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Thread: THE WOLF, THE EAGLE AND THE CREBAIN SUBMOD for TATW. Version 1.1 RELEASED 23/10!

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    Default THE WOLF, THE EAGLE AND THE CREBAIN SUBMOD for TATW. Version 1.1 RELEASED 23/10!

    The wolf project submod
    Hi guys. Im back with one new small project. This project contains NO MATERIAL CREATED BY ME. But it is a very cool project in which I believe many people will be interested. Briarius released some of his great animations along with his models to the public in this thread. I basically made a compatible version for TATW. So, once again, nothing created by me.
    Instructions Just download the attached file and replace the original folders. Always remember to make backups. Then you need to manually add some entries:
    Spoiler Alert, click show to read: 
    to the descr_mount file:
    Spoiler Alert, click show to read: 
    "type mount wolf
    class elephant
    model Mount_Wolf
    radius 0.8 ;changed from
    x_radius 0.8 ;changed from
    y_offset 0.05
    height 3
    mass 1 ;changed from 4.0 29/4/05
    banner_height 1
    bouyancy_offset 3
    water_trail_effect elephant_water_trail
    root_node_height 2.5 ;was 2.84
    attack_delay 1
    dead_radius 0.6 ;was 1.1
    tusk_z 0.8
    tusk_radius 0.8
    riders 3
    rider_offset 0.05, 1.35, 1.37
    rider_offset -0.3, 1.22, 0.4 ;y was 1.54
    rider_offset 0.3, 1.22, -.35 ;y was 1.54"

    to export_descr_unit:
    Spoiler Alert, click show to read: 
    "type WolfPack
    dictionary WolfPack ; WolfPack
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_cavalry
    soldier Elephant_Crew3, 64, 64, 1
    mount mount wolf
    mount_effect horse +4, camel +2
    attributes sea_faring, can_withdraw,
    formation 0.5, 0.5, 2.3, 3.8, 1.2, horde,
    stat_health 1, 1
    stat_pri 10, 0, no, 0, 0, melee, melee_simple, blunt, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 7, 0, no, 0, 0, melee, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap
    stat_pri_armour 0, 2, 0, flesh
    ;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
    stat_sec_armour 13, 3, flesh
    stat_heat 1
    stat_ground 0, 1, -6, -1
    stat_mental 10, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 270, 100, 65, 50, 270, 4, 60
    armour_ug_levels 0,
    armour_ug_models Elephant_Crew3
    ownership england, france, hre, portugal, slave
    era 0 england, france, hre, portugal, slave
    era 1 england, france, hre, portugal, slave
    era 2 england, france, hre, portugal, slave"

    to export_units:
    Spoiler Alert, click show to read: 
    "¬----------------

    {WolfPack}Wolfpack
    {WolfPack_descr}
    Wolves were of old allied with the Dark Lord; Morgoth bred the two greatest of their kind, Draugluin and Carcharoth, and Sauron was wont to take the form of a great Wolf. The lesser kinds were sometimes used as steeds by the Orcs.

    {WolfPack_descr_short}
    A pack of wild wolves
    ¬----------------"

    to battle_models:
    Spoiler Alert, click show to read: 
    "10 mount_wolf
    1 1
    44 unit_models/mounts/wolf/mount_wolf_lod0.mesh 10000
    5
    7 england
    50 unit_models/Mounts/wolf/textures/wolf_merc.texture
    52 unit_models/Mounts/wolf/textures/wolf_normal.texture
    39 unit_sprites/merc_mount_wolf_sprite.spr
    6 france
    50 unit_models/Mounts/wolf/textures/wolf_merc.texture
    52 unit_models/Mounts/wolf/textures/wolf_normal.texture
    39 unit_sprites/merc_mount_wolf_sprite.spr
    3 hre
    50 unit_models/Mounts/wolf/textures/wolf_merc.texture
    52 unit_models/Mounts/wolf/textures/wolf_normal.texture
    39 unit_sprites/merc_mount_wolf_sprite.spr
    8 portugal
    50 unit_models/Mounts/wolf/textures/wolf_merc.texture
    52 unit_models/Mounts/wolf/textures/wolf_normal.texture
    39 unit_sprites/merc_mount_wolf_sprite.spr
    5 slave
    50 unit_models/Mounts/wolf/textures/wolf_merc.texture
    52 unit_models/Mounts/wolf/textures/wolf_normal.texture
    39 unit_sprites/merc_mount_wolf_sprite.spr
    0 1
    5 Horse
    9 MTW2_Wolf 0
    0 0 -1 0 0 0 0 0 0"

