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Thread: M2TW Animations Released

  1. #21
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: M2TW Animations Released

    Renewed link on media fire as the last link appears to be broken as well, see first post.










  2. #22
    TMK's Avatar BC Local Moderator
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    Default Re: M2TW Animations Released

    Does this still work? Can I use this now?




  3. #23
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: M2TW Animations Released

    The link still works - just checked. You can certainly use it.










  4. #24
    Emperor of The Great Unknown's Avatar Primicerius
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    Default Re: M2TW Animations Released

    You sure it still works? When I rebuild these animations without editing them they cause a CTD on battle start and the pack.dat generated is slightly small than the normal one. I've downloaded it 3 times just to make sure and same results.
    Last edited by Emperor of The Great Unknown; December 24, 2011 at 01:10 AM.
    Give a man a fish you feed him for a day, teach a man to fish you feed him for a lifetime.
    cant read?

  5. #25
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: M2TW Animations Released

    When I said 'working' I referred to the link. But I am pretty sure it will work otherwise as well.

    To solve your problem, it might be better to post in the Q&A section instead of here in the tutorial one. This thread basically just a resource, not a 'how to' - so I don't think it will have the support that your problem might need.










  6. #26
    Emperor of The Great Unknown's Avatar Primicerius
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    Default Re: M2TW Animations Released

    Ok I just thought that maybe the download is missing a few animations due to my fairly consistent results it would be nice if someone else could prove or disprove my theory though. I will take my problem however to the necessary sub forum, just thought that I would bring it to attention here in case similar problems come up with this specific resource.
    Last edited by Emperor of The Great Unknown; December 24, 2011 at 01:12 AM.
    Give a man a fish you feed him for a day, teach a man to fish you feed him for a lifetime.
    cant read?

  7. #27
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: M2TW Animations Released

    I was using these animation files to create a new animation for the merchant in 'The Last Kingdoms' - no problem there. You might have a problem in your descr_skeleton file.










  8. #28

    Default Re: M2TW Animations Released

    This pack is great but I'd like to know how do it myself. I've tried to use XIDX tool to unpack skeletons and animations but CAS files produced by this tool can be opened/imported neither by GOAT nor 3dsmax scripts. The CAS files still look some kind of packed/compressed compared to the ones found in this pack. So, how to decompress CAS files to make it editable like Caliban's version?

  9. #29

    Default Re: M2TW Animations Released

    Interesting files! I'm not skilled in the editing of any of it looks like allot of fun can be had!

  10. #30

    Default Re: M2TW Animations Released

    I'm having trouble regenerating the .dat and .idx after editing the descr_skeleton.

    What I'm trying to do is this: http://www.twcenter.net/forums/showt...sed-Berserkers

    Except with a vanilla unit.



    I get an instant CTD with no error log :/

  11. #31
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: M2TW Animations Released

    Berserkers have always been iffy when working with their animations. I would suggest to first follow the tutorial and see if you can get it to work and then step by step to modify it toward your goal. There is a reason why an elephant is used - it's the underlying 'running amok' attribute afaik. I haven't heard of anyone succeeding in using other units.










  12. #32

    Default Re: M2TW Animations Released

    Quote Originally Posted by Gigantus View Post
    Berserkers have always been iffy when working with their animations. I would suggest to first follow the tutorial and see if you can get it to work and then step by step to modify it toward your goal. There is a reason why an elephant is used - it's the underlying 'running amok' attribute afaik. I haven't heard of anyone succeeding in using other units.
    Hmm... I was hoping to bypass anything berserker related by using vanilla models. I think maybe the problem is to do with it being a steam installation?

    Quote Originally Posted by Medusa0 View Post
    If you are using a steam-based installation, you cannot regenerate .dat and .idx files.

  13. #33
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: M2TW Animations Released

    I beg to differ:

    Quote Originally Posted by Gigantus View Post
    That information is incorrect. I have been generating animation IDX and DAT files for years now on Steam based mods.










  14. #34

    Default Re: M2TW Animations Released

    Code:
    [util]
    no_animdb = true
    That command is only for using loose animations over those packed right?
    Because the README of the "Marka Horse Death anim fix" says to use it for forcing the engine to repack the .dat and .idx files...but in my end it always repacks if there are no .dat and .idx present, regardless if that command is in the cfg file or not.

  15. #35
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: M2TW Animations Released

    I think that's what Caliban meant in his closing remark. I presume you can use this command to test animations without having to repack all the time.










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