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Thread: Lost in translation...-Filing Animations

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  1. #1

    Default Lost in translation...-Filing Animations

    A month or so back, I downloaded some animations and added them to my animations folder. Just yesterday I told myself that I should learn how to create new animations so that I could be in control of my units movements...I studied the first two sections of KnightErrant's animation utilities tutorial. Then I Anim Merged a bunch of .cas files with my model.0lod...(Model_lod0_animby_MTW2_Spear_at_centre_mid_b_stab_fatality.ms3d)
    Then I used Anim Extract and created...(MTW2_Spear_at_centre_mid_b_stab_fatality_modified.cas)
    The Model is a 2Hswordsman so I replaced...
    (MTW2_Spear) with (MTW2_2HSwordsman)
    I then put the new case file into my mods animations file...
    I didn't see any changes in game, so I decided to remove the modified animations I downloaded from a TWC modder, in addition to the one I just made myself...
    Hence, with no animations in my mods animations folder I decided to start fresh and see what changes would occur as I added new animations one at a time???
    Only thing is that when I tested the game without any animations, I saw all of the animations that I thought were new...So all these months I've been excited about the new animations I added from a TWC modder... I've been looking at vanilla animations this whole time?!?!

    As it turns out Vanilla animations are pretty cool...Nonetheless, I'd like to know how to properly add a modified animation to a game so that I can see the animation ingame...
    If someone could kindly demonstrate file location for a new animation I would appreciate it...
    Here is my non working file path...
    ( C:\Program Files\SEGA\Medieval II Total War\mods\MISC_mod\data\animations\MTW2_2HSwordsman_at_centre_mid_b_stab_fatality_modified.cas)
    Thanks

  2. #2

    Default

    Insure yourself that the game opens the unpacked animations ,
    follow the steps of Caliban http://www.twcenter.net/forums/showthread.php?t=96522
    and if it serves you as advice http://www.twcenter.net/forums/showthread.php?t=144556


    My new animation makes run the militia town more speed and there is no way of catching them.

    Both animations, the normal run ahead and the modified high run back
    Attachment 8608
    In the same keyframe 14 , the spearman leaves of the scene, ! I have passed with the speed !
    Look this images , I don,t know how upload a video file.Attachment 8607

    Video is in youtube , is legal , ?:hmmm:
    http://www.youtube.com/watch?v=tYd8xfNK7Uk
    Last edited by Sher Khan; February 04, 2008 at 11:41 PM.

  3. #3

    Default Re: Lost in translation...-Filing Animations

    Thanks Argantonio...I wasn't going by Calibans instructions, since the mod I have only had a hand full of modified animations in it...Regardless, those probably were'nt doing anything either since I never put the io_ into the cfg file...
    I pasted Caliban's files over mine, then I blocked a few files and it worked in game...So now I can continue with my tests...Thanks again...


    I guess I was seeing things last night cause nothing has changed...For the past few hours I've been trying different methods, until finally I reinstalled everything vanilla and applied the animations files as per Caliban's post instructs...After making said changes, nothing has changed...And also when I delete my .idx and .dat files, they don't rebuild???
    Someone please, go back to my original post and help me...Thanks
    Last edited by Radioman; February 03, 2008 at 01:13 PM.

  4. #4

    Default Re: Lost in translation...-Filing Animations

    If you have done everything, it is possible that the following thing is absent:
    If only you change an animation for other one ; you must change the name in data/descr_skeleton.txt
    In addition if you create a folder with new animations , must be writen in descr_skeleton.txt, and you must modify in models_db the lines of animation of the unit correspondent. :hmmm:

  5. #5

    Default Re: Lost in translation...-Filing Animations

    Quote Originally Posted by Argantonio View Post
    In addition if you create a folder with new animations , must be written in descr_skeleton.txt, and you must modify in models_db the lines of animation of the unit correspondent. :hmmm:

    What do you mean modify models_db??? Are you saying that I can specify a specific unit that I want to have modified animations as oppose to all 2h_swordsman having the same modified animations?

    These are the animations I put in thus far:
    anim eager_attack_centre_overhead_b_stab_success data/animations/MTW2_2HSwordsman/MTW2_2HSwordsman_A_Cen_OverHead_C_Stab_Success_modified.cas
    anim eager_attack_centre_overhead_b_stab_fail data/animations/MTW2_2HSwordsman/MTW2_2HSwordsman_A_Cen_OverHead_C_Stab_Fail_modified.cas
    anim eager_attack_centre_mid_c_slashrl_s2_stab_fail data/animations/MTW2_2HSwordsman/MTW2_2HSwordsman_A_C_Mid_C_SlashRL_S2_Fail_modified.cas
    anim eager_attack_centre_mid_c_slashrl_s2_stab_success data/animations/MTW2_2HSwordsman/MTW2_2HSwordsman_A_C_Mid_C_SlashRL_S2_success_modified.cas

    I'm having to follow the vanilla anim data lines that best match the animations I modified...I was under the impression that I would just be able to drop a new animation into the corresponding animations folder, cause that is as far as any of the tuts have gone.

    Thanks again

  6. #6

    Default Re: Lost in translation...-Filing Animations

    I believe , for the present time , that you must use the .cas that exist inside the folder MTW2_2HSwordsman only, when you modify them.
    If you they do not change the name, bundle copies of safety, only place in folder already obtendras the effect.
    If you they change the name you must go to descr_skeleton.txt, look for the animation MTW2_2HSwordsman and replace the name, it makes the events equal since it is more complicated.
    In model_db changes if you want to create a new animation for your unit , and you give another name like MTW2_2HSuperSwordsman

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