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#1 | |
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Maps, anyone?
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Posts: 5,472
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The animations for the Greek Firethrower are only in the animation pack of the crusades campaign. Is there a way to utilize it by adding it to descr_skeletons?
I was playing around with Vercengetorix's IDX Extractor a HexEditor and the crusades animation pack, the attachment was the result. It didn't unpack any EVT files and the CAS files an't be used by the looks of it: I failed to get an animerge with GOAT to work. MTW2_Flamethrower Animations The Author of the "Creating a World" series
Basic Mapping from Scratch ● Height Map with 3Dem ● Formatted Campaign ModelDB files Adding detailed Regions ● Adding a new Faction ● Bare Kingdoms ● Adding a Culture Map Templates with Worldwind ● Name Converter ● The Grail of the seven Forts Replacing Strat Models ● Functional Grape Shot Last edited by gigantus; November 03, 2009 at 05:03 AM. |
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#2 | |
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Colour Sergeant
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The files in MTW2_Flamethrower , are "extract ", but not are "unpack".
Are " packed cas files " , it cannot be used in the game . We must unpacked this files, dificult problem |
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#3 | |
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Maps, anyone?
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Posts: 5,472
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Thanks, I thought as much.
The Author of the "Creating a World" series
Basic Mapping from Scratch ● Height Map with 3Dem ● Formatted Campaign ModelDB files Adding detailed Regions ● Adding a new Faction ● Bare Kingdoms ● Adding a Culture Map Templates with Worldwind ● Name Converter ● The Grail of the seven Forts Replacing Strat Models ● Functional Grape Shot |
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#4 | |
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Colour Sergeant
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Before an explanation, the files pack and files dat are different.
You have obtained the files cas of a file dat (crusades) pack.dat, therefore we need "un dat" and not "un pack". For the moment is not posible , but there is a way . It consists of using the files pack.dat and pack.idx, where are the animations cas, of MTWII and his expansion crusades. We open the file (crusades) skeleton.idx , locate the position in the file, of string " MTW2_Flamethrower" and is in 19260F (992793) Go to this position 992793 in (crusades) skeleton.dat , we see the sequence of files cas, associated to type MTWII_Musket. With this information, we can edit the file (MTWII) desc_skeleton.txt, adding the animations "MTW2_Flamethrower" in his suitable place. descr_skeleton.zip Once edited the (MTWII) skeleton.txt, we start the game, and the regenerated files skeleton.dat and skeleton.idx incorporate the information of (MTWII) skeleton.txt. Musketeers animated with new anim " MTW2_Flamethrower". See the images , anim "missile_atack_release" original and MTW2_Flamethrower. Musketeers hold the weapon of different form. We need more, to unpack these files (crusades) data.pack, flamethrower_ref_point.modelreferencepoints flamethrower_ref_point.modeltraversablenetwork flamethrower_firing.evt flamethrower_remains.evt flamethrower_start.evt flamethrower_ref_point.mesh flamethrower_01_active.mesh to incorporate, the new weapon flamethrower and the new events. ( and add new effect_sets) Last edited by Argantonio; November 08, 2009 at 03:16 PM. |
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#5 | |
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Colour Sergeant
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We have Greek fire in MTWII
The mechanical , unpack Kingdom files, copy and paste codes in MTWII file. The files that control greek fire in Kingdoms are descr_projectile.txt, descr_flaming_projectiles.txt and descr_arrow_trail_effects.txt similar MTWII files. Here you have the modified files, GREEK FIRE.rar In the zip is the smoke texture, greek_burning_smoke.texture, only in Kingdoms, you must place in MTWII/data/battlefield/fire , if you want smoke also The effect calls "greek_fire" , and the missile "fire_greek" The unit of artillery with this property will have to change his type of missile into EDU. I choose Musketeers In export_descr_unit.txt change stat_pri 14, 1, musket_bullet, 180, 20, missile, missile_gunpowder for stat_pri 14, 1, fire_greek, 180, 20, missile, missile_gunpowder four aspects for next post: 1) To modify the events (files event, sound...) , the Greek fire sounds as a musket 2) The damage on the units, I have chosen a damage naphtha. ( you can change) 3) The position of beginning of the fire, I must modify the files ref_point files 4) To incorporate the animations for the Greek Firethrower |
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#6 | |
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Colour Sergeant
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Obtained, Greek fire with his events, sound and animations.
In the zip , evt files and descr_skeleton.txt modified.greek_fire(2).rar The 6 sound files weighs 500k too much for include it in the zip (post), of equal form, the process to incorporate new sounds into MTWII, is complex but realizable, thanks to Vercengetorix's IDX Extractor, if someone is interested in it I can explain the process . The power of fire is devastating Two problems, 1)the fire that feeds the flame-throwers, stays in the place of the shot and remains (I dont know who removing it). 2)I do not manage to unpack, "flamethrower_01_active.mesh" someone knows who do it, I am thinking of designing a new model of flame-throwers Last edited by Argantonio; November 08, 2009 at 05:03 PM. |
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#7 | |
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Maps, anyone?
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Posts: 5,472
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Awesome work on this!
The Author of the "Creating a World" series
Basic Mapping from Scratch ● Height Map with 3Dem ● Formatted Campaign ModelDB files Adding detailed Regions ● Adding a new Faction ● Bare Kingdoms ● Adding a Culture Map Templates with Worldwind ● Name Converter ● The Grail of the seven Forts Replacing Strat Models ● Functional Grape Shot |
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