    AND remember to increase serialization number by one

    AND replace the goblin halbberdier entry with this entry (no need to increase serialization as it is just a replacement):

    "13 moria_halberd

    1 1

    48 unit_models/_Units/EN_Lmail_Hmail/ommh_lod0.mesh 6400

    2

    3 hre

    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm.texture

    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm_normal.texture

    41 unit_sprites/hre_moria_halberd_sprite.spr

    8 portugal

    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm.texture

    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm_normal.texture

    41 unit_sprites/hre_moria_halberd_sprite.spr

    2

    3 hre

    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture

    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0

    8 portugal

    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture

    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0

    1

    4 None

    15 MTW2_Dwarf_Pike

    21 MTW2_Dwarf_Non_Shield 1

    23 MTW2_Dwarf_Pike_primary 1

    23 MTW2_Dwarf_Mace_Primary

    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

    17 moria_halberd_upg

    1 1

    48 unit_models/_Units/EN_Lmail_Hmail/ommh_lod0.mesh 6400

    2

    3 hre

    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm.texture

    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm_normal.texture

    41 unit_sprites/hre_moria_halberd_sprite.spr

    8 portugal

    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm.texture

    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm_normal.texture

    41 unit_sprites/hre_moria_halberd_sprite.spr

    2

    3 hre

    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture

    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0

    8 portugal
    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture

    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0
    1

    4 None

    15 MTW2_Dwarf_Pike

    21 MTW2_Dwarf_Non_Shield 1

    23 MTW2_Dwarf_Pike_primary 1

    23 MTW2_Dwarf_Mace_Primary

    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002"

    The Crebain Project submod

    This is another new animation I will include. Once again, NOT CREATED BY ME. Undying Nephalin created both model and animation for his Hyrule mod. I just managed to put them in a working animation pack for TATW with his allowance. Once again the aim is to give more flavour to the evil factions which I always thought could use some help. Crebain were basically spies of Saruman but if we stretch the lore just a bit it is not hard to imagine them being used in the field of battle (even if just to harass the enemy a la Hitchcock ) Since I always thought Dunland lacked something unique I decided to add them. They could also go to Isengard, you may ask, but Isengard is already one of the coolest factions. Well, you can add them to any faction you want ot just avoid them completely. It is up to you to decide.
    Instructions
    Add the entries below for the "crebain":

    Spoiler Alert, click show to read: 
    in the battle_models file:
    Spoiler Alert, click show to read: 
    "5 hawks

    1 3

    45 unit_models/_Units/ordona/ord_hawk1_lod0.mesh 121

    45 unit_models/_Units/ordona/ord_hawk1_lod0.mesh 1225

    45 unit_models/_Units/ordona/ord_hawk1_lod0.mesh 10000

    1

    7 dunland

    52 unit_models/_Units/ordona/textures/ord_main1.texture

    59 unit_models/_Units/ordona/textures/ord_goat1_normal.texture 0

    0
    1

    5 horse

    7 fs_Hawk 0

    0 0 -1 0 0 0 0 0 0"

    and remember to increase the serialization number by one

    replace the current wardog entry:
    Spoiler Alert, click show to read: 
    "type wardog
    class wardog
    model wardogs
    radius 0.5
    x_radius 0.35
    height 2.6
    mass 20.0"

    with this one:

    Spoiler Alert, click show to read: 
    "type wardog
    class wardog
    model hawks
    radius 0.75
    x_radius 0.35
    height 2.6
    mass 30.0"

    the crebain can be added to any infantry unit that doesnt have a secondary attack just by changing this line:

    Spoiler Alert, click show to read: 
    "category infantry"


    to this:

