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  1. #1
    Darkstar's Avatar Senator
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    Default Dismounted Custom General Using Wrong Animation

    Trying to use a custom battle model for one of our generals but having an issue with the animation. The custom battle model uses a one handed axe with shield. The bodyguard unit is the Norse Axemen unit which uses a two handed axe with shield slung on their back. The problem is on the battle map the general is holding the one handed axe like a two handed axe and seems to be using the two handed axe animation.

    Here's the modeldb entry for the custom general which i basically copied from the other vanilla general entries. :

    17 victarion_greyjoy
    1 4
    77 unit_models/_Generals_and_Captains/Custom_General/victarion_greyjoy_lod0.mesh 121
    77 unit_models/_Generals_and_Captains/Custom_General/victarion_greyjoy_lod0.mesh 900
    77 unit_models/_Generals_and_Captains/Custom_General/victarion_greyjoy_lod0.mesh 2500
    77 unit_models/_Generals_and_Captains/Custom_General/victarion_greyjoy_lod0.mesh 6400
    1
    3 hre
    84 unit_models/_Generals_and_Captains/Custom_General/textures/victarion_greyjoy.texture
    83 unit_models/_Generals_and_Captains/Custom_General/textures/victarion_normal.texture 0
    1
    3 hre
    56 unit_models/AttachmentSets/Final General_greyjoy.texture
    53 unit_models/AttachmentSets/Final General_norm.texture 0
    4
    4 None
    15 MTW2_Non_Shield 0
    1
    18 MTW2_Sword_Primary
    0
    5 horse
    18 MTW2_HR_Non_Shield 0
    1
    18 MTW2_Sword_Primary
    0
    8 elephant
    18 MTW2_Elephant_Crew 0
    1
    18 MTW2_Sword_Primary
    0
    5 camel
    18 MTW2_HR_Non_Shield 0
    1
    18 MTW2_Sword_Primary
    0 -1 0 0 0 0 0 0
    Any ideas?

    Put this in text editing because it is likely a modeldb issue but can be moved to Skins, Models and Animations if the mods see fit.

    Thanks,
    DS

  2. #2

    Default Re: Dismounted Custom General Using Wrong Animation

    Copy the animation entries of a normal dismounted general, a good example would be Dismounted_NE_Bodyguard.

  3. #3
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    Default Re: Dismounted Custom General Using Wrong Animation

    I don't see a problem.

    That already looks like a standard general set.

    Show us the EDU entry, maybe it holds a clue.

  4. #4
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    Default Re: Dismounted Custom General Using Wrong Animation

    Here's the EDU entry for the bodyguard unit. It's the first entry in the EDU.

    type Norse Axemen
    dictionary Norse_Axemen ; Norse Axemen
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Norse_Axemen, 24, 0, 1.2
    attributes sea_faring, hide_forest, hardy, can_withdraw, general_unit
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 11, 6, no, 0, 0, melee, melee_blade, slashing, axe, 75, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 7, 6, 0, metal ;slung shield +1 armour ;mail: armor -1 defense +1 stat_heat -1
    ;stat_armour_ex 7, 8, 0, 0, 4, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 8
    stat_ground 1, -2, 3, 2
    stat_mental 13, disciplined, trained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 720, 45, 90, 70, 720, 4, 170
    armour_ug_levels 3
    armour_ug_models Norse_Axemen
    ownership hre
    era 0 hre
    recruit_priority_offset 0

  5. #5
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    Default Re: Dismounted Custom General Using Wrong Animation

    I don't see a problem. Try giving them an officer with 1h axe and shield, and see what happens.

    Edit:

    Oh hang on, now I see the problem:
    Code:
    15 MTW2_Non_Shield 0
    1
    18 MTW2_Sword_Primary
    0
    Replace that with a set from a 1h axe and shield unit's entry. Solved
    Last edited by Taiji; August 03, 2010 at 10:24 AM.

  6. #6
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    Default Re: Dismounted Custom General Using Wrong Animation

    Will try that. Thanks.

  7. #7
    Civis
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    Default Re: Dismounted Custom General Using Wrong Animation

    I have a similiar issue changing Tabardariyya into a kind of halberd unit like Swiss Guard. Their animations are right and they fight the same way, but they are still holding a two-hand axe rather than a halberd

    EDU
    Spoiler Alert, click show to read: 
    Code:
    type             Tabardariyya
    dictionary       Tabardariyya      ; Tabardariyya
    category         infantry
    class            heavy
    voice_type       Heavy
    banner faction   main_infantry
    banner holy      crusade
    soldier          Tabardariyya, 48, 0, 1.2
    attributes       sea_faring, hide_forest, very_hardy, can_withdraw
    formation        1.2, 1.2, 2.4, 2.4, 3, phalanx, square
    stat_health      1, 0
    stat_pri         12, 4, no, 0, 0, melee, melee_blade, piercing, axe, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    ap, long_pike, spear_bonus_4
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  6, 6, 0, metal
    ;stat_armour_ex   6, 8, 0, 0, 5, 0, 0, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        1
    stat_ground      1, 1, 0, -1
    stat_mental      11, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 490, 175, 100, 75, 490, 4, 120
    armour_ug_levels 3, 4
    armour_ug_models Tabardariyya, Tabardariyya_ug1
    ownership        egypt
    era 1            egypt
    era 2            egypt
    ;unit_info        20, 0, 11


