Ashdnazg
04-26-2008, 23:22
(If you just want to know how to do this skip the story and go straight to the tutorial)
The Story:
well, tried to make gunpowder units shoot at the same time, and not a bullet here, a bullet there.
To do this I edited the MTW2_musket_attack_hold.cas (or something like that) to be of 3 frames and not 20 with KE's tools (thanks m8!).
and it worked :), my spanish musketeers fired noisy volleys like good boys.
What it means is that the game loops through the hold animation a random small integer times, so you can control how concentrated volleys will be by the length of the hold animation.
The Tutorial:
Ready!
Aim!
Fire!
Tired of lazy gunmen? Want your musketeers to listen to your orders? Ever wished to impress your girl with pretty volleys?
There's a solution to your problems!
What you need:
1) CA's animation files
2) KE's animation tools
3) Milkshape 3d / 3ds max (if you use 3ds max, you'll need KE's ms3d importer as well)
What you do:
1) Find some musketeer .mesh and convert it to .ms3d.
2) Find the M2TW_musket_attack_hold.cas or whatever its name is in the animation files.
3) Merge the .cas file with the .ms3d using KE's animations tools.
4) Open the ms3d with either milkshape or max, downsize the animation to 3 frames or so, and save it.
5) Extract the animation.
6) Generate new animation databases using CA's animations files (replace the original .cas with the new one before you generate them, of course)
7) Start the game and verify it worked
original medieval musketeers: https://www.youtube.com/watch?v=uRJrn5QIZWU
musketeers firing in volleys: https://www.youtube.com/watch?v=KFH9olc0CY0
both, so it's easier to compare: https://www.youtube.com/watch?v=ZESrdC7gARg
cheers!
hoko.
The Story:
well, tried to make gunpowder units shoot at the same time, and not a bullet here, a bullet there.
To do this I edited the MTW2_musket_attack_hold.cas (or something like that) to be of 3 frames and not 20 with KE's tools (thanks m8!).
and it worked :), my spanish musketeers fired noisy volleys like good boys.
What it means is that the game loops through the hold animation a random small integer times, so you can control how concentrated volleys will be by the length of the hold animation.
The Tutorial:
Ready!
Aim!
Fire!
Tired of lazy gunmen? Want your musketeers to listen to your orders? Ever wished to impress your girl with pretty volleys?
There's a solution to your problems!
What you need:
1) CA's animation files
2) KE's animation tools
3) Milkshape 3d / 3ds max (if you use 3ds max, you'll need KE's ms3d importer as well)
What you do:
1) Find some musketeer .mesh and convert it to .ms3d.
2) Find the M2TW_musket_attack_hold.cas or whatever its name is in the animation files.
3) Merge the .cas file with the .ms3d using KE's animations tools.
4) Open the ms3d with either milkshape or max, downsize the animation to 3 frames or so, and save it.
5) Extract the animation.
6) Generate new animation databases using CA's animations files (replace the original .cas with the new one before you generate them, of course)
7) Start the game and verify it worked
original medieval musketeers: https://www.youtube.com/watch?v=uRJrn5QIZWU
musketeers firing in volleys: https://www.youtube.com/watch?v=KFH9olc0CY0
both, so it's easier to compare: https://www.youtube.com/watch?v=ZESrdC7gARg
cheers!
hoko.