    Spoiler Alert, click show to read: 
    "category handler"


    and by adding this line:

    Spoiler Alert, click show to read: 
    "animal wardogs" (it really is supposed to be wardogs in plural form even though it is singular in the animals file, this is no typo).


    and add the stats for the scondary attack which will be the stats used by the crebain, whichever way you like:

    Spoiler Alert, click show to read: 
    "stat_sec 4, 5, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1"


    here is an example Im using in my own version:

    Spoiler Alert, click show to read: 
    "type Isenmach Axemen
    dictionary Isenmach_Axemen
    category handler
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier isenmach_axemen, 60, 100, 10
    officer dunland_captain_early_flag
    officer dunland_captain
    animal wardogs
    mount_effect horse +1, camel +1, elephant -4
    attributes sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit
    formation 2, 4.4, 3, 6, 4, horde
    stat_health 1, 3
    stat_pri 10, 5, no, 0, 0, melee, melee_blade, slashing, axe, 60, 1
    stat_pri_attr ap
    stat_sec 4, 5, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 9, 8, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 7
    stat_ground -1, -2, 0, -2
    stat_mental 14, disciplined , highly_trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 1200, 180, 65, 65, 1200, 4, 100
    armour_ug_levels 3, 4
    armour_ug_models isenmach_axemen, isenmach_axemen_upg
    ownership dunland
    era 0 dunland
    era 1 dunland
    era 2 dunland
    recruit_priority_offset 30"

    The Eagle project submod So this is the last (or maybe the latest) animation I will include in this new animation pack. Once again, NO MATERIAL CREATED BY ME. All credits to Kolwen for the eagle model and texture and alreadyded for the eagle animation.
    Instructions
    add the entries below for the eagles:
    Spoiler Alert, click show to read: 
    in the battle_models file:

    Spoiler Alert, click show to read: 
    "12 great_eagleA
    1 1
    69 unit_models/_Units/warhammer/mount/great_eagle/great_eagleA_lod0.mesh 10000
    1
    4 merc
    76 unit_models/_Units/warhammer/mount/great_eagle/textures/great_eagle1.texture
    83 unit_models/_Units/warhammer/mount/great_eagle/textures/great_eagle1_normal.texture 0
    0
    1
    0
    10 fs_FbeastA 0
    0 0 -1 0 0 0 0 0 0"

    and increase the serialization number by 1


    add this entry in the descr_mount file

    Spoiler Alert, click show to read: 
    "type great_eagleA
    class elephant
    model great_eagleA
    radius 4
    x_radius .01
    y_offset 0
    height 2
    mass 7
    banner_height 1
    bouyancy_offset 3
    water_trail_effect elephant_water_trail
    root_node_height 2.84
    attack_delay 0
    dead_radius 4
    tusk_z 4
    tusk_radius 2 ;3
    riders 3
    rider_offset 0.05, -1.52, 1.37
    rider_offset -0.3, -1.52, 0.4 ;y was 1.54
    rider_offset 0.3, -1.52, -.35 ;y was 1.54"



    add these entries in the export description unit file:

    Spoiler Alert, click show to read: 
    "type eagle ; Great Eagle
    dictionary eagle ; Fly
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Elephant_Crew3, 6, 1, 10
    mount great_eagleA
    attributes very_hardy, can_withdraw, power_charge, mercenary_unit
    move_speed_mod 0.5
    formation 20, 20, 30, 30, 2, horde
    stat_health 2, 2
    stat_pri 35, 15, no, 0, 0, melee, melee_simple, piercing, none, 15, 1
    stat_pri_attr area, ap
    stat_sec 35, 15, no, 0, 0, melee, melee_simple, piercing, none, 15, 1
    stat_sec_attr area, ap
    stat_pri_armour 30, 0, 0, metal
    stat_sec_armour 30, 0, metal
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 20, disciplined, untrained
    stat_charge_dist 120 ; fly
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 6, 2000, 450, 100, 400, 5000, 6, 700
    armour_ug_levels 2
    armour_ug_models Elephant_Crew3
    ownership egypt, mongols, saxons
    era 0 egypt, mongols, saxons
    era 1 egypt, mongols, saxons
    era 2 egypt, mongols, saxons
    recruit_priority_offset 100"