    BMMDB

    Spoiler Alert, click show to read: 
    Code:
    12 tabardariyya 
    1 3 
    71 unit_models/_Units/ME_Leather_Lamallae_Brigadine/tabardariyya_lod0.mesh 121 
    71 unit_models/_Units/ME_Leather_Lamallae_Brigadine/tabardariyya_lod1.mesh 1225 
    71 unit_models/_Units/ME_Leather_Lamallae_Brigadine/tabardariyya_lod2.mesh 6400 
    1 
    5 egypt 
    91 unit_models/_Units/ME_Leather_Lamallae_Brigadine/textures/me_leather_lamallea_egypt.texture 
    92 unit_models/_Units/ME_Leather_Lamallae_Brigadine/textures/me_leather_lamallea_normal.texture 
    42 unit_sprites/egypt_Tabardariyya_sprite.spr 
    1 
    5 egypt 
    60 unit_models/AttachmentSets/Final ME Heavy_egypt_diff.texture 
    60 unit_models/AttachmentSets/Final ME Heavy_egypt_norm.texture 0  
    1 
    4 None 
    20 MTW2_Halberd_Primary 
    22 MTW2_Halberd_Secondary 1 
    17 MTW2_Pike_primary 1 
    17 MTW2_Pike_primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    16 tabardariyya_ug1 
    1 4 
    70 unit_models/_Units/ME_Mail_Plate_Hvy_Mplate/tabardariyya_ug1_lod0.mesh 121 
    70 unit_models/_Units/ME_Mail_Plate_Hvy_Mplate/tabardariyya_ug1_lod1.mesh 900 
    70 unit_models/_Units/ME_Mail_Plate_Hvy_Mplate/tabardariyya_ug1_lod2.mesh 2500 
    70 unit_models/_Units/ME_Mail_Plate_Hvy_Mplate/tabardariyya_ug1_lod3.mesh 6400 
    1 
    5 egypt 
    91 unit_models/_Units/ME_Mail_Plate_Hvy_Mplate/textures/ME_Mail_Plate_Hvy_Mplate_egypt.texture 
    92 unit_models/_Units/ME_Mail_Plate_Hvy_Mplate/textures/ME_Mail_Plate_Hvy_Mplate_normal.texture 
    46 unit_sprites/egypt_Tabardariyya_ug1_sprite.spr 
    1 
    5 egypt 
    60 unit_models/AttachmentSets/Final ME Heavy_egypt_diff.texture 
    60 unit_models/AttachmentSets/Final ME Heavy_egypt_norm.texture 0  
    1 
    4 None 
    20 MTW2_Halberd_Primary 
    22 MTW2_Halberd_Secondary 1 
    17 MTW2_Pike_primary 1 
    17 MTW2_Pike_primary


    Would I need to change the animation file as well as these?

  8. #8
    Moon's Avatar Centenarius
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    Default Re: Dismounted Custom General Using Wrong Animation

    To give an axe unit like Tabardariyya an Halberd or any other weapon, you have to modify the mesh with Milkshape or 3Dsmax.

  9. #9
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    Default Re: Dismounted Custom General Using Wrong Animation

    Quote Originally Posted by Taiji View Post
    I don't see a problem. Try giving them an officer with 1h axe and shield, and see what happens.

    Edit:

    Oh hang on, now I see the problem:
    Code:
    15 MTW2_Non_Shield 0
    1
    18 MTW2_Sword_Primary
    0
    Replace that with a set from a 1h axe and shield unit's entry. Solved
    Hmm, that didn't work either.

  10. #10

    Default Re: Dismounted Custom General Using Wrong Animation

    @Nergui
    It's not a animation or text issue u have to edit the unit model itself if u want the unit to display a halberd instead of an axe.

    Edit 1
    Sorry didn't saw u posted already, Yes Moon is right.

  11. #11
    Civis
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    Default Re: Dismounted Custom General Using Wrong Animation

    I've been playing around with it and discovered a couple of things.

    While I can change the model thusly -

    armour_ug_models Tabardariyya, Tabardariyya_ug1
    to
    armour_ug_models ME_Halberd_Militia_ug1, ME_Halberd_Militia_ug1

    so that they look like pikemen. (the UG1 model looks way better than the base model)

    I still have to add the halberd weapon entries under Tabardariyya in BMDB for them to behave like pikemen. That is, use the spearwall formation.

  12. #12

    Default Re: Dismounted Custom General Using Wrong Animation

    Quote Originally Posted by Nergui View Post
    I still have to add the halberd weapon entries under Tabardariyya in BMDB for them to behave like pikemen. That is, use the spearwall formation.
    You have to add the attribute for it in it's EDU entry. ", pike"

  13. #13
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    Default Re: Dismounted Custom General Using Wrong Animation

    Well at least he has the correct anims in battle_models now...

