAS files contains animations on specific skeletons.

    and animations made for units using the same skeletons should be swapable between them...

    therefore, pelacing a unit's run movement animation in that text file with another faster one (from a faster runnning unit) will make that unit run faster than it is... as simple as that!

    until we'll create whole new animations using MAX and Vercingetorix's import/export scripts.

    BTW, we should already make a list of animations/animations classes/animations speed classes needed to be done, redone, in roder to have a good organized work on them...

  13. #13
    Soapyfrog
    Guest

    Default

    Originally posted by Darkmoor@Oct 15 2004, 02:31 PM
    object throw distance and damage changes with animation speed
    I remember them talking about the throw distance and other animations being affected by velocity, but I dont remember any explicit statement about damage... its possible that units take damage from falling, and the distance thrown will have some kind of impact on that.

  14. #14

    Default

    thanks adonys for posting this, i think this should be sticky'ed.


  15. #15

    Default Re: HOW TO - individual units' movement speed

    I don't want to mess with the animations, merely the drastically slowed movement of the units in the BI -'Gameplay fix Mod'. I think the mod is ok apart from the painfully slowed down pace of the walking and running. Let alone the fact they all look like their moving on ice. So how can I get that upped please ?

    The above seems to be animation only ?

    Found it ! I believe. 'descr_battle_map_movement_modifiers'. Data folder.
    Last edited by Element-UK; October 20, 2006 at 08:56 AM.

  16. #16
    ♔atthias♔'s Avatar dutch speaking
    Citizen

    Join Date
    Mar 2013
    Location
    France
    Posts
    4,059

    Default Re: HOW TO - individual units' movement speed

    marked this as a tutorial
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

Posting Permissions

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