    You can add the text info for the eagles too in the export_units file:

    Spoiler Alert, click show to read: 
    "¬----------------

    {eagle}Great Eagles
    {eagle_descr}The Great Eagles are said in to have been "devised" by Manwë Súlimo, leader of the Valar, and were often called the Eagles of Manwë. They were sent from Valinor to Middle-earth to keep an eye on the exiled Ñoldor, and also on their foe the evil Vala Morgoth. The king of these eagles was Thorondor. In the Third Age, Thorondor's descendants Gwaihir and Landroval lived in an eyrie to the east of the Misty Mountains in Wilderland.
    {eagle_descr_short}Powerful Giant Eagles
    ¬----------------"

    The extra animations submod

    This version adds 3 new animations. As usual, NOT CREATED BY ME. I basically made them compatible with TATW. They are a 2handed sword animation for the elves, a different new evil infantry animation, both thanks to warman222 and a dual wield sword animation, thanks to Briarius. All credits to them.

    Instructions:
    Spoiler Alert, click show to read: 
    Just paste the folders as usual and this time, since we are only adding new animations just need to change the lines for the units you want the new animations to be added. The instructions for the other units (wolf, eagle, crebain) remain the same and always remember to change the moria-halberdiers entry as usual.
    to have the new elven animation replace the animation lines with these entries:
    Spoiler Alert, click show to read: 
    Change from this:

    "9 elf_sword
    1 1
    52 unit_models/_units/high_elves/eldar_swords_lod0.mesh 6400
    1
    5 egypt
    52 unit_models/_units/high_elves/textures/eldar.texture
    59 unit_models/_units/high_elves/textures/eldar_normal.texture
    39 unit_sprites/egypt_elf_sword_sprite.spr
    1
    5 egypt
    56 unit_models/_units/high_elves/textures/eldar_att.texture
    61 unit_models/_units/high_elves/textures/eldar_att_norm.texture 0
    1
    4 None
    16 MTW2_2HSwordsman 0
    1
    24 MTW2_2HSwordsman_Primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002"

    to this:

    "9 elf_sword

    1 1

    52 unit_models/_units/high_elves/eldar_swords_lod0.mesh 6400

    1

    5 egypt

    52 unit_models/_units/high_elves/textures/eldar.texture
    59 unit_models/_units/high_elves/textures/eldar_normal.texture

    39 unit_sprites/egypt_elf_sword_sprite.spr

    1

    5 egypt
    56 unit_models/_units/high_elves/textures/eldar_att.texture

    61 unit_models/_units/high_elves/textures/eldar_att_norm.texture 0

    1
    4 None
    20 MTW2_Elf_2HSwordsman
    0
    1
    28 MTW2_Elf_2HSwordsman_Primary 0

    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002"

    to have the new dual wield animation:
    Spoiler Alert, click show to read: 

    just replace this:

    "8 hasharii
    1 1
    48 unit_models/_Units/EN_Lmail_Hmail/zzha_lod0.mesh 6400
    1
    5 spain
    71 unit_models/_Units/EN_Lmail_Hmail/textures/en_imail_imail_harad.texture
    78 unit_models/_Units/EN_Lmail_Hmail/textures/en_imail_imail_harad_normal.texture
    38 unit_sprites/spain_hasharii_sprite.spr
    1
    5 spain
    60 unit_models/AttachmentSets/Final ME Heavy_harad_diff.texture
    60 unit_models/AttachmentSets/Final ME Heavy_harad_norm.texture 0
    1
    4 None
    15 MTW2_2Swordsman 0
    2
    19 MTW2_2Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002"

    with this:

    "8 hasharii
    1 1
    48 unit_models/_Units/EN_Lmail_Hmail/zzha_lod0.mesh 6400
    1
    5 spain
    71 unit_models/_Units/EN_Lmail_Hmail/textures/en_imail_imail_harad.texture
    78 unit_models/_Units/EN_Lmail_Hmail/textures/en_imail_imail_harad_normal.texture
    38 unit_sprites/spain_hasharii_sprite.spr
    1
    5 spain
    60 unit_models/AttachmentSets/Final ME Heavy_harad_diff.texture
    60 unit_models/AttachmentSets/Final ME Heavy_harad_norm.texture 0

