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  1. #1

    Default Unit animations?

    I want to unify the unit animations for each kind of unit to make the game more stats based.

    I have a few questions.

    first, what are the unit kinds? Like some are obvious, like one handed infantry with shield and two handed infantry.

    But are there any further developments below that? Like onhanded blunt infantry vs 1 handed blade infantry?

    I don't want them to look weird.

    Secondly, do eastern units generally attack faster? This is true for the JHI ofcourse, but is it true in general? Like the ME halberd militia also seems to attack fast. So does the "khan's guard" also attack faster than the feudal knights?

    Thanks in advance.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Unit animations?

    There is an explanation for the EDU (export_description_units file), I think it is in the "tools' tutorials and resources" forum. It will solve your questions or make them obsolete.

    Don't think you can 'unify' the animations.
    The above file consists of tons of statistics, have a look.










  3. #3

    Default Re: Unit animations?

    I meant by what "kinds" of troops have the same "type" of animations? Like do all two handed infantries share the same "kind" of animation so that swapping them won't look weird?

  4. #4

    Default Re: Unit animations?

    You can have a look in the modeldb file. Look for these lines at the bottom of each unit entry:
    0
    1
    4 None
    10 MTW2_Spear
    0
    2
    18 MTW2_Spear_primary
    14 fs_test_shield
    0
    1
    4 None
    16 MTW2_2HSwordsman
    0
    2
    24 MTW2_2HSwordsman_Primary
    14 fs_test_shield
    0
    1
    4 None
    16 MTW2_Slow_2H_Axe
    0
    1
    19 MTW2_2H_Axe_primary
    etc.
    I don't think eastern units are necessarily faster. They just might seem so because units of different nationality get bonuses on different terrain. So if you're fighting in the desert, ME units would hit faster. If you're fighting in snow, north-European units would get a bonus. Same thing in sieges, the defender gets a small boost (which makes peasants godlike in defense, lol).
    "People don't think the universe be like it is, but it do." -- Neil deGrasse Tyson


    In Soviet Russia you want Uncle Sam.

  5. #5

    Default Re: Unit animations?

    Quote Originally Posted by Surgeon View Post
    You can have a look in the modeldb file. Look for these lines at the bottom of each unit entry:



    etc.
    I don't think eastern units are necessarily faster. They just might seem so because units of different nationality get bonuses on different terrain. So if you're fighting in the desert, ME units would hit faster. If you're fighting in snow, north-European units would get a bonus. Same thing in sieges, the defender gets a small boost (which makes peasants godlike in defense, lol).
    Sorry, I don't get it. What does it do? It categorizes the "type" of animation right? So all spear units already use the same animation?

    Then can you take a look for me at the JHI? Do they have anything special for their animation?


    Edit: I opened the file, and it seems confusing.
    Thanks.
    Last edited by Yconrel; July 28, 2008 at 10:00 PM.

  6. #6
    Opifex
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    Default Re: Unit animations?

    Yep, modelDB specifies the animations used by each unit.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
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    your counsel, nor your arms. Crouch
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    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  7. #7

    Default Re: Unit animations?

    For example.

    janissary_heavy_inf 1 3 60 unit_models/_Units/Janissaries/janissary_heavy_inf_lod0.mesh 121 60 unit_models/_Units/Janissaries/janissary_heavy_inf_lod1.mesh 1225 60 unit_models/_Units/Janissaries/janissary_heavy_inf_lod2.mesh 6400 1 5 turks 64 unit_models/_Units/Janissaries/textures/mtw2_janissaries.texture 71 unit_models/_Units/Janissaries/textures/mtw2_janissaries_normal.texture 49 unit_sprites/turks_Janissary_Heavy_Inf_sprite.spr 1 5 turks 60 unit_models/AttachmentSets/Final ME Heavy_turks_diff.texture 60 unit_models/AttachmentSets/Final ME Heavy_turks_norm.texture 0 1 4 None 22 MTW2_Halberd_Secondary 0 1 17 MTW2_Pike_primary 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 23 janissary_heavy_inf_ug1 1 3 64 unit_models/_Units/Janissaries/janissary_heavy_inf_ug1_lod0.mesh 121 64 unit_models/_Units/Janissaries/janissary_heavy_inf_ug1_lod1.mesh 1225 64 unit_models/_Units/Janissaries/janissary_heavy_inf_ug1_lod2.mesh 6400 1 5 turks 64 unit_models/_Units/Janissaries/textures/mtw2_janissaries.texture 71 unit_models/_Units/Janissaries/textures/mtw2_janissaries_normal.texture 53 unit_sprites/turks_Janissary_Heavy_Inf_ug1_sprite.spr 1 5 turks 60 unit_models/AttachmentSets/Final ME Heavy_turks_diff.texture 60 unit_models/AttachmentSets/Final ME Heavy_turks_norm.texture 0 1 4 None 22 MTW2_Halberd_Secondary 0 1 17 MTW2_Pike_primary 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 15 saracen_militia 1 3 69
    There are two instances where the portion that you quoted shows up. What are they respectively?

