View Full Version : Creative Assembly Gil...plz read this...
Michael the Great
11-10-2002, 22:32
Hi Gil,
I was wondering how did CA make the attack animation moves,and why don't we have any conclusive defensive moves,i mean,a man attacks,attacks and attacks again but u don't see animations when he defends...
Furthermore,will it be possible it the future,to have at least one more attack animation and death animation for each unit(or at least for some units)....just think how dynamic the battles will be??
Altough it will require more space and resources,even watching a single man2man fight will be a pleasure...
Am I right??
GilJaysmith
11-10-2002, 22:37
Probably a limit on texture space. There's a general 'fight' animation and that's it. From what I know of the art pipeline it took a while to produce each sprite, so we probably decided there was enough time for N animations and that distinguishing 'attack' and 'defend' wasn't worth it... especially since in practice almost every attack provokes an attack in return.
Please don't give threads titles like "Gil plz read"; as I've just mentioned in some other thread, I read everything in this forum that doesn't look patently irrelevant.
Michael the Great
11-10-2002, 22:42
K,sorry for the lame name for the thread http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
So,anyway,is there any possibility of having one more animation for attack and one death animation in the next tw?
I think that if this will be made,it will make battles just superb,and REALLY awarding to watch..
Just how much resources more sprites would consume,probabilly not much,as we are not talking about anything other than sprites.
Can't the texture space be extended further to support more sprites?
GilJaysmith
11-10-2002, 23:01
Quote[/b] (Michael the Great @ Nov. 10 2002,15:42)]
In MTW the sprites are 2D captures of full 3D animations, so it's however long it takes a good artist to create a good animation for however many body types we've got in the game. In terms of texture space, the animation has to be provided for each troop body type and from numerous angles. There are already about 14 sets of anims per body type, and I can't remember how many angles we use. It all adds up... I have a vague recollection that it takes about 6Mb of texture space for each hires sprite set. But the most likely reason it wasn't done at the time is that we decided it wouldn't add enough to the game to justify the time. The game doesn't monitor who's attacking or defending, just whether a soldier is fighting, and we had no plans to change that.
This was in the recycle bin, is this of any use for The Dungeon?
TosaInu
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