    1
    4 None
    28 MTW2_Myrmidon_Fast_Swordsman 0
    2
    28 MTW2_Myrmidon_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002"

    to have the new evil animation:
    Spoiler Alert, click show to read: 
    replace this:

    "12 mordor_uruks
    1 1
    48 unit_models/_Units/EN_Lmail_Hmail/mmmu_lod0.mesh 6400
    1
    7 england
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_umail_umail_mordor.texture
    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_umail_umail_mordor_normal.texture
    44 unit_sprites/england_mordor_uruks_sprite.spr
    1
    7 england
    57 unit_models/AttachmentSets/Final uruk_mordor_diff.texture
    57 unit_models/AttachmentSets/Final uruk_mordor_norm.texture 0
    1
    4 None
    14 MTW2_Swordsman 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002"

    with this entry:

    "12 mordor_uruks
    1 1
    48 unit_models/_Units/EN_Lmail_Hmail/mmmu_lod0.mesh 6400
    1
    7 england
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_umail_umail_mordor.texture
    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_umail_umail_mordor_normal.texture
    44 unit_sprites/england_mordor_uruks_sprite.spr
    1
    7 england
    57 unit_models/AttachmentSets/Final uruk_mordor_diff.texture
    57 unit_models/AttachmentSets/Final uruk_mordor_norm.texture 0
    1
    4 None
    19 MTW2_Evil_Swordsman 0
    2
    23 MTW2_Evil_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002"

    I would suggest you guys to do the same as I did in my own personal mod and restrict the evil and elf animations to elfs and orcs to give the different races more identity.

    Known bugs The hasharii will have an invisible sword in the right hand. That model needs to be rerigged. I would appreciate if anybody could do it, pls. Since the models themselves wont be touched and will remain intact I believe permissions arent even necessary.
    The animation for the Moria halberdiers got bugged during the repacking (dont know why), this is why you have to replace it with the dwarven pikemen one. Dont worry they are basically identical and once you replace it, the moria guys will work just fine. Always remember to apply the fix as per instructions:
    Spoiler Alert, click show to read: 
    replace the original moria halberd entry in the models file with this entry"13 moria_halberd

    1 1

    48 unit_models/_Units/EN_Lmail_Hmail/ommh_lod0.mesh 6400

    2

    3 hre

    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm.texture

    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm_normal.texture

    41 unit_sprites/hre_moria_halberd_sprite.spr

    8 portugal

    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm.texture

    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm_normal.texture

    41 unit_sprites/hre_moria_halberd_sprite.spr

    2

    3 hre

    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture

    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0

    8 portugal

    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture

    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0

    1

    4 None

    15 MTW2_Dwarf_Pike

    21 MTW2_Dwarf_Non_Shield 1

    23 MTW2_Dwarf_Pike_primary 1

    23 MTW2_Dwarf_Mace_Primary

    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

    17 moria_halberd_upg

    1 1

    48 unit_models/_Units/EN_Lmail_Hmail/ommh_lod0.mesh 6400

    2

    3 hre

    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm.texture

    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm_normal.texture

    41 unit_sprites/hre_moria_halberd_sprite.spr

    8 portugal

    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm.texture

    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_omail_omail_orcsmm_normal.texture

    41 unit_sprites/hre_moria_halberd_sprite.spr

    2

    3 hre

    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture

    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0

    8 portugal
    59 unit_models/AttachmentSets/Final mordor_mordor_diff.texture

    59 unit_models/AttachmentSets/Final mordor_mordor_norm.texture 0
    1

    4 None

    15 MTW2_Dwarf_Pike

    21 MTW2_Dwarf_Non_Shield 1

    23 MTW2_Dwarf_Pike_primary 1

    23 MTW2_Dwarf_Mace_Primary

    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002"

    Download Version 1.1
    Spoiler Alert, click show to read: 

    Use 7zip to extract.
    Bugfix thanks to Emperor of Hell. It fixes the elves holding the sword a little too high.
    Spoiler Alert, click show to read: 
    Download here. just search for the files of the same name and replace all.


