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  1. #1
    alin's Avatar Campidoctor
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    Default EB Animations Pack

    For those who don't check the EB forums there has been released the:
    EB Animations Pack Beta version 0.81

    Features:
    -contains 13 new skeletons and around 800 new animations.
    -various fixes to the vanilla animations.
    -the jumping animations have been removed.
    -4 different scaled skeletons to historically reflect the differences of heights of the various soldiers of different nations.
    -there are 2 compatible versions with 1.2 and 1.5/6.

    The current available skeletons are:
    Two handed foot pike/sarisae skeleton:
    There are two version of this skeleton related to unit:
    -one is to be used on non-phalanx units wich is the fs_thp_f_spearman and the other is fs_thp_f_spearman_p.
    Variants:
    fs_thp_f_spearman, fs_fast_thp_f_spearman and fs_thp_f_spearman_p.

    -the fs_thp_f_spearman has two

    Two handed mounted pike/xyston skeleton:
    fs_thp_m_spearman

    Overhand foot spearman:
    There are two version of this skeleton related to unit:
    -one is to be used on non-phalanx units wich is the fs_o_f_spearman and the other is fs_o_f_spearman_p(wich isn't avaible yet, will be in soon).
    Variants:
    fs_o_f_spearman, fs_fast_o_f_spearman and fs_o_f_spearman_p.

    Overhand mounted spearman:
    fs_o_m_spearman

    Swordsman barb skeleton:
    This a slash and stab combined animation but the slashes predomine by 7 to 2.(this is only avaible for 1.5/6)
    Variants:
    fs_swordsman_barb, fs_fast_swordsman_barb, fs_semi_fast_swordsman_barb and fs_slow_swordsman_barb.

    This is a slashing animation where the unit will only slash realistically as you would with a round tip sword. This animation is also ideally suited for Axemen units.
    Variants:
    fs_swordsman_barb_slash, fs_fast_swordsman_barb_slash, fs_semi_fast_swordsman_barb_slash and fs_slow_swordsman_barb_slash.

    Gladius:
    This animation is a historical realistic animation based off the way Romans fought in close battle. There are 3 stab moves in the animation, groin, stomach, and throat. At all times the units will keep shields in a protective position.
    Variants:
    fs_gladius and fs_fast_gladius.

    Two handed swordsman:
    This animation is good for models with claymore style swords that require a handling of both hands close together. Again this is a slash only animation.
    fs_2h_swordsman

    New foot archer:
    This animation has a more accurate pull of the string and faster draw time. Also the bow is held upright when in firing position, unlike the vanilla.
    Variants:
    fs_foot_archer, fs_fast_foot_archer and fs_semi_fast_foot_archer.

    New mounted archer:
    This animation is a historically based animation of how mounted archers would of held the bow and fire with it.
    fs_mounted_archer

    Pilum:
    Now the unit's throw the javelins/pila 30% faster but the rest of the javelinmen animations are not changed.
    fs_pilum

    Mounted standar bearer:
    fs_m_bearer

    New skeletons for chariots and elephants:
    This animation allows elephants to have javelinmen instead of archers:
    fs_big_elephant_rider_javelinman
    fs_forest_elephant_rider_javelinman

    Javelinman skeleton for chariots:
    This animation allows chariots to have javelinmen:
    fs_chariot_javelinman

    There are also seated driver skeletons for chariots wich are followed by the seated suffix:
    fs_chariot_javelinman_seated
    fs_chariot_sword_seated
    fs_chariot_archer_seated

    Notes:
    Every skeleton has 4 different scaled sizes which are determined by the suffix at the end of the skeleton's name, for example the fs_swordsman:
    fs_swordsman_small
    fs_swordsman
    fs_swordsman_big
    fs_swordsman_verybig
    Some animations like the foot overhand, two handed pike and so on requires adjustment to the model, so its not user friendly to add to any model without adjustments to the holding of the weapons.

    Download:
    EB Animations Pack 1.5/6 compatible.
    EB Animations Pack 1.2 compatible.

    Permission:
    This animation pack is available only for personal use and it was initially designed to work with EB. For uses in other mods it requires permission of EB and so it's suggested to PM/mail any EB member and ask permission from EB modding team for the usage this animation pack in your mod.

    Installation:
    Simply extract the contents of the archive over the files in the data/animations folder also
    inside the archive there is a list with all of the skeletons.

