Amazing work! Just two questions though:
1. Do the missile troops riding the wagons actually fire?
2. What does the wagon death animation look like? Do you have a video of it?
Amazing work! Just two questions though:
1. Do the missile troops riding the wagons actually fire?
2. What does the wagon death animation look like? Do you have a video of it?
I have updated the animations pack with a new v1.2 update archive.
http://www.filefront.com/14542039/ro...onspack_v12.7z
Screens of the improved bowstring animation:
- v1.2: Improved MTW2_Shortbowman bowstring animation – arrow does not “float” and is strung above the hand [All units that use the MTW2_Shortbowman_String and derivatives skeleton will automatically benefit from it. MTW2_Longbowman_String should be considered a legacy unsupported skeleton and should no longer be used.]
- Fixed entry in war wagon descry_skeletons.txt which caused them to glitch when “charging”
- Fixed descr_skeletons.txt attack distances that were preventing units from attacking.
- Improved MTW_Legion walk animation – jerky arms gone.
- Added overhand hoplite mk2, pistoller, supply wagon, “dome”-class war wagon animation sets.
Pistoller:
Last edited by Banzai!; September 16, 2009 at 04:02 AM.
Updated animations pack. See edited previous post.
+rep for that work, great job.
I have a question, is this installable? or do I have to copy and paste files? And does it work for vanilla medieval 2? (will it change the animations?)
hey I made this guy is there any chance to make him shootable from ak47?
Spoiler Alert, click show to read:
I don't understand. I play THird Age mod, I say: I must manually edit every single unit and use GOAT? There isn't a clear explanation
wow fantastic job Banzai!
dwonload now
+rep
R.I.P Blackomur | The Shadow of Ishtar | Proud to be israeli
I feel like such a noob, but what the hell do I do with all of these animations? I googled this cuz I was interested but I have no idea what to do with all of these files. I'm sure I could figure it out, but the amount of files are overwhelming. This is what I have downloaded: rome_animationspack_v11 & rome_animationspack_v12 & rome_animationspack_v12.7z Now what do I do with all of these, I open them up and crap myself.
There is a very nice .pdf document in Banzai's files which should explain all you need to know.
@Banzai
There seems to be a problem with the dying animation of the new bowstring-units. Some of the dying units spin like crazy before dying and then they shrink to a tiny person with the "jesus-syndrom".
Here's an example how a dead unit looks like:
Do you know what causes this and how it could be solved?
Besides, awesome work with the war-wagons.
Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008
I think this is a similar problem as with the dog statues, and the sometimes resulting crash. I believe I have proved in testing that the problem is down to the various 'attack victim' anims in descr_skeleton as models using anims which don't contain any, dont produce any dog statues or cause a CTD. These anims seem to be used as the tag suggests by the victim of a fatal attack. The spinning is the result of the anim designed for a standard human sketeton being applied to a non-human skeleton. The half buried jesus guy and the dog statue are the default anim for the model kicking in. The dog related CTD, I'm still not 100% sure of, but if the spinning and the default anim can be solved...
i really cannot understand ANYTHING at all. How iam going to put this animations in the game i really want to install the longbowmen animations and the crossbowman, basicly i show something simular in Third age total war were the bowmen used arrows and strings and i really want to know if there is a simple way of installing them, i mean like replacing the original animations and thats it.
I dont understand anytthing!!
i have done as you said. the pack.dat was increased by 20 megs
and descr_skel is in the right place. engine is at the right place.
[util]
no_animdb = true is set in preferences and write protected. Do i have to use goat too?
Once you have placed the packs and descr_skeleton in your mod folder, all you need to do is make changes to your battle_models.db for the units that you want to use the new anims.
And how do i do that? please tell me im desperate hehe
OK i used the text editor but its only a lot of names with no.cas files? so what am i going to do?
You'd really be better off reading the .pdf that Banazi! has provided, cas files are not used in M2 except on the strat map.
i have done that look this:
1. Copy-paste the animations/animations/ folder contents into your M2TW animations
folder. DONE
2. Copy-paste the animations/descr_skeletons.txt contents into your mod folder. DONE
3. Check you have:
[util]
no_animdb = true
set in your preferences.DONE
4. Delete /animations/pack.idx, pack.dat, skeletons.idx, skeletons.dat for the
animations to rebuild on next game startup. DONE
5. You can begin using the animations now (do so by changing the battle_models unit
skeleton entries as needed) huh? he mean those from the example folder? ok look. one example:
The decap animation:
dismounted_gothic_knights_decap_lod0.ms3d converted to dismounted_gothic_knights_decap_lod0.mesh
DONE
put the mesh file in this folder unit_models/animtesting
DONE
next im in the battle_models.modeldb file with wordpad.
searched for dismounted_gothic_knights
DONE
I copied over those with the new text :
25 dismounted_gothic_knights
1 1
65 unit_models/animtesting/dismounted_gothic_knights_decap_lod0.mesh 6400
1
4 merc
77 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_hre.texture
80 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_normal.texture
53 unit_sprites/hre_Dismounted_Gothic_Knights_sprite.spr
1
4 merc
56 unit_models/AttachmentSets/Final Heater_hre_diff.texture
56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0
1
4 None
21 MTW2_Slow_2HSwordsman 0
1
24 MTW2_2HSwordsman_Primary 0
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
DONE
Open export_descr_unit DONE
Searched for Ulster Swordsmen DONE
The new text:
l
l
v
type Ulster Swordsmen
dictionary Ulster_Swordsmen ; Ulster Swordsmen, up
category infantry
class heavy
voice_type Heavy
accent French
banner faction main_infantry
banner holy crusade
soldier armored_swordsman_bigsword_decap, 48, 0, 12.0 ;, 0.6
officer gauldrako
mount_effect horse +2, camel +2 ;;tear off the limbs
attributes free_upkeep_unit, mercenary_unit, sea_faring, hide_forest, very_hardy, can_withdraw, frighten_mounted, frighten_foot, command
;formation 0.4, 0, 2.4, 2.4, 4, square
formation 2.4, 2.4, 2.4, 2.4, 5, square
stat_health 1, 0
stat_pri 24, 96, no, 0, 0, melee, melee_blade, slashing, sword, 0, 1
stat_pri_attr ap
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 9, 16, 15, metal
stat_sec_armour 0, 0, flesh
stat_heat 0 ; 6
stat_ground 0, 0, 0, 0 ; 1, -1, 2, 1
stat_mental 18, impetuous, trained
stat_charge_dist 6
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 2100, 350, 90, 70, 525, 4, 170
armour_ug_levels 1, 2, 3 ; 2, 3
armour_ug_models armored_swordsman_bigsword_decap, dismounted_gothic_knights, f_ambacti
ownership all ; denmark, norway
era 2 france, spain
recruit_priority_offset 0 ; 10
---------------------------l
Copied over with the new text.
DONE.
But The game still crashes why?
please help =))
maybe this will help lot of other peoples too =)
heellloooooo? anybody?