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gigantus
Old November 03, 2009, 12:07 AM / Using Fire_thrower animations   #1
 
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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

Last edited by gigantus; November 03, 2009 at 05:03 AM.
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Argantonio
Old November 03, 2009, 04:06 PM / Re: Using Fire_thrower animations   #2
 
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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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Old November 03, 2009, 08:16 PM / Re: Using Fire_thrower animations   #3
 
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Thanks, I thought as much.
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Argantonio
Old November 05, 2009, 06:29 PM / Re: Using Fire_thrower animations   #4
 
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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 .
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It consists of using the files pack.dat and pack.idx, where are the
animations cas, of MTWII and his expansion crusades.
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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.
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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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Argantonio
Old November 08, 2009, 04:23 AM / Re: Using Fire_thrower animations   #5
 
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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.
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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
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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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Argantonio
Old November 08, 2009, 04:24 PM / Re: Using Fire_thrower animations   #6
 
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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
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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).
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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
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Last edited by Argantonio; November 08, 2009 at 05:03 PM.
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gigantus
Old November 08, 2009, 09:16 PM / Re: Using Fire_thrower animations   #7
 
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Awesome work on this!
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