Ok i got it. The links are working now. But they realy didnt work when i posted for the first time ... strange.
Ok i got it. The links are working now. But they realy didnt work when i posted for the first time ... strange.
Signifer, after DL'ing the animations and seeing them in action I gotta say...they are great! Your pic of the hoplite animation doesn't really do it any justice, because they are vastly better in-game, in my opinion. I'm going to get some good action shots of them later, but for now I have some of those "OWIE!!" moments...
http://img35.echo.cx/img35/7613/owie0br.jpg
http://img35.echo.cx/img35/9636/owie23ju.jpg
EDIT: The only thing I see that can be improved on, is making the spear point downwards just a little bit more while the unit is in ready position.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Sig thanks for the proper overhand animiationAnd great pioneer stuff from your part
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Done. I've also replaced the first post of this thread with the post from the merged thread (although I've kept the former as well in case you want it for some reason).
-Simetrical
the horse archers bows are suppose to be held horizontally because with the bow held that way they can shoot over the horses head and theres a less chance of the bow bumping against their own legs or agains thte horse
SignifierOne, wipeout140 has asked you to include your superb animations to my DarthMod_7.0.3 open beta and you accepted.
I now also here openly thank you and declare after balancing with my mod that they play perfectly without flaws (If someone knows how to adapt them to a mod)
The link will be in my forum here http://www.twcenter.net/forums/forumdisplay.php?f=71
and you will be granted with a link to your special thread in the readme so anybody can see your work (Which is well known already)
Ok, Can someone direct me to a walkthrough on how to add the changes... I'm no good at this kind of difficult stuff... How do I add all of the changes?
ok correction... I got the thing in... I changed some of the things to gladius, but I have no clue what to do... I played it... my guys still slash... Realy I have no clue what I'm doing... But one major problem... My guys have no sense of direction... they run all over the place like theyre all drunk.... I'm completely confused... I rote over the previous files, following the readme folder it said change it from Fs_s1_swordsman to Fs_s1_gladius....
I did this.... but only to the roman units... I realy need some help, Soon preferably.... I'm a bit anxious to get to playing this with the Full legions skin mod.
I need a detailed walkthrough, Or someone to walk me through this themselves... Because I'm a goldfish in the middle of the ocean when it comes to all of this kind of stuff... I'm just into playing the game... not making one.
Edit** I'm not running BI or any patches... should I have some and/or should I have it under BI?
I'm guessing I'm not the only one who is lost in this... sorry I'm such a lost child in this... just not skilled in this computer code stuff.
****************
How about someone just Post the whole changes to the skelitons on here... I'm sure it would come in handy to others as well... Not to mention make it easy to change.
Last edited by Shiloton DeCloud; May 16, 2006 at 03:09 PM.
The game needs to be patched to 1.5 or 1.6. if you put it with older versions, the guys act retarded like that. I also suggest a formation mod with the animations, like darthvaders formations mods. it helps unit coherence and makes it so the ai doesnt always attack in one big retarded line.
I've been a long time player and lurker, and even done quite a bit of text editing on my own, but it's my forst post here. I have to say SigniferOne, these animations are awesome!!! My question is, how many are there? I downloaded it and installed it last night in both 1.5 and BI, and am totally impressed.
What is not clear from the Read Me is how many things I can change in the desc_model_battle_txt. I've read all 35 pages of this thread and it seems there are animal anims, and other anims for mounted cavalry soldiers, but those are not listed in your Read Me. Is there a list of all of the animations I can change in descr_model_battle.txt, or is it only what's listed in the Read ME? Thanks!
Dude these look AMAZING!!! You have GOT to make a self-installer for this stuff to make it easier to install! I'm dying to try this out! (Note: The phalanx position you showed is the Greek style before Philip II and Alexander. The phalanxes in the game are the Macedonian-style phalanx (underhand.))
Still totally awesome, can't wait to try out. Are the animations the same for Marius legionaries? What about Triarii?![]()
LordBula:
Removing the phalanx ability provides two very important things: 1) it gives the phalanx tactical mobility and charging, and 2) allows him to aim the spear. One of the biggest problems with the hardcoded phalanx ability is that the spear works independently of the guy who "holds" it, so it always points horizontally forward. If you raise the hand above the head, then the spear will point really high too (horizontally from the hand joint), thus making the unit very weak as he will have a hard time hitting the "hit box" of the enemy. And the problem of lack of cohesion without the phalanx ability can be solved by the "guard" formation.
On the subject of download link, did you get the Tripod error by clicking the direct link, or going to the page and downloading from there?
Edit: On the subject of hosting, anyone to help me out??
Last edited by SigniferOne; June 06, 2005 at 09:43 AM.
