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Thread: Warman's Animation Submod Version 1, new death anims

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  1. #1

    Default

    Please see the following thread:

    http://www.twcenter.net/forums/showthread.php?t=405473

    Here are files containing Warman's great work, extract to SS/data folder

    http://www.filefront.com/17554006/Data.7z

    Recommend you backup the SS/data/animations/.dat and .idx files and SS/data/descr_skeleton.txt before installation.

    All credit to warman222
    Last edited by bɑne; November 25, 2010 at 12:45 PM.

  2. #2
    Civis
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    Default Re: Warman's Animation Submod Version 1, new death anims

    Thanks for the quick release of SS, brilliant!

    Finally, more realistic depiction of the battle.

  3. #3

    Default Re: Warman's Animation Submod Version 1, new death anims

    To those who want to see what you are downloading, here is my video showing the four new animations I have added.



  4. #4
    Aguirre's Avatar Decanus
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    Default Re: Warman's Animation Submod Version 1, new death anims

    thank you! somehow though, the one when a one-handed sword strikes the opponent first to crawl on all four, then his back and pull out the sword with aid of his foot, does not work for me, or perhaps it is very unfrequent?

  5. #5

    Default Re: Warman's Animation Submod Version 1, new death anims

    Quote Originally Posted by Aguirre View Post
    thank you! somehow though, the one when a one-handed sword strikes the opponent first to crawl on all four, then his back and pull out the sword with aid of his foot, does not work for me, or perhaps it is very unfrequent?
    Your right, it isn't common, sorry. But it is there, and what units fight what also factor how often you see it

  6. #6

    Default Re: Warman's Animation Submod Version 1, new death anims

    Like em a lot, going to add these and give it a try.

  7. #7
    Tears of Destiny's Avatar Senator
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    Default Re: Warman's Animation Submod Version 1, new death anims

    Testing these, it seems to fractionally add to the amount of time taken for a unit to kill another, or is that just me? Not really significant, just an observation.

    EDIT: Are the death animation/finishers longer?

  8. #8

    Default Re: Warman's Animation Submod Version 1, new death anims

    question: does these animations work with all mods?

  9. #9
    RollingWave's Avatar Praepositus
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    Default Re: Warman's Animation Submod Version 1, new death anims

    most likely, since there are very few mods that actually touches on animations, which is generally one of the toughest aspect to mod
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  10. #10

    Default Re: Warman's Animation Submod Version 1, new death anims

    yes, it will be compatible with just about any other submod for SS

  11. #11
    Foederatus
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    Default Re: Warman's Animation Submod Version 1, new death anims

    Great work. Are you planning on creating new animations? It would be amazing to have several more so when you look at the combat for a short period (before going back to commanding) you don't see two kills the same way.

  12. #12

    Default Re: Warman's Animation Submod Version 1, new death anims

    Tryed to put in 1.2 of this mod but get error that SS stop working and CTD Hope to see 1.2 work with SS 6.4 in time.

  13. #13

    Default Re: Warman's Animation Submod Version 1, new death anims

    Sorry guys, I have been so busy lately with other projects and experiments. While I don't have any thing new with WAS right now, Check out this experiment:



    I made this with Baltic Total War and Bellum Crucis 6.

  14. #14
    Campidoctor
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    Default Re: Warman's Animation Submod Version 1, new death anims

    Good work, but the first one seems overblown with the spin flourish at the end when the enemy is already completely flat on the ground. Such flourishes seem really unreal and Hollywood-y.

    Ideally, fighting animations should convey that it's deadly serious, sometimes desperate business and not some chinese circus show
    The game development business is one of bottomless greed, pitiless cruelty, venal treachery, rampant competition, low politics and boundless personal ambition. New game series are rising, and others are starting their long slide into obscurity and defeat.

  15. #15
    hull19's Avatar Ordinarius
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    Default Re: Warman's Animation Submod Version 1, new death anims

    I just lvoe this mod... great for SS and TATW
    SS 6.4, Eras 2.3, DotS Project
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  16. #16

    Default Re: Warman's Animation Submod Version 1, new death anims

    Update: While I don't have Version 2 ready or even version 2.5, I do have a sneak peek for the future of this submod!(I did not make these, these knights are hybrid models of multiple mods)
    Spoiler Alert, click show to read: 






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