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  1. #1

    Default New Sassinad Animations

    Today I redid a few Sassinad Animiations for IBFD v7.03. It was the LIS animations. To date I have only redone 6, but they work great and really enhance the realism of the game. I have only done testing in Battle Mod, so I'm not sure if there is any hangups in campaign mode. If this mod is interested let me know and I'll send them. Maybe others can enjoy them as well.

    DHS
    "Today I saw a slave become more powerful than the Emperor of Rome"

    [SIGPIC][/SIGPIC]

  2. #2

    Default Re: New Sassinad Animations

    Quote Originally Posted by Dark_horse_spirit View Post
    Today I redid a few Sassinad Animiations for IBFD v7.03. It was the LIS animations. To date I have only redone 6, but they work great and really enhance the realism of the game. I have only done testing in Battle Mod, so I'm not sure if there is any hangups in campaign mode. If this mod is interested let me know and I'll send them. Maybe others can enjoy them as well.

    DHS

    We are working on 8.0 and can use them.Can you post some shots?

  3. #3

    Default Re: New Sassinad Animations

    Not sure how I can post shots...I'll just send them to you..I need an E-mail addy though....I will send the .CAS animations and you can just repack them...I am still not done them yet...But I do believe that they will definanly be an eye pleaser.

    DHS
    "Today I saw a slave become more powerful than the Emperor of Rome"

    [SIGPIC][/SIGPIC]

  4. #4

    Default Re: New Sassinad Animations

    Quote Originally Posted by Dark_horse_spirit View Post
    Not sure how I can post shots...I'll just send them to you..I need an E-mail addy though....I will send the .CAS animations and you can just repack them...I am still not done them yet...But I do believe that they will definanly be an eye pleaser.

    DHS
    You could take in game shots of the units using those animations.And you can attach the files in rar format here.

  5. #5

    Default Re: New Sassinad Animations

    To use these you'll need to be able to Extract the animations in the IBFD folder using the one that is available at downloads provided by Vercingetorix. Once the animations are extracted make a copy of the originals and make a new folder and call it LIS originals. Copy and paste the new files into the animations folder where the original LIS animations are and then repack the animations.

    I am still testing these animations, but I do like the outcome so far.There are a few minor jumps in the game(nothing serious), but if you watch the battles close up like I do you will notice them.This is because there are still many originals that have not yet been remodded to fit in the new fight sequences. The fight sequences are mixed with the old ones. Be patient, they are being worked on. In the last few days I have changed them numerous times and I am not satisfied with the sequencing yet.

    These animations are for the ground the ground units. I have only tested them on sword infantry.

    On a more personal note I am getting better and the sequencing is getting smoother, not as choppy.


    DHS
    Last edited by Dark_horse_spirit; June 13, 2009 at 01:35 AM.
    "Today I saw a slave become more powerful than the Emperor of Rome"

    [SIGPIC][/SIGPIC]

  6. #6

    Default Re: New Sassinad Animations

    can you post some pics, or a video please

    http://www.twcenter.net/forums/showt...-of-Aggression- An Age of Aggression- my Skyrim FF







  7. #7

    Default Re: New Sassinad Animations

    I have been working on the battle sequences and have increased the realism slightly. I find that the large over hand swings are unrealistic. I have replaced them with a straight sword jab. I had an animation that had the swordman swinging his sword in show off techniques. It doesn't look bad but it is a little choppy untill the numbers dwindle a little. I have a new fight sequence put together which I like better than this one. I think the biggest problem with animations is that there is not enough resources set aside for the animations. I can't really get them any longer than about 45 frames before It crashes on load. So to have a realistic fight it looks as if all will have to be changed. THis may take a while, but it is doable.

    DHS
    "Today I saw a slave become more powerful than the Emperor of Rome"

    [SIGPIC][/SIGPIC]

  8. #8

    Default Re: New Sassinad Animations

    Quote Originally Posted by Dark_horse_spirit View Post
    I have been working on the battle sequences and have increased the realism slightly. I find that the large over hand swings are unrealistic. I have replaced them with a straight sword jab. I had an animation that had the swordman swinging his sword in show off techniques. It doesn't look bad but it is a little choppy untill the numbers dwindle a little. I have a new fight sequence put together which I like better than this one. I think the biggest problem with animations is that there is not enough resources set aside for the animations. I can't really get them any longer than about 45 frames before It crashes on load. So to have a realistic fight it looks as if all will have to be changed. THis may take a while, but it is doable.

    DHS
    Looking forward on your updates.Btw i tried the files you put here and i must say you really are on somethingKeep us updated.

  9. #9

    Default Re: New Sassinad Animations

    Thanks for the encouragement. I've actually gone back to the drawing board and have redone the sword sequence to include blocking. I took all of the selected guards and made them into one animation(All the blocks are the same), then I took all of the Attack sequence and made them all one animation as well. I broke them down to 30 frames each and choregraphed(Sorry for bad spelling), the sequence so that the weapons met at axactly 12 frames. When I ran the game and tried the sequencing it looked perfect. It is the LIS animations, Im assuming that they are for swordman as I have tried them with the Visigoth, Sassinads and Germans. So far they work bang dead on.So essentially on animation in game that uses the LIS series uses the new sequence. Out of curiosity I also tried a mounted spearmen, I gave him a little more gusto in his right stab(Leg movement and torso,abs),It worked as well.
    To get rid of the choppiness I deleted all the frames but the first and the Last, and inputed my new frames in between first and last. Using this method I am able to pretty much create any animation that a designer might want. I have also discovered that I can get the animations to about 60 frames. This means that I can increase the realism of the game. this has given me insight into how the animations for med 2 are produced. By decreasing the animations and increasing the animation frames per scene you can add better fight aequences.

    DHS
    "Today I saw a slave become more powerful than the Emperor of Rome"

    [SIGPIC][/SIGPIC]

  10. #10

    Default Re: New Sassinad Animations

    Quote Originally Posted by Dark_horse_spirit View Post
    Thanks for the encouragement. I've actually gone back to the drawing board and have redone the sword sequence to include blocking. I took all of the selected guards and made them into one animation(All the blocks are the same), then I took all of the Attack sequence and made them all one animation as well. I broke them down to 30 frames each and choregraphed(Sorry for bad spelling), the sequence so that the weapons met at axactly 12 frames. When I ran the game and tried the sequencing it looked perfect. It is the LIS animations, Im assuming that they are for swordman as I have tried them with the Visigoth, Sassinads and Germans. So far they work bang dead on.So essentially on animation in game that uses the LIS series uses the new sequence. Out of curiosity I also tried a mounted spearmen, I gave him a little more gusto in his right stab(Leg movement and torso,abs),It worked as well.
    To get rid of the choppiness I deleted all the frames but the first and the Last, and inputed my new frames in between first and last. Using this method I am able to pretty much create any animation that a designer might want. I have also discovered that I can get the animations to about 60 frames. This means that I can increase the realism of the game. this has given me insight into how the animations for med 2 are produced. By decreasing the animations and increasing the animation frames per scene you can add better fight aequences.

    DHS
    Yes the most annoying thing in rtw battles is the slow and inaccurate movement of the animations.If we could make them more realistic and fast that will be another revolution in the game.

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