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  1. #1
    Elendil of Númenor's Avatar Campidoctor
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    Default RSII Animations

    Well here's an early version I came up with. I thought it's best to post it so people can test it, and you can see for yourself how it looks like in game, what needs to be done, fixed, changed, adjusted, etc.
    This contains my current progress with the animations, which is:

    - All death animations (except 'charging_death') remade.
    - Almost all fs_Prome_Gladiusman (e.g. sword Auxillia units) attacks remade.
    - Foot and Horse Archer animations adjusted to be more realistic.
    - Standard bearers now 'signal' their unit to move.
    - Some other stuff.

    Yet to be done:

    - New attack animations for all unit types, including cavalry, to match the three-phase death animations.
    - Other standard bearer 'commands'.
    - Remake other combat animations, like parrying, feinting, so everything fits neatly together with the attacks.
    - Adjusting some march, run, idle, charge animations.
    - Maybe a few other things, and whatever you guys ask.

    So... I might appreciate some help. Well, not exactly help, but if anyone would like could help me out with things like:

    - What kind of animations would you like to see.
    - What would be the "historically accurate" animation for units.
    - What you believe needs to be fixed, possible bugs, etc.
    - Any thoughts, suggestion, anything.


    HERE is the file. Just export the pack.dat and pack.idx to (RS main folder)\data\animations folder. (Make sure to make a backup of the folder just in case.)

    I believe that is all for now. Tone, you could add it to SVN if you wish, it should be save game compatible.


    Btw, I'm not 100% sure this is the right place for such a thread, but as movies and skinning threads are also here, I thought it would go best.
    Last edited by Elendil of Númenor; September 24, 2009 at 01:25 PM.

  2. #2

    Default Re: RSII Animations

    Good grief, you've been busy!


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  3. #3

    Default Re: RSII Animations

    WOW, i don't understand what's going on here but it sounds great!

    Roma Surrectum Greek/Spartan Researcher/Tester.

  4. #4

    Default Re: RSII Animations

    Quote Originally Posted by swhunter View Post
    WOW, i don't understand what's going on here but it sounds great!
    same here
    The House of Wilpuri ~ Proud Patron of: The Noble Lord & Sumskilz


  5. #5
    Elendil of Númenor's Avatar Campidoctor
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    Default Re: RSII Animations

    @ Tone,
    Probably not a tiny bit more than anyone else on the team. Also, I hope all that 'business' was worth it.

    @ Swhunter,
    Hopefully, you won't be disappointed when you do understand.

  6. #6

    Default Re: RSII Animations

    Quote Originally Posted by Elendil of Númenor View Post
    @ Tone,
    Probably not a tiny bit more than anyone else on the team. Also, I hope all that 'business' was worth it.

    @ Swhunter,
    Hopefully, you won't be disappointed when you do understand.
    Starting to E.N.

    Roma Surrectum Greek/Spartan Researcher/Tester.

  7. #7

    Default Re: RSII Animations

    Good work.

    Wouldn't this mean that all the lethality values would have to be rechecked?
    RIP Calvin, you won't be forgotten.

  8. #8
    Elendil of Númenor's Avatar Campidoctor
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    Default Re: RSII Animations

    Quote Originally Posted by Roman_Man#3 View Post
    Good work.

    Wouldn't this mean that all the lethality values would have to be rechecked?
    I have thought about that. Indeed, those values could be raised when this is fully done, as all fighting animations are about 3 times longer than 'vanilla'.

    This means fights are much more 'continuous', the meeting lines between armies are a vibrating, moving mass of swords, shields and spears. Units no longer just stand in front of each other and stare.
    The downside of this is, that evenly matched units fight just too long.

  9. #9

    Default Re: RSII Animations

    Quote Originally Posted by Elendil of Númenor View Post
    I have thought about that. Indeed, those values could be raised when this is fully done, as all fighting animations are about 3 times longer than 'vanilla'.

    This means fights are much more 'continuous', the meeting lines between armies are a vibrating, moving mass of swords, shields and spears. Units no longer just stand in front of each other and stare.
    The downside of this is, that evenly matched units fight just too long.
    This sounds very good!!
    The House of Wilpuri ~ Proud Patron of: The Noble Lord & Sumskilz


  10. #10

    Default Re: RSII Animations

    Hey guys its good to be back from being underway. Its been awhile and I see a whole lot of new stuff. I was wondering about this thread http://www.twcenter.net/forums/showthread.php?t=203547. Elendil of Númenor maybe you can get some ideas from here.

  11. #11

    Default Re: RSII Animations

    good seeing you again Gen..

    Roma Surrectum Greek/Spartan Researcher/Tester.

  12. #12

    Default Re: RSII Animations

    Yikes, I'd completely forgotten about the whole issue of skeleton lethality so thanks for reminding us Roman Man.

    All the new animations will require extensive A vs B testing to reset the lethalities, Elendil....check here and the surrounding thread to understand more: http://www.twcenter.net/forums/showt...42#post4504842


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  13. #13
    Elendil of Númenor's Avatar Campidoctor
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    Default Re: RSII Animations

    @ Gen,
    Thanks, that will be helpful. Its really hard to find a thread where there is word about animations - its a terribly rare subject.

    @ Tone,
    Hmm, I think I understand. I'll test everything I can while working, but when I'm finished with the animations themselves, I might need to ask a few beta-testers to help me out just to save time. Nor am I too good in any kind of text and stat work...

    Also, this may be a stupid question, and please excuse me for it, but where exactly can I find that list with the lethality values next to the skeleton names? I don't seem to find it.