    Did you try adding an officer? Was that OK?

  14. #14
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    Default Re: Dismounted Custom General Using Wrong Animation

    OK it seems like it's using the animation from the generic general model specified in descr_character.txt.

    I changed this:

    16 ironborn_general
    1 4
    78 unit_models/_Generals_and_Captains/Ironborn_General/ironborn_general_lod0.mesh 121
    78 unit_models/_Generals_and_Captains/Ironborn_General/ironborn_general_lod0.mesh 900
    78 unit_models/_Generals_and_Captains/Ironborn_General/ironborn_general_lod0.mesh 2500
    78 unit_models/_Generals_and_Captains/Ironborn_General/ironborn_general_lod0.mesh 6400
    1
    3 hre
    89 unit_models/_Generals_and_Captains/Ironborn_General/textures/ironborn_general_hre.texture
    92 unit_models/_Generals_and_Captains/Ironborn_General/textures/ironborn_general_normal.texture 0
    1
    3 hre
    57 unit_models/AttachmentSets/Final General_hre_diff.texture
    57 unit_models/AttachmentSets/Final General_hre_norm.texture 0
    4
    4 None
    11 MTW2_2H_Axe 0
    1
    19 MTW2_2H_Axe_primary
    0
    To this:

    16 ironborn_general
    1 4
    78 unit_models/_Generals_and_Captains/Ironborn_General/ironborn_general_lod0.mesh 121
    78 unit_models/_Generals_and_Captains/Ironborn_General/ironborn_general_lod0.mesh 900
    78 unit_models/_Generals_and_Captains/Ironborn_General/ironborn_general_lod0.mesh 2500
    78 unit_models/_Generals_and_Captains/Ironborn_General/ironborn_general_lod0.mesh 6400
    1
    3 hre
    89 unit_models/_Generals_and_Captains/Ironborn_General/textures/ironborn_general_hre.texture
    92 unit_models/_Generals_and_Captains/Ironborn_General/textures/ironborn_general_normal.texture 0
    1
    3 hre
    57 unit_models/AttachmentSets/Final General_hre_diff.texture
    57 unit_models/AttachmentSets/Final General_hre_norm.texture 0
    4
    4 None
    9 MTW2_Mace 0
    2
    17 MTW2_Mace_Primary
    14 fs_test_shield 0
    And now the custom general models are using the correct animation. Any ideas why the custom general would use the animation specified for that faction's generic general model?

  15. #15
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    Default Re: Dismounted Custom General Using Wrong Animation

    Well done for fixing it

    I suppose that change_battle_model does not affect skeleton/animation settings.

    Maybe you can add in the rest of the potential animation setups so that you can be flexible with unique generals, and then again maybe it's impossible.

    Quote Originally Posted by Ishan View Post
    You have to add the attribute for it in it's EDU entry. ", pike"
    Nope, it's a formation. So it goes on the formation line, and it's called 'phalanx'.

    As for 'Pike' on the attributes line, I don't know what it does beyond allowing the unit to be indicated in formations. Perhaps it helps the AI in some unknown way, but there are no settings related to it.
    Last edited by Taiji; August 04, 2010 at 08:56 AM.

  16. #16
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    Default Re: Dismounted Custom General Using Wrong Animation

    unfortuately unique generals will only use the animations given to them that the generic faction general is set to.

  17. #17

    Default Re: Dismounted Custom General Using Wrong Animation

    Quote Originally Posted by Saladin View Post
    unfortuately unique generals will only use the animations given to them that the generic faction general is set to.
    Sorry Saladin i don't get it?
    Are u saying that if say the defualt general for England is Northern_general and in the CS we spwan a general with diffrent battlemodel say XY having diff animation set in the BMDB file entry.
    So u are saying that XY will have Northern_general animations?

  18. #18
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    Default Re: Dismounted Custom General Using Wrong Animation

    i believe so, but im not sure about spawning via script, i think ive seen some units in call of warhammer that spawn during the game use their own unique animations, but im not sure i have to check it out. but as far say the giving the a general a unique battlemodel in the descr_strat, he will use the default general model's animation for that faction, which is whatever you have as a battlemodel in the descr_character file.

  19. #19
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    Default Re: Dismounted Custom General Using Wrong Animation

    Just wondering if anyone has found a way around this problem. Essentially it means that all generals of a faction have to use the same weapon type/animation.

    EDIT - Also, this should probably be moved to Skinning, Models and Animations forum.
    Last edited by Darkstar; February 02, 2011 at 04:01 PM.

  20. #20
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    Default Re: Dismounted Custom General Using Wrong Animation

    It's in the right place already, it's a coding issue, and apparently hardcoded. I see what you mean though, it has relevance for animators and modelers.
    Last edited by Taiji; February 02, 2011 at 04:23 PM.

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