  8. #8

    Default Re: Unit animations?

    Quote Originally Posted by Yconrel View Post
    Sorry, I don't get it. What does it do? It categorizes the "type" of animation right? So all spear units already use the same animation?

    Then can you take a look for me at the JHI? Do they have anything special for their animation?


    Edit: I opened the file, and it seems confusing.
    Thanks.
    As far as I know there's no difference between the animations different units use. All spearmen use the same spearman anim and all swordsmen use the same swordsman anim. You think CA can be bothered to make more
    Quote Originally Posted by Yconrel View Post
    For example.



    There are two instances where the portion that you quoted shows up. What are they respectively?
    Yeah, it's a mess by default. You should get a formatted version of the modeldb which breaks the text up into lines. I think TWC has one for vanilla M2TW in the downloads section, but I don't know if they have one for every Kingdoms campaign.

    See, what you're looking at are two separate entries:
    janissary_heavy_inf 1 3 60 unit_models/_Units/Janissaries/janissary_heavy_inf_lod0.mesh 121 60 unit_models/_Units/Janissaries/janissary_heavy_inf_lod1.mesh 1225 60 unit_models/_Units/Janissaries/janissary_heavy_inf_lod2.mesh 6400 1 5 turks 64 unit_models/_Units/Janissaries/textures/mtw2_janissaries.texture 71 unit_models/_Units/Janissaries/textures/mtw2_janissaries_normal.texture 49 unit_sprites/turks_Janissary_Heavy_Inf_sprite.spr 1 5 turks 60 unit_models/AttachmentSets/Final ME Heavy_turks_diff.texture 60 unit_models/AttachmentSets/Final ME Heavy_turks_norm.texture 0 1 4 None 22 MTW2_Halberd_Secondary 0 1 17 MTW2_Pike_primary 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 23 janissary_heavy_inf_ug1 1 3 64 unit_models/_Units/Janissaries/janissary_heavy_inf_ug1_lod0.mesh 121 64 unit_models/_Units/Janissaries/janissary_heavy_inf_ug1_lod1.mesh 1225 64 unit_models/_Units/Janissaries/janissary_heavy_inf_ug1_lod2.mesh 6400 1 5 turks 64 unit_models/_Units/Janissaries/textures/mtw2_janissaries.texture 71 unit_models/_Units/Janissaries/textures/mtw2_janissaries_normal.texture 53 unit_sprites/turks_Janissary_Heavy_Inf_ug1_sprite.spr 1 5 turks 60 unit_models/AttachmentSets/Final ME Heavy_turks_diff.texture 60 unit_models/AttachmentSets/Final ME Heavy_turks_norm.texture 0 1 4 None 22 MTW2_Halberd_Secondary 0 1 17 MTW2_Pike_primary 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 15 saracen_militia 1 3 69
    The unit armor upgrades use separate entries.
    "People don't think the universe be like it is, but it do." -- Neil deGrasse Tyson


    In Soviet Russia you want Uncle Sam.

  9. #9

    Default Re: Unit animations?

    Quote Originally Posted by Surgeon View Post
    As far as I know there's no difference between the animations different units use. All spearmen use the same spearman anim and all swordsmen use the same swordsman anim. You think CA can be bothered to make more

    Yeah, it's a mess by default. You should get a formatted version of the modeldb which breaks the text up into lines. I think TWC has one for vanilla M2TW in the downloads section, but I don't know if they have one for every Kingdoms campaign.

    See, what you're looking at are two separate entries:

    The unit armor upgrades use separate entries.
    so I believe that the janissary heavy infantry is known for attacking really fast. Is that not really true?

    And why does it say halberd secondary and pike primiary? What does that mean?

    Thanks.
    Last edited by Yconrel; July 28, 2008 at 10:40 PM.

  10. #10

    Default Re: Unit animations?

    Quote Originally Posted by gigantus View Post
    My five cents: weapon textures or weapon meshes



    Aren't these the animations?
    Those are the sprites for the units for when you zoom out and it turns your 3D soldiers into small 2D pixels. I don't think they affect animation in any way, though I'm not sure.
    Quote Originally Posted by Yconrel View Post
    so I believe that the janissary heavy infantry is known for attacking really fast. Is that not really true?

    And why does it say halberd secondary and pike primiary? What does that mean?

    Thanks.
    Janissaries don't attack any faster than other halberds in my experience. The animation is fast, so in essence they do attack fast, but not faster than other units with the same animation unless they are benefiting from terrain bonuses and such. I do believe that the animation 2h swordsmen use is slightly slower than the animation halberdiers use even though their moves are basically the same, which might cause some confusion.