  14. #14

    Default Re: RSII Animations

    Here's a list of our current skeletons with the lethality corrections applied to them - ie this is the lethality factor that needs to be applied to each of these skeletons to make units with the same stats be equally lethal. For the actual stats we're using in the game I'm multiplying each of these by 0.475.


    fs_slinger_new 0.6
    fs_dagger 0.6
    fs_slow_spearman 0.5
    fs_spearman 0.5
    fs_semi_fast_spearman 0.5
    fs_fast_spearman 0.5
    fs_o_f_spearman 0.5
    fs_thp_f_spearman_p 0.45
    fs_s1_hoplite 0.53
    fs_s1_slow_gladius 0.53
    fs_s1_gladius 0.53
    fs_Prome_Gladiusman 0.6
    fs_swordsman 0.53
    fs_s1_swordsman 0.53
    fs_fast_swordsman 0.53
    fs_s1_semi_fast_swordsman 0.53
    fs_s1_slow_swordsman 0.53
    fs_s1_barbswordsman 0.5
    fs_s1_semi_fast_barbswordsman 0.53
    fs_2h_swordsman 0.4
    fs_2h_swordsman_big 0.4
    fs_hc_spearman 0.76
    fs_hc_swordsman 0.52
    fs_o_m_spearman 0.76
    fs_thp_m_spearman 0.76
    fs_s1_fast_swordsman 0.53
    fs_semi_fast_dagger 0.6


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  15. #15

    Default Re: RSII Animations

    HI Tone.
    Just dropped by , how are things going?
    Will there be a beta release next month?
    Playing at times with Sparta.
    Date is 580, perg is conquered, and Seleucid's gone by Ptol. empire.
    Anyhow are you changing the skeletons for the Greeks also?

    Roma Surrectum Greek/Spartan Researcher/Tester.

  16. #16

    Default Re: RSII Animations

    I've no idea what Elendil is planning / doing to be honest.

    No chance of you adopting the Subversion system? To be honest I think it's unlikely with DVK gone that I'll be able to find time to sift out all the new stuff that's been added - it would take a long, long time.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  17. #17

    Default Re: RSII Animations

    Quote Originally Posted by tone View Post
    I've no idea what Elendil is planning / doing to be honest.

    No chance of you adopting the Subversion system? To be honest I think it's unlikely with DVK gone that I'll be able to find time to sift out all the new stuff that's been added - it would take a long, long time.
    Its very time consuming at this present time.
    We have a month and a half to get the big job ready for Florida.
    So there's plenty of writing invoices, and emails coming and going to vender's. My wife and i do the ordering, set up delivery, contract installers, and movers. Not to add the ordering and storage with other companies with our merchandise. So at nights sometimes i play a turn or two.

    I would have to reinstall everything,
    Reload the disk, learn how to make proper copies of RTW.
    Then load all updates into the copy rtw.
    Then learn the subversion.
    Plus other R.L. stuff to deal with.

    I seen the problems some of the guys went through and even though they are small situations. I would have trouble just figuring out how to make a command path to get the silly thing working.
    Believe me, my skills are not the computer.

    Tone i understand if you guys cant get to it right now its a whole lot better when you can push out updates.

    I will continue if you don't mind my campaign and see how far it will go, and what factions prevail.
    As i said before Perg is gone, and Seleucid's are defeated.

    I hope an update does come by the end of next month.
    If not i will just have to wait for the release.

    thanks

    Roma Surrectum Greek/Spartan Researcher/Tester.

  18. #18
    Elendil of Númenor's Avatar Campidoctor
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    Default Re: RSII Animations

    I am not changing any skeletons. Basically, I am not doing anything drastic at all, only trying to make a set of more realistic animations for RSII. Actually, realistic is not exactly the right word. New is; the truth is that due to RTW limitations I can't go even near to M2TW's style of epic (and a bit repetitive) anims. So, all I'm doing is probably giving a bit of a new taste to fights, and an easier job for those who want to compete in POTW for example - nice looking stabs, cool slashes won't be so rare.

    And yes, SW, if that's what you mean, I wish to make new animations for all unit types, and if we're aiming for a release anywhere around, say, the end of November, I believe I could finish and tidy everything so it would fit RSII's perfectionist style.

    I hope to get the legionary type skeleton attacks done this weekend. Then other swordsmen, hoplites, spearmen, 2h swordsmen, cavalry (sword, under and overhand spear), and other small changes. Won't be easy, but I really hope to get it done.

  19. #19

    Default Re: RSII Animations

    Quote Originally Posted by Elendil of Númenor View Post
    I am not changing any skeletons. Basically, I am not doing anything drastic at all, only trying to make a set of more realistic animations for RSII. Actually, realistic is not exactly the right word. New is; the truth is that due to RTW limitations I can't go even near to M2TW's style of epic (and a bit repetitive) anims. So, all I'm doing is probably giving a bit of a new taste to fights, and an easier job for those who want to compete in POTW for example - nice looking stabs, cool slashes won't be so rare.

    And yes, SW, if that's what you mean, I wish to make new animations for all unit types, and if we're aiming for a release anywhere around, say, the end of November, I believe I could finish and tidy everything so it would fit RSII's perfectionist style.

    I hope to get the legionary type skeleton attacks done this weekend. Then other swordsmen, hoplites, spearmen, 2h swordsmen, cavalry (sword, under and overhand spear), and other small changes. Won't be easy, but I really hope to get it done.
    Great to hear Elendil
    yes that is what i mean.
    looking forward to see what you came up with.

    WOW 4,000 posts! I thought i would never make it.

    Roma Surrectum Greek/Spartan Researcher/Tester.

  20. #20

    Default Re: RSII Animations

    @ Elindil here is another animation thread that might give you more ideas. http://www.twcenter.net/forums/showthread.php?t=170754

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