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  1. #1

    Default animation, axe+pistol

    Hey !

    Anyone could write here a animation for infantry soldiers using foot_axe and pistol. I get a ctd when i try to create it.
    cheers
    Try the Napoleonic Mod for ETW




  2. #2

    Default Re: animation, axe+pistol

    I don't have time to do it, but are there units with an axe animation? If yes, mayby you need to check which hand they use, as i can imagine, that you run into trouble, if the use the same hand for pistol and axe animation.
    Bladerunner
    Koeniglich Preussische Marine
    Sealords Virtual Fleets

    Sealords Minimod: http://www.twcenter.net/forums/showthread.php?t=274322
    Sealords Total War Mod: http://www.twcenter.net/forums/showthread.php?t=246265

  3. #3

    Default Re: animation, axe+pistol

    I made this unit with axe/pistol animations for someone else. Just extract the animations, add them to your pack, and type "man_axe_pistol" (no quotation marks) in the animation column in unit_stats_land.
    Last edited by erasmus777; July 17, 2009 at 09:26 AM.

  4. #4

    Default Re: animation, axe+pistol

    Could you explain How the animation system works ;
    I didn't want an Axe , so I wrote Sword instead making a man_sword_pistol and pointing to the right equipment , Inside the Animation column I wrote man_axe_pistol and it worked well !!!
    I don't understand the file battleconfiguration - warband_fragment.txt & warband_pistol_fragment.txt
    I didn't touch it ....and the crew is using a Sword & a pistol (secondary weapon) ; How comes ?

    Could the same process be apllied for Captains & officers ?

  5. #5

    Default Re: animation, axe+pistol

    Quote Originally Posted by kungfuserge View Post
    Could you explain How the animation system works ;
    I didn't want an Axe , so I wrote Sword instead making a man_sword_pistol and pointing to the right equipment , Inside the Animation column I wrote man_axe_pistol and it worked well !!!
    I don't understand the file battleconfiguration - warband_fragment.txt & warband_pistol_fragment.txt
    I didn't touch it ....and the crew is using a Sword & a pistol (secondary weapon) ; How comes ?

    Could the same process be apllied for Captains & officers ?
    Think of the animations as a collage or mosaic. At the smallest level you have dozens of short animations. Those animations are assigned to actions such as "IDLE", "FIRE", and "RUN" in "fragments", which you find in the battleconfigurations folder. Warband_fragment.txt, for example, is a collection of movement and axe combat animations. Warband_pistol.txt is a collection of pistol animations. The animation tables take the fragments and collect them together into a full set.

    You can assign various weapons to the same animation. Here's pic of an officer using a spontoon with a pistol animation:
    Spoiler Alert, click show to read: 

    Some look better than others and some don't work at all. For example, the spear animations are the same as the bayonet animations and it looks fine. But if you give the unit spontoons or half-pikes, they don't appear in the unit's hands.
    Last edited by erasmus777; July 17, 2009 at 09:24 AM.

  6. #6

    Default Re: animation, axe+pistol

    we used sword and pistol animation for Ottoman mod. but when soldiers reload pistol, they reload like rifle :S :S

    any solution?

  7. #7

    Default Re: animation, axe+pistol

    I had the same problem ; Try the file attached by erasmus
    Add it to your pack as animation / animation_tables.txt
    and change Axe for sword

    animation_table man_sword_pistol
    {
    skeleton_type man

    fragment man_common_fragment
    fragment swordsman_death_fragment default_equipment_display = primary_weapon, secondary_weapon
    fragment climb_fragment
    fragment warband_fragment default_equipment_display = primary_weapon
    fragment warband_pistol_fragment default_equipment_display = primary_weapon, secondary_weapon

    mount_table mount_horse
    }
    than in the unit_stat_land at the animation Tab put man_sword_pistol ; Mine have lost the musket type reloading

    And also at the WarscapeEquipment theme be sure your are pointing to x_euro_sword_pistol

    BTW Amir ; how did you get the variant_weighted_mesh inside Milkshape ??? (Post me about this for it's out of this thread)
    Last edited by kungfuserge; July 17, 2009 at 09:05 AM.