    Credits Briarius for the new model and animation for the wolf and the new dual wielder animation. Be sure to check his beautiful Myth:TW mod
    Undying Nephalin for the new model and animation for the "crebain". Be sure to check his fantastic Hyrule:TW mod
    The Holy Pilgrim for teaching me how to implement them in TATW. Check his cool submod CoWxTATW
    Kolwen
    for the eagle model and texture. Check his amazing mod The Sundering
    alreadyded for the eagle animation. Check his supercool submod Perilicious Compilation Pack
    warman222 for his animation packs. Check his original Warman's animation submod
    LOTR:TW team, (Wlesmana, Bardo, SethKrnell, Nelduin) for the base used by warman222 to create the 2h elf animation for the M2TW engine. Check LOTR:TW, one of the coolest fantasy mods ever!
    Emperor of Hell for the bugfix making the elves more adapted to the new animation. Check his awesome Divide and Conquer submod for TATW!
    Once again, thank you very much guys!!!

    Permissions Everybody is free to use the animation pack in whichever mod as long as it is fine with the original creators. Just remember to credit me for the compilation and most important the original creators for the models, textures and animations. Have fun!
    Last edited by paradamed; November 09, 2012 at 09:26 AM.

  2. #2

    Default Re: The wolf project for TATW

    Looks like they would make a good rebel unit. Nice job here.

  3. #3
    paradamed's Avatar Praepositus
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    Default Re: The wolf project for TATW

    Thanks and pls rep Briarius and The Holy Pilgrim. Initially I thought about adding them to the Orcs of the Misty Mountains to make them more interesting. The code I used add them to most of the evil factions and the slave faction in custom battles. I thought it would make it easier for people who wanted to add them. Anyway, I will let whoever downloads the submod decide where they fit best. I would like to have some feedback from you guys about the lore, pls. I would like some feed back on stats too, pls. Im basically using the same stats Briarius used in his amazing mod. I forgot to say they lack unit cards. If anybody would pls make the cards it would be just perfect. I didnt use the ones created by Briarius because they fit his mod but not TATW style of cards.

  4. #4

    Default Re: The wolf project for TATW

    Does this include the cool new dual-sword anims as well?

  5. #5
    paradamed's Avatar Praepositus
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    Default Re: The wolf project for TATW

    Nope. I just included the wolf animation. I thought it would take some modelling skills to add the animations to the existing units so I chose not to add them. I can try to do it and post it here later on. Do you guys know if I can just use them to the existing units wihtout needing to rerig the models?

  6. #6
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: The wolf project for TATW

    As long as you haven't added extra bones you can just change the animations of a unit in modeldb.

  7. #7
    paradamed's Avatar Praepositus
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    Default Re: The wolf project for TATW

    I tried to add the dual wield animation but I couldnt get it to work. The game would crash on start up. I think it is probably a conflict between the text structures of Briarius animation and the vanilla TATW animation. Both share structures in common which is causing some packing problem to the packer Im using. Maybe THP can do it since he already has much more experience in the issue.

  8. #8
    Araval's Avatar Primicerius
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    Default Re: The wolf project for TATW

    Wow! Good job! Thank you vey much!
    Dave tried to do it for WitN, but they didn't work.
    Thanks again!

  9. #9

    Default Re: The wolf project for TATW

    Really impressive!!!! Nice job mate!!!

  10. #10
    paradamed's Avatar Praepositus
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    Default Re: The wolf project for TATW

    Thanks guys but I only needed to have a lot of patience. The real heroes are modders like Briarius which manages to keep an old engine like M2TW always fresh with his impressive animations. There is more to come. Im only waiting for a few permissions to post new stuff. I also need some feedback to know if you guys found any other bugs, pls.
    Last edited by paradamed; October 19, 2012 at 12:25 PM.

  11. #11
    Araval's Avatar Primicerius
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    Default Re: The wolf project for TATW. new preview (crebain) 19/10

    Project crebain is looking good!