    As for secondary/primary - the Janissary actually uses two weapons. The first is their halberd for when the enemy is far away, so they wield them like pikes and stab with the point, thus the weapon uses the pike animation. If the enemy comes closer they start swinging their halberds around, thus the halberd anim for the secondary weapon.
    "People don't think the universe be like it is, but it do." -- Neil deGrasse Tyson


    In Soviet Russia you want Uncle Sam.

  11. #11

    Default Re: Unit animations?

    Quote Originally Posted by Surgeon View Post
    Janissaries don't attack any faster than other halberds in my experience. The animation is fast, so in essence they do attack fast, but not faster than other units with the same animation unless they are benefiting from terrain bonuses and such. I do believe that the animation 2h swordsmen use is slightly slower than the animation halberdiers use even though their moves are basically the same, which might cause some confusion.

    As for secondary/primary - the Janissary actually uses two weapons. The first is their halberd for when the enemy is far away, so they wield them like pikes and stab with the point, thus the weapon uses the pike animation. If the enemy comes closer they start swinging their halberds around, thus the halberd anim for the secondary weapon.

    I see, remember in the really old days of the vanilla game when everyone is saying that it's their animation that causes them to beat units with much higher "stats"?

    So that is not too true right? Because the shield guys had the shield bug, and the two handed guys are also bugged?

    So there is no "speical" animation for the JHIs after all, it's just regular spear for far distance, and REGULAR halberd for close right? Maybe that's a slight advantage over 2H sword, but it's not some "special JHI kungfu animation".

    By the way, do you happen to work for SEGA?

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Unit animations?

    My five cents: weapon textures or weapon meshes

    unit_sprites/turks_Janissary_Heavy_Inf_sprite.spr
    Aren't these the animations?
    Last edited by Gigantus; July 28, 2008 at 10:39 PM.










  13. #13

    Default Re: Unit animations?

    The patches have made everything a lot better. Peasants used to be a pain because they have a really fast kick animation which used to let them beat the crud out of many infantry units who should normally have bested them by a wide margin. 2H axe units had slow attack animations so they hardly stood a chance against peasants. Also, 2H axes had a bug which prevented them from attacking horses and other mounts. After the patches they fare much better and peasants are much less powerful. I'm pretty sure some small bugs are still around but the major problems seem to have been fixed.

    JHIs don't have any special animation, that is correct. What makes them so super is a combination of the halberd animation being fairly fast and their powerful armor-piercing attack. For example, if you were to change the Halberd Militia's stats to something similar, they would be just as uber.

    I don't work at for SEGA or CA, though, heh. What made you think so?
    "People don't think the universe be like it is, but it do." -- Neil deGrasse Tyson


    In Soviet Russia you want Uncle Sam.

  14. #14

    Default Re: Unit animations?

    Quote Originally Posted by Surgeon View Post
    I don't work at for SEGA or CA, though, heh. What made you think so?
    You seem to know a lot about the game.

  15. #15
    Opifex
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    Default Re: Unit animations?

    Guys, get a formatted version of modelDB. It is much more readable.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  16. #16

    Default Re: Unit animations?

    Quote Originally Posted by SigniferOne View Post
    Guys, get a formatted version of modelDB. It is much more readable.
    Where is it?


    MTW2_Halberd_Secondary 0 1 17 MTW2_Pike_primary 0 16
    What are the numbers "0 1 17" and "0 16" for?

    Thanks.

  17. #17
    Valiant Champion's Avatar Praepositus
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    Default Re: Unit animations?

    JHI use the same animation moves as two handed swordsmen. Even two handed swordsmen will prod with their swords at a horse. Its lots of different animation moves placed in one package.

    the halberd primary animation that is used in spearwall halberdiers is not related at all to the JHI which use halberd secondary.

    If you use spearwall halberdiers out of spearwall you will notice that they switch their animations back and forth during combat. This causes a pause in their fighting as they switch and makes them more vulnerable than a unit such as JHI with halberd secondary and tuetonic halberdiers *cant think of the name right now* which only use halberd primary.

    I would say there shouldnt be any difference at all between gothic foot knight animations and JHI animations. The factors that alter those units combat speed etc. are more than likely related to fatigue, armor and various combat bonuses.

    Of course you can be your own judge and swap out the soldier line and run some tests. Post the results here so we can all learn about it.

  18. #18

    Default Re: Unit animations?

    What is the skeleton compensation factor exactly? And how does the "attack delay" affect the attacl? I tried to triple it but didn't see much results.

  19. #19

    Default Re: Unit animations?

    is the number of spaces or letters in that sentence "mtw2_pike_primary" has,
    the "0" means that there are no mounted units, the number"1" means the line that come after it" MTW2_pike_primary" in some cases thhis apears to be two like in the norse archer has a value of 2 in this.
    Mtw2_pike_primary
    12345678901234567 i hope it´s understandable.
    Last edited by Icedie El Guaraní; August 01, 2008 at 02:49 PM.
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  20. #20

    Default Re: Unit animations?

    Is there any way to speed up or slow down the attack rate of the melee or ranged units?

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