I've decided to create realistic hoplite animations, and just released a Beta at TWC (will post here when v1.0 is done).
Now the only way I've been able to get this far is by taking advantage of Verc's awesome AnimEditor program, which allows me to modify animations stored in the skeletons.idx, and even create my own new skeletons (i.e. fs_hoplite, as you'll see in the thread mentioned above).
Now my question is: what is the purpose of descr_skeleton.txt? Verc, the undispited non-CA master of this aspect of RTW, says the file does nothing. However, strangely enough, the game demands that the file be there, or the game will not start.
So, can someone from CA (Jerome, ) shed some light on this file. It seems like CA originally intended to go foward with this part of the game completely externalized into a text file (as with unit skins, etc). So, it'd be nice if the meaning behind this file was clarified, or even if it was explained how to make the game take advantage of descr_skeleton.txt. Because if we could do that, it would be a miracle.
Ever wondered why some units strike their enemy, and then the enemy reacts with a parry like 10 seconds later? We could fix that if we could use descre_skeletons.txt! You see, in that file you can specify which frame of your animation does the intended action (i.e. attack), so that the computer will know that in my 30-frame animation frame 12 is when the sword is thrust at the enemy, and will run the 'parry' animation in that soldier immediately, making him instantly react to my attack and not wait for my animation to finish. The possibilities, i.e. realistic strike/block battles, are endless.
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