  12. #12
    paradamed's Avatar Praepositus
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    Default Re: The wolf project for TATW. new preview (crebain) 19/10

    I would like some opinions about recruitment, etc. For example, while I think it is more fitting that wolves should be part of rebel factions and wargs part of the evil factions, I think adding the wolves to the orcs of MM and Gundabad would spice things up for those factions. So, what kind of recrutiment pool would be more fitting for the wolves? Forests? Mountains? I also would like some opinions on the crebain. In my own personal version Im restricting then to DUnalnd to add more uniqueness. They are coded as wardogs so any infantry that has only one weapon can have them as a secondary addon. Right now Im restricting them to the general bodyguard and the Isenmach axemen. It works pretty fine with MOS and their Dunland script. Once you unlock Isenmach axemen you will have them with the crebain which will make it more rewarding. I also wanted them to be added to the general so it would bring some uniqueness and would avoid becoming too common in the early turns. Since there arent so many generals in the beginning, the player would have a neat feature from the start with the possibility to increase it after the Isenmach axemen are unlocked. Even thought the crebain supposedly fly in huge numbers restricting them to few units would make them more unique. They could easily be added to most of Dunland units which visually would look cool but would diminish their appeal. I would also like to recommend you guys to use this mod with the latest G5 ai (I havent noticed any crashes in my version but if you use any other formation than horde formation it can cause instability).

  13. #13
    Araval's Avatar Primicerius
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    Default Re: The wolf project for TATW. new preview (crebain) 19/10

    I think forest would be most fitting for wolves.
    What does crebain do actually?

  14. #14
    paradamed's Avatar Praepositus
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    Default Re: The wolf project for TATW. new preview (crebain) 19/10

    Crebain can attack. They act the same way as wardogs with a beautiful animation. So they are attached to an infantry unit. They are the same hawks Undying Nephalin created for his Ordona faction in HyruleTW and then I asked for them and he allowed me to use them. If you havent played Hyrule you definetely should. That mod is a masterpiece. Neph is a very talented guy, he pretty much created almost 100% of his mod. The same as Briarius. Not trying to look down on other modders but some modders like KK, Briarius, Undying Nephalin, alreadyded really keep this old engine fresh with all their innovations. If it weren't by modders like them I would have lost interest in M2TW ages ago. These guys are like one man armies. Ok, back on topic. Im just waiting for another permission and you will be able to check the "crebain" for yourselves. Basically they can be added to any infantry unit. Just need to make a conversion to handler type via edu.

  15. #15
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: The wolf project for TATW. new preview (crebain) 19/10

    Tested it out ingame now, the wolves look really great

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  16. #16
    paradamed's Avatar Praepositus
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    Default Re: THE WOLF, THE EAGLE AND THE CREBAIN SUBMOD for TATW. Version 1.0 RELEASED 23/10!

    New version released guys! Have fun!

  17. #17
    Heathen Storm's Avatar Where's my axe?
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    Default Re: THE WOLF, THE EAGLE AND THE CREBAIN SUBMOD for TATW. Version 1.0 RELEASED 23/10!

    Do you have any intent of making this compatible with MOS? If you do... I will download it

    Proud mod leader, modeller and public relations officer of Heiğinn Veğr: Total War


  18. #18
    Araval's Avatar Primicerius
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    Default Re: THE WOLF, THE EAGLE AND THE CREBAIN SUBMOD for TATW. Version 1.0 RELEASED 23/10!

    Great work once again!
    What next? Bats?

  19. #19
    paradamed's Avatar Praepositus
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    Default Re: THE WOLF, THE EAGLE AND THE CREBAIN SUBMOD for TATW. Version 1.0 RELEASED 23/10!

    Quote Originally Posted by Araval View Post
    Great work once again!
    What next? Bats?
    That would be nice but what I would like to do as soon as I have some free time is try to implement warman's animation pack.

  20. #20
    chriskourou's Avatar Semisalis
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    Default Re: THE WOLF, THE EAGLE AND THE CREBAIN SUBMOD for TATW. Version 1.0 RELEASED 23/10!

    I mostly care about the Eagle Is this just an animation or it can also attack hostile units?
    PS: Should we expect nazguls too?

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