    Known issues:
    -some of the animations may flip, this is due to a bug in the cas tool and for now it's not fixable.
    -some of the animations have not been changed since it would have messed the unit's formations like the march animation of the fs_gladius and fs_thp_f_spearman, again this is caused due to a bug in the cas tool and it's not fixable.(This means they will use Vanilla animation sections for marching and moving, this allows even bug free movement)

    Version history:
    v0.81 fixed the running animation for the overhand, added a new swordsman skeleton(only for 1.5) and the problem with the fliping animations has been fixed thanks to Vercingetorix.
    v0.8 new gladius, overhand, skeleton and two handed pike skeletons and some various fixes to the vanila and new ones
    v0.7 oficial release in the ob for eb

    The animation pack isn't 100% bug free and so any requests, fixes, suggestions not only to the new animations but also to the vanilla ones are warmly welcomed. Please place you suggesting in an intelligent manner and detail a possible bug or CTD issues in this thread. Especially test these animations in campaign battles as usually CTD’s may show up in the campaign battles over the custom battles.
    Last edited by alin; January 31, 2006 at 12:04 PM.

  2. #2
    alin's Avatar Campidoctor
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    Two handed foot pike:



    Two handed mounted pike:



    Overhand foot spearman:


    Overhand mounted spearman:


    Gladius:



    New foot archer:


    New mounted archer:



    Two handed swordsman:



    Mounted standard bearer:


    New skeletons for chariots and elephants:
    Last edited by alin; January 30, 2006 at 10:14 AM.

  3. #3

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    Excellent! I am download it now.

  4. #4
    =E.T='s Avatar Civis
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    great Work!!! WoW!

    AVE!
    ................................................................. =E.T=

  5. #5

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    Nice job!

    BTW 400 posts yay!

  6. #6

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    Is the newer version animation pack being released today?

    Lt
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  7. #7
    alin's Avatar Campidoctor
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    Quote Originally Posted by lt1956
    Is the newer version animation pack being released today?

    Lt
    No, my internet conection is acting weird and i can't upload the new anim pack so i hope i will be able to release it tommorow.

  8. #8

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    I loaded the animations, but the game won't work past the loading screen. What do I do to use these animations?

    I am part of Crusader: TW. We need animations like these for our mod. May we use them? Also, would you like to help us with animations in the future?
    The die is cast...
    Unfortunately, it turned up right for Caesar, not for me.

  9. #9

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    You have to ask permission from EB to use them in a Mod, I doubt they will grant it though for Mod use. As I know right now My mod is the only one allowed to use these animations, and that is ONLY because I am a EB team member.
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  10. #10

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    What mod are you working on that uses these animations? The only ones that we need are the archers and the mounted standard bearer.
    The die is cast...
    Unfortunately, it turned up right for Caesar, not for me.

  11. #11
    alin's Avatar Campidoctor
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    Quote Originally Posted by Pompei the Great
    What mod are you working on that uses these animations? The only ones that we need are the archers and the mounted standard bearer.
    He works on the SPQR mod as it says in his sig.

    Someone has allready contacted me from Crusader:TW, dragases1453, and i told him to contact khelvan about this since i'm not in the position to take actions in the name of the team. I did made the animations but without the help of the team they wouldn't had been possible. You may be let to use the animations but that's not entirily up to me since i told the team they will give permission to use the anim pack since i will be leaving soon for a while.

    Requests of new animations should be posted here or pm me and if i have the time i will make them.

  12. #12

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    I have one Sig, What about Chariot Spearmen and Elephant Spearmen? The elephant riders with the Long Spears to poke the units and Chariots with a spearman instead of just the sword animation so we can hav spearmen on the chariots? Just an Idea since you asked? lol
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  13. #13
    alin's Avatar Campidoctor
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    No to the elephant skeleton, wich first is not possible to make and second neverheard about soemthing like this so stop inventing .
    To the chariot one i may do one in the future but since chariot mainly suck it's not a priority now.

  14. #14

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    Quote Originally Posted by alin

    No to the elephant skeleton, wich first is not possible to make and second neverheard about soemthing like this so stop inventing .
    To the chariot one i may do one in the future but since chariot mainly suck it's not a priority now.
    I'm not sure what you meant about "inventing" since this was apparently one of the common early uses of elephants by the Successors. It is my understanding that Diodoros and Polybius mention sarissa armed riders (seated and on towers respectively.) And Scullard's bookThe Elephant in the Greek and Roman World seems to accept it. Now effectiveness of such an arrangement in RTW would be another matter. I suspect that in RTW it would be difficult for the rider to actually engage in melee from above even with a very long spear--but that would have to be decided by someone more familiar with the limitations of the engine. And the elephant should be far more effective with its melee attack than a sarissa armed rider. By the same token I don't think that sword armed chariot passengers really kill anything either in RTW. I'm not sure that it is "impossible" but the swordsman's attack might just be cosmetic, so a spear armed skeleton would be analagous, I don't know. Certainly the chinese charioteers used long polearms to kill opposing charioteers (hacking rather than thrusting most likely.)

