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Thread: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

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  1. #1
    Gratzy2's Avatar Semisalis
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    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    will this be in DaC??

  2. #2
    Earl Dibbles Jr's Avatar Campidoctor
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    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Is this compatible with the Beta DaC?

  3. #3

    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Quote Originally Posted by MrZanyGaming View Post
    Is this compatible with the Beta DaC?
    No it's not, but it should be possible to make it compatible with just coding as I don't think DAC adds any new animations.


    I'm getting a strange bug with this submod. I've manually merged it with DAC map for vanilla and it appears to work perfectly for all the units apart from Mumakil. They sink into the ground up to their knees. This is fixed just by replacing the pack and skeletons .dat and .idx in the animations folder with those from vanilla so I'm guessing the problem lies there. Iv'e re-downloaded the submod and it still happens so its not a bad download. Also DAC map does not touch these files so i don't think that is causing it either. Anyone have any ideas how to fix this or is it just me getting this problem?

  4. #4

    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Sorry for double post but I haven't posted enough to be able to edit posts yet. I have just tested this on a clean version of vanilla TATW 3.2 using yet another different download of this mod and the Mumakil are still set too low for the terrain meaning they walk through the ground not over it. So it is definitely a problem with this sub-mod and not something I caused in merging multiple mods. I'm just surprised that no-one has mentioned this before.

  5. #5

    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    none of the download links work.

  6. #6
    Araval's Avatar Protector Domesticus
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    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    I hope this works for you and that it is the latest version: http://www.adrive.com/public/xZu6BY/WASR%201.1.rar
    Last edited by Araval; December 06, 2014 at 03:16 PM.

  7. #7

    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    @saxonking when you download this mod could you check out the problem I mentioned in my post above with mumakil sinking into the ground please. Would really appreciate it. Or anyone who already has it installed for that matter. I'm interested as to whether its only me getting the problem which would make no sense as I have tried re-downloading and re-installing at least 10 times. These animations are so good it would be a shame for a small bug not even linked to the new animations to ruin it.

  8. #8

    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    thx for the download link. when i go to custom battle and press start i get an ctd is that link for tatw 3.2.

  9. #9
    VektorT's Avatar Biarchus
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    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Ok, no compatible with DaC. But is it compatible with MOS or FROGS? If not... somebody know how can I code this in?

  10. #10

    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Not directly compatible with any mod that adds units but still relativity easy to merge if you know what you are doing. If the mod edits the animations files found under data/animations then amount of work triples. Amount of work also depends on how much of the sub-mod you want. You have to assign new animations to almost every unit in battle_modles file. Use warmans version as a reference for what to swap the animation line to. Vanilla units will be easy as you can just check what he used for each unit. I recommend using notepad ++ compare plugin. MOS and FROGS both add lots of new units though so for these you will have to give them an animation a similar vanilla unit is given.
    To save a lot of time though you could simply ignore most units as IIRC warman does not remove any animations, only adds ones. So if it is just the elves animations you want then all you have to do is swap animations for every elven unit and so on. It is a lot of work but nothing too challenging if you know your way around the file. I will check if there are any other files to merge but if you decide to try it this should keep you occupied for a good long time

    Although. As I have been saying for the past 5 months on this thread for me the mumakil models are bugged by this sub-mod. Would really appreciate it if anyone could check this as I don't think I have done anything wrong and its a pretty game breaking bug for anyone who plays in/around harad

  11. #11
    Araval's Avatar Protector Domesticus
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    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Quote Originally Posted by tombombadil View Post
    Although. As I have been saying for the past 5 months on this thread for me the mumakil models are bugged by this sub-mod. Would really appreciate it if anyone could check this as I don't think I have done anything wrong and its a pretty game breaking bug for anyone who plays in/around harad
    I think I've seen this too, don't remember if it was with the latest version though.

  12. #12
    Zarathos's Avatar Miles
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    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Mumakil anims are always bugged
    I discovered how to fix them but it looks like the original models with animations don't exist any longer.