I get erron on both. When i downloaded your superb mod both links where working. I just check it and now Direct link doesnt work. Its strange.On the subject of download link, did you get the Tripod error by clicking the direct link, or going to the page and downloading from there?
About your animations they are GREAT. I love them.
I used your hoplite animation with Phalanx ability and i didnt notice eny drastic performance drop. Phalanxes was still very efective. I didnt do any test so maybe there was some phalanx performance drop but it was unnoticable (they where still kicking butts).
What was the performence drop in your tests? Maybe we can correct it by increasing stats?
I have one question about this animation can you make it so when phalanx advance soldiers are still keeping they speers overhead?
I think that it would look much better (for people who will play with phalanx mode).
I trayed to apply your hoplite animation to other unit and i got strange result. When unit is fighting it keeps shield in strange position.
http://img199.echo.cx/my.php?image=wrongposition4qq.jpg
Are you planing some kind of Animation Guide for Idiots so i can correct this?
Great work.
Last edited by LorDBulA; June 06, 2005 at 10:29 AM.
"What was the performence drop in your tests?"
Well, when people originally tried giving hoplites the phalanx ability and the vanilla fs_javelinman skeleton, it was observed that the hoplites did not do as well and had to be compensated in stats, so yes I think there might be some drop there. And it makes sense, programming wise, because they hold the spear so high that they miss most of the body, unless they aim the spear down, which they don't using phalanx ability.
"I have one question about this animation can you make it so when phalanx advance soldiers are still keeping they speers overhead?"
As I said, what the phalanx ability does is, it takes over the spears of your soldier, effectively controlling them by itself independently of what the soldier is doing at any given moment. Thus, if you give the hoplites the phalanx ability, I cannot control through hoplite animations where the spear is pointing; it has a mind of its own. Thus, if you have the phalanx ability and turn phalanx off for the moment, the spears WILL go vertical, regardless of anything I do.
Incidentally, that is why, if you give them that ability, the back ranks will hold the spears pointing upward, like the Macedonians. I didn't do that, but the hardcoded aspect of the ability controls this. Ever tried holding the spear at the very end, raising it above your head, and then pointing it UP? It is painful just to think about it.
"I trayed to apply your hoplite animation to other unit and i got strange result. When unit is fighting it keeps shield in strange position."
The error you get is a result of different linking to joints. Basically, in the Greek Armored Hoplites model, the shield is attached to the forearm, NOT the wrist, and therefore moving the wrist does not affect the shield, but moving the forearm (and the shoulder) does. In your barbarian model, clearly the shield is attached to the wrist, hence why it looks awkward; the wrist there controls where the shield goes.
"Are you planing some kind of Animation Guide for Idiots so i can correct this?"
Well this is more of a 3ds max issue than a concretely animations issue. Here's what I suggest you do: start a request for help thread, either in the Workshop or in the Newbies Forum, named something like "need help with linking to joints in 3ds max", so that both I and others can reply there. Btw, you do need 3ds max to fix this, OR a different model for the barbarian.
By the way, everyone, I did observe there's a graphical glitch for the Strat Map units. This is really strange, so I'll try to figure it out and release an updated version later today.
What is the graphical glitch. I have been working on Strat map units for RTR and find that some of them have white spots all over them. Like someone threw white paint all over them. You have any idea what could be causing this.
Caius, is this "white spot" thingy caused by my mod? I highly doubt it, if so. The only glitch I found was the strat map characters jumping up and down. It's really strange because all of my modifications are isolated into new skeletons, so I don't see how native skeletons could be affected, let alone strat map skeletons which are altogether separate. But I'll see how to fix it.
And about your problem, I'm not sure what's causing it, perhaps you could describe it more? The problem, what caused it, and what you tried to do to fix it.
Originally Posted by SigniferOne
Its not caused by your mod. I was just browsing the forums and you mentioned graphical glitches on the campaign map. So I was hoping it was the same problem I was running into. The problem seems to be caused by my addition of new models and textures for strat map characters. See this pic: http://www.myimagehosting.com/pic.php?u=191w2AI1&i=2622
No one on the team knows whats causing it. Which is unfortunate. It is totally unrelated to your mod so this probably isn't the best place to discuss it. If you have any idea as whats going maybe you could PM me or join the RTR IRC channel irc.quakenet.org/rometotalrealism
please help me , i really like your animations, but , the only one that i dont like is the hoplite animation , is very good , but i prefer the older one , well , how can i install only the other animations without the hoplites animation??? help plx y love the roman animation , please help!!! and can someone can tell me why im a slave?????
Thank you very much SigniferOne; I think I'll enjoy it as much as your previous pack.![]()
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