  8. #8

    Default Re: animation, axe+pistol

    Quote Originally Posted by kungfuserge View Post
    I had the same problem ; Try the file attached by erasmus
    Add it to your pack as animation / animation_tables.txt
    and change Axe for sword

    than in the unit_stat_land at the animation Tab put man_sword_pistol ; Mine have lost the musket type reloading

    And also at the WarscapeEquipment theme be sure your are pointing to x_euro_sword_pistol

    BTW Amir ; how did you get the variant_weighted_mesh inside Milkshape ??? (Post me about this for it's out of this thread)
    http://www.twcenter.net/forums/showthread.php?t=245047 i used this and converted the variant_weighted and opened by milkshape. not so good looking but at least i see the model.

    The easiest solution is to give them the animation set "personality_officer".
    I did it but nothing changed. may you try for Ottoman bashi bazouks pistol with sword??? when they reload, sword flies and come back like rifle and they reload it :S

  9. #9

    Default Re: animation, axe+pistol

    Quote Originally Posted by AmiR TimuR View Post
    http://www.twcenter.net/forums/showthread.php?t=245047 i used this and converted the variant_weighted and opened by milkshape. not so good looking but at least i see the model.



    I did it but nothing changed. may you try for Ottoman bashi bazouks pistol with sword??? when they reload, sword flies and come back like rifle and they reload it :S
    did you change the weapon type and projectile type in unit_stats_land

  10. #10

    Default Re: animation, axe+pistol

    Quote Originally Posted by erasmus777 View Post
    did you change the weapon type and projectile type in unit_stats_land
    Projectile IDRef : Pistol

    Melee weapon : Sword

    and unknown part which is located at the left side of melee weapon: Pistol

    I hope we can solve this problem. I am curious how it is with axe. same reloading problem?

    I had the same problem ; Try the file attached by erasmus
    Add it to your pack as animation / animation_tables.txt
    and change Axe for sword
    by the way, when i try to add this warband_Tables.txt to Ottoman realism mod pack, it doesn't accept. I select ''add file(s)'' at animation table, i get this error:



    what should i do?
    Last edited by AmiR TimuR; July 17, 2009 at 07:32 PM.

  11. #11

    Default Re: animation, axe+pistol

    Quote Originally Posted by AmiR TimuR View Post
    we used sword and pistol animation for Ottoman mod. but when soldiers reload pistol, they reload like rifle :S :S

    any solution?
    The easiest solution is to give them the animation set "personality_officer".

  12. #12

    Default Re: animation, axe+pistol

    ty guys
    Try the Napoleonic Mod for ETW




  13. #13

    Default Re: animation, axe+pistol

    A while ago I tried to get make a knife-axe combination but the knife kept spawning in the same hand as the axe.

  14. #14

    Default Re: animation, axe+pistol

    Quote Originally Posted by Officerpuppy View Post
    A while ago I tried to get make a knife-axe combination but the knife kept spawning in the same hand as the axe.
    Yeah, that kind of thing happens. It's very annoying. I spent hours trying to figure out how to get the bayonet animations to work with spontoons since they work with spears. It was to no avail which seems crazy given that the spear and the spontoon are roughly the same size and shape.

  15. #15

    Default Re: animation, axe+pistol

    So let say I want to have a Captain Using Sword ; Pistol & Telescop
    (like it should)
    Should I make a New entry

    animation_table personality_naval_captain2


    {
    skeleton_type man

    fragment man_common_fragment
    fragment swordsman_death_fragment
    fragment swordsman_stab_combat_fragment default_equipment_display = primary_weapon
    fragment swordsman_movement_fragment default_equipment_display = primary_weapon
    fragment officer_fragment default_equipment_display = primary_weapon
    fragment pistol_fragment default_equipment_display=secondary_weapon
    fragment captain_fragment default_equipment=instrument
    }

  16. #16

    Default Re: animation, axe+pistol

    Quote Originally Posted by kungfuserge View Post
    So let say I want to have a Captain Using Sword ; Pistol & Telescop
    (like it should)
    Should I make a New entry

    animation_table personality_naval_captain2


    {
    skeleton_type man

    fragment man_common_fragment
    fragment swordsman_death_fragment
    fragment swordsman_stab_combat_fragment default_equipment = primary_weapon
    fragment swordsman_movement_fragment default_equipment = primary_weapon
    fragment officer_fragment default_equipment = primary_weapon
    fragment pistol_fragment default_equipmen=secondary_weapon
    fragment captain_fragment default_equipment=instrument
    }
    I would suggest trying this:


    {
    skeleton_type man

    fragment man_common_fragment

    fragment swordsman_death_fragment
    fragment swordsman_stab_combat_fragment default_equipment_display = primary_weapon
    fragment swordsman_movement_fragment default_equipment_display = primary_weapon (If you open captain_fragment.txt you'll see it has your basic movements. Telescope is one of your IDLEs, so you don't want to risk overwriting that despite what they have in vanilla. If the captain acts weirdly, then try adding this back in.)
    fragment officer_fragment default_equipment = secondary_weapon (this fragment contains pistol animations)
    fragment pistol_fragment default_equipment_display=secondary_weapon
    fragment captain_fragment default_equipment=personal (the references are "ambient" and "personal" respectively for the equipment and instrument columns in Warscape Equipment Themes).
    }
    Last edited by erasmus777; July 17, 2009 at 07:51 PM.

  17. #17

    Default Re: animation, axe+pistol

    Didn't work with it

    animation_table personality_Captain_Pirate
    {
    skeleton_type man

    fragment man_common_fragment
    fragment swordsman_death_fragment
    fragment swordsman_stab_combat_fragment
    default_equipment_display = primary_weapon
    fragment officer_fragment default_equipment_display = secondary_weapon
    fragment captain_fragment default_equipment = personal
    }
    the game doesn't load
    I've got the following error message
    error:Unrecognised keyword 'default_equipment_display'
    animations\animation_tables\warband_table.txt(25)

  18. #18

    Default Re: animation, axe+pistol

    Quote Originally Posted by kungfuserge View Post
    Didn't work with it



    the game doesn't load
    I've got the following error message
    Make sure it looks like this:

    animation_table personality_Captain_Pirate
    {
    skeleton_type man

    fragment man_common_fragment
    fragment swordsman_death_fragment
    fragment swordsman_stab_combat_fragment default_equipment_display = primary_weapon
    fragment officer_fragment default_equipment_display = secondary_weapon
    fragment captain_fragment default_equipment_display = personal
    }
    Last edited by erasmus777; July 17, 2009 at 08:37 PM.

  19. #19

    Default Re: animation, axe+pistol

    The Game loads now , and the script is taken by the AI as my officers don't climb anymore in the Mast : Like I want
    Removed the climbing_fragment

    But Still no use of the Pistol nor the Telescope : Should I use
    some fragment after the line

    fragment captain_fragment default_equipment_display = personal
    }
    @ Samir

    these are the setting I use for my pistol man









    (Which Python are you using ??? ; I can't load the meshes)

  20. #20

    Default Re: animation, axe+pistol

    As for me

    this is what I got




    version 1


    animation_table man_axe_pistol
    {
    skeleton_type man

    fragment man_common_fragment
    fragment swordsman_death_fragment default_equipment_display = primary_weapon, secondary_weapon
    fragment climb_fragment
    fragment warband_fragment default_equipment_display = primary_weapon
    fragment warband_pistol_fragment default_equipment_display = primary_weapon, secondary_weapon

    mount_table mount_horse
    }

    animation_table personality_Captain_Pirate
    {
    skeleton_type man

    fragment man_common_fragment
    fragment swordsman_death_fragment
    fragment swordsman_stab_combat_fragment default_equipment_display = primary_weapon
    fragment swordsman_movement_fragment default_equipment_display = primary_weapon
    fragment officer_fragment default_equipment_display = secondary_weapon
    fragment captain_fragment default_equipment_display = personal

    }

    animation_table personality_flutist
    {
    skeleton_type man

    fragment man_common_fragment
    fragment swordsman_death_fragment
    fragment swordsman_stab_combat_fragment default_equipment_display = primary_weapon
    fragment swordsman_movement_fragment default_equipment_display = primary_weapon
    fragment warband_fragment default_equipment_display = primary_weapon
    fragment warband_pistol_fragment default_equipment_display = primary_weapon, secondary_weapon
    }

    animation_table man_pistol
    {
    skeleton_type man

    fragment man_common_fragment
    fragment swordsman_death_fragment default_equipment_display = primary_weapon, secondary_weapon
    fragment warband_fragment default_equipment_display = primary_weapon
    fragment warband_pistol_fragment default_equipment_display = primary_weapon, secondary_weapon

    mount_table mount_horse
    }
    What I wish is A captain Using Cavalary Sword + Pistol & Telescope No Climbing Lt : Pistol & Sword No climbing ; Flutist Stop using the flute and use Pistol & Sword as well

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