    Chariots have grown on me, when they are put in proper context (slowing them down by proper skeleton choice, using javelins where appropriate instead of archers, long training time, expense, etc.) The problem with chariots in the period is that there was not much they could do that horse archers/javelins couldn't do better, faster and with a fraction of the upkeep, tech. requirements (carriage construction/repair) and training committment. Plus the horse archers could be used over more kinds of ground, etc. When you add it all up, it appears that the demise of chariots would have been primarily a problem of resources: the chariots provided too little for the committment involved in fielding them. This holds for missile use of chariots, while scythed chariots were too easily countered and were therefore gimmicky (however, there are a few instances of them succeeding surprisingly late.) Anyway, for bronze age mods, cav are not yet properly developed, so chariots are the elites.

  15. #15
    alin's Avatar Campidoctor
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    Quote Originally Posted by wipeout140
    Whats with the download for 1.5/1.6 versions it says the file does not exist
    Was trying to upload the new pack and my net got down and now i can't upload them on twc, i hope the net problem get's fixed soon so i can upload them. Down it from here:
    http://rapidshare.de/files/12312012/ANIMATIONS.zip.html

    Quote Originally Posted by Red Harvest
    I'm not sure what you meant about "inventing" since this was apparently one of the common early uses of elephants by the Successors. It is my understanding that Diodoros and Polybius mention sarissa armed riders (seated and on towers respectively.) And Scullard's bookThe Elephant in the Greek and Roman World seems to accept it. Now effectiveness of such an arrangement in RTW would be another matter. I suspect that in RTW it would be difficult for the rider to actually engage in melee from above even with a very long spear--but that would have to be decided by someone more familiar with the limitations of the engine. And the elephant should be far more effective with its melee attack than a sarissa armed rider. By the same token I don't think that sword armed chariot passengers really kill anything either in RTW. I'm not sure that it is "impossible" but the swordsman's attack might just be cosmetic, so a spear armed skeleton would be analagous, I don't know. Certainly the chinese charioteers used long polearms to kill opposing charioteers (hacking rather than thrusting most likely.)
    To make that skeleton i must use one the current avaiable elephant skeletons wich have no melee skeleton, like you said the chariot has the sword one, and so it's not possible to make. But also like you said mainly the wouldn't work well with the engine so that's i meant by inventing...sry for before but my english isn't that good.
    Chariots have grown on me, when they are put in proper context (slowing them down by proper skeleton choice, using javelins where appropriate instead of archers, long training time, expense, etc.) The problem with chariots in the period is that there was not much they could do that horse archers/javelins couldn't do better, faster and with a fraction of the upkeep, tech. requirements (carriage construction/repair) and training committment. Plus the horse archers could be used over more kinds of ground, etc. When you add it all up, it appears that the demise of chariots would have been primarily a problem of resources: the chariots provided too little for the committment involved in fielding them. This holds for missile use of chariots, while scythed chariots were too easily countered and were therefore gimmicky (however, there are a few instances of them succeeding surprisingly late.) Anyway, for bronze age mods, cav are not yet properly developed, so chariots are the elites.
    Exactly and that's the main reasons why they aren't main priority for now. It is possible to make and it's quite simple to do so after i fixed some more bugs will make it.

    Quote Originally Posted by Pompei the Great
    We could use a few for the different types of weapons of the Crusades (longbow - different firing methods than composite bow, broadsword, spathe, axe, scimitar, proper lance methods).

    Dragases is one of Crusader's leaders. If you talked to him, then he would have figured something out already.
    I know he is since he told me, well some of those are usefull for eb also so when you have some data for me post them here.

  16. #16
    Average British Student
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    Quote Originally Posted by alin
    Was trying to upload the new pack and my net got down and now i can't upload them on twc, i hope the net problem get's fixed soon so i can upload them. Down it from here:
    http://rapidshare.de/files/12312012/ANIMATIONS.zip.html
    Just tryed the link and click on free and wait and nothing happens, just goes to homepage.

    In IE and Firefox

    Could host it somewhere else
    Last edited by wipeout140; February 02, 2006 at 11:21 AM. Reason: LINK PROBLEMS

  17. #17
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    Whats with the download for 1.5/1.6 versions it says the file does not exist

  18. #18

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    We could use a few for the different types of weapons of the Crusades (longbow - different firing methods than composite bow, broadsword, spathe, axe, scimitar, proper lance methods).

    Dragases is one of Crusader's leaders. If you talked to him, then he would have figured something out already.
    The die is cast...
    Unfortunately, it turned up right for Caesar, not for me.

  19. #19

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    1.5/6 dl link is dead...

  20. #20
    alin's Avatar Campidoctor
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    The files have been updated and the twc links now work.

    v0.81 fixed the running animation for the overhand, temporary fix to the overhand wich had problems in keeping the formation after they marched or ran(the march and run to stand anims are from the vanila spearman skeleton), temporary fix with rider dissapearing to the new mounted skeletons(now they use the vanila cav die anim), added a new swordsman skeleton(only for 1.5) and the problem with the fliping animations has been fixed thanks to Vercingetorix.

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