  13. #13

    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    What you mean by "they don't exist any longer"? I think they still are in the previous Third Age versions (maybe u can download 1.0-1.4 from moddb)

    edit: if not, I could maybe send the necessary files to you since I still have 1.4 on my hard disk
    Last edited by xHolyCrusader; June 05, 2014 at 10:43 AM.

  14. #14

    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Good to see this problem is getting attention now. When you say mumakil anims were always bugged I assume you mean in this mod? Only in vanilla TATW 3.2 they work perfectly. Can't you access the original animations by extracting the skeletons/animations files? Same way you have to extract skeletons if you want to rebuild models using existing skeletons in your modeling tool @Zarathos. If you do this for both vanilla TATW and warmans files and replace the mumakil files in warmans with vanilla ones (they use elephant_cannon mount I think) could that work? I tried this back in January but kept corrupting the files every time I repacked them for some reason so I tried using this method instead but again still no luck even though the mod said it could work. Was going to give it a go again over the summer when I had more time.

  15. #15
    Zarathos's Avatar Miles
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    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Well, the problem of Mumakil is that their death animation has too few frames and cannot synchronize with the riders' death animation. That's why sometimes they become a statue when they die. Increasing the framerate to 60 should be enough to fix it.
    But to do this I need the original CAS files of the death animations, not the packed ones. I need those who can be animmerged with MS3D models using GOAT.

  16. #16

    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    I think we are thinking about different bugs here. The bug I'm talking about is that in this sub-mod they sink into the ground because of a bugged animations repack (see post #43 above). Yours is a vanilla TATW issue? But if you could fix the vanilla death animation that would be amazing! Is it worth sending a pm to KK? I know he has officially left now but he says in his update he will still check his inbox.

  17. #17
    Zarathos's Avatar Miles
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    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Can be worth a try. My next release of M2TWMT will have a proper packing/unpacking tool. The problem is that in TATW there are entries with identical name but different case and Windows' filesystem is not case sensitive.

  18. #18

    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Ok, I have managed to fix the mumakil sinking into the ground issue (not the death animation which is a generic TATW bug). It was indeed a corrupted file issue so while the fix is not that complicated both .dat files need to be replaced which are massive files. I pm'd Warman to ask if he would release a patch last week but still got no reply so it doesn't seem there is going to be an official patch but if there is enough interest I could write a quick tutorial so anyone can do the same. Fix is relatively easy but long. AFAIK I'm not allowed to upload the bug fixed .dat files myself without permission of warman (maybe a mod could clear that up for me) but again I'd only be prepared to do that if people show enough interest.

  19. #19
    VektorT's Avatar Biarchus
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    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    If someone here come and post a link to a tutorial (or write it) explaining how to do again what warman222 did, that guys would be a hero to me.
    I cant understand why "vanilla submods" dont include it by default.

    edit: So it's official. I'm working on a small compatibility patch for parts of warman222 mod to work with today submods. I'm started doing it for FRoGS, since that's the one I'm currently playing. I said "parts" of warman222 mod 'cause I'm nowhere skilled like him but I do am achieving some results. I edit and replaced some files from FRoGS with ones from warman's one and I managed to put the new animations back in the game. It still have some issues, it's all new to me, like some units changed the way they hold swords (now in front of their faces). Looks cool but odd with every one doing it and terrible when an axeman do it. I have no plan to share the files here without warman222 and Araval permission, I'm doing it for my own enjoyment right now.
    Last edited by VektorT; June 26, 2014 at 06:22 PM.

  20. #20
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Warman's Animation Submod Reborn Released! (Update 8/2/2013)

    Quote Originally Posted by Petrobras View Post
    I cant understand why "vanilla submods" dont include it by default.
    Animations have great impact on battle result and balance, assume their addition compaired to result-testing required has been neglected for more crucial and/or grander or easier commitments

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