Results 1 to 3 of 3

Thread: Shooting Animations+ New Guns

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Voodo chile's Avatar Campidoctor
    Join Date
    Apr 2010
    Location
    NZ
    Posts
    1,799

    Default Shooting Animations+ New Guns

    I'm changing a few things on The 'Napoleonic 2 total war' mod for RTW.

    Bayonets and gun length
    The Guns need to be longer and have bayonets attached to them the whole time because at the moment they are like carbines and the bayonets only appear when the enemy is a few metres away. Although the having a button to tell the soldiers to fix their bayonets and take them off again would be good as well

    How to hold a musket when marching
    I would also like to change the way they hold their muskets while walking.

    http://www.youtube.com/watch?v=KwZmCAfUyGg

    Watch the video .The mod isnt really like that.
    They need the gun to point to point up and when they're marching like in the first few seconds when theyre marching through the town.
    At the moment they hold them horizontally

    EDIT:
    http://www.youtube.com/watch?v=wbLiw...eature=related

    This video explains everything a whole lot better. Bayonets, guns held vertically
    Last edited by Voodo chile; April 11, 2010 at 10:16 PM.

  2. #2

    Default Re: Shooting Animations+ New Guns

    The N2TW team had very experienced modders working on it. I am sure there was a perfectly good reason for doing things they way they did, so don't be too hasty to change stuff.

    Anyhow, animations and models are editable by 3dsMax (license costs 3K), and there are a bunch of tutorials in the relevant subforum.

  3. #3
    Gen.jamesWolfe's Avatar Vicarius
    Join Date
    Jan 2008
    Location
    in my house.
    Posts
    2,610

    Default Re: Shooting Animations+ New Guns

    1- I have indeed lengthened the musket in the SYW mod; the british have the correct 1.59m long weapon (no bayonet). if you want it, you can download it here, and grab the model guns. however, the length I described is only correct for the M1730, 1742, and 1756. what you need is closer to 1.50 even, since in N2TW, they use the shor land pattern, not the long land pattern**.

    when I'm done, no musket will be under 4 1/2 ft.

    2-shoulder arms at the time the mod was made, was not possible*. this was because it was not possible, until recently, to crack the skeleton files properly (and legally). nowadays it can be done, but I can't help you with it.

    3-
    Although the having a button to tell the soldiers to fix their bayonets and take them off again would be good as well


    nice joke. no, you can't do that. the most you can do is alt-click on the target, and the bayonets will magically apppear for you. this is RTW, not ETW.

    4-get 3dsmax; they have a 30day trial, and you can still use plugins for cas files. you can do it yourself if unsatisfied with the current state of things.

    *the movies are extra-game rendered (i.e not actually in mod). at least that's the impresson they gave me.
    **I'm not sure if anyone noticed, but the height of a human cas model in 3dsmax is 1.8 of whatever unit (on average). treating this as 6ft (which in in fact ~1.8m), we can easily get the correct sizes needed.
    Last edited by Gen.jamesWolfe; April 12, 2010 at 05:23 PM.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •