View Full Version : EB Animations Pack
EB Animations Pack Beta version 0.81
Features:
-contains 13 new skeletons and around 800 new animations.
-various fixes to the vanilla animations.
-the jumping animations have been removed.
-4 different scaled skeletons to historically reflect the differences of heights of the various soldiers of different nations.
-there are 2 compatible versions with 1.2 and 1.5/6.
The current available skeletons are:
Two handed foot pike/sarisae skeleton:
There are two version of this skeleton related to unit:
-one is to be used on non-phalanx units wich is the fs_thp_f_spearman and the other is fs_thp_f_spearman_p.
Variants:
fs_thp_f_spearman, fs_fast_thp_f_spearman and fs_thp_f_spearman_p.
-the fs_thp_f_spearman has two
Two handed mounted pike/xyston skeleton:
fs_thp_m_spearman
Overhand foot spearman:
There are two version of this skeleton related to unit:
-one is to be used on non-phalanx units wich is the fs_o_f_spearman and the other is fs_o_f_spearman_p(wich isn't avaible yet, will be in soon).
Variants:
fs_o_f_spearman, fs_fast_o_f_spearman and fs_o_f_spearman_p.
Overhand mounted spearman:
fs_o_m_spearman
Swordsman barb/axeman:
This is a slashing animation where the unit will only slash realistically as you would with a long sword. This animation is also ideally suited for Axemen units.
Variants:
fs_swordsman_barb, fs_fast_swordsman_barb, fs_semi_fast_swordsman_barb and fs_slow_swordsman_barb.
Gladius:
This animation is a historical realistic animation based off the way Romans fought in close battle. There are 3 stab moves in the animation, groin, stomach, and throat. At all times the units will keep shields in a protective position.
Variants:
fs_gladius and fs_fast_gladius.
Two handed swordsman:
This animation is good for models with claymore style swords that require a handling of both hands close together. Again this is a slash only animation.
fs_2h_swordsman
New foot archer:
This animation has a more accurate pull of the string and faster draw time. Also the bow is held upright when in firing position, unlike the vanilla.
Variants:
fs_foot_archer, fs_fast_foot_archer and fs_semi_fast_foot_archer.
New mounted archer:
This animation is a historically based animation of how mounted archers would of held the bow and fire with it.
fs_mounted_archer
Pilum:
Now the unit's throw the javelins/pila 30% faster but the rest of the javelinmen animations are not changed.
fs_pilum
Mounted standar bearer:
fs_m_bearer
New skeletons for chariots and elephants:
This animation allows elephants to have javelinmen instead of archers:
fs_big_elephant_rider_javelinman
fs_forest_elephant_rider_javelinman
Javelinman skeleton for chariots:
This animation allows chariots to have javelinmen:
fs_chariot_javelinman
There are also seated driver skeletons for chariots wich are followed by the seated suffix:
fs_chariot_javelinman_seated
fs_chariot_sword_seated
fs_chariot_archer_seated
Notes:
Every skeleton has 4 different scaled sizes which are determined by the suffix at the end of the skeleton's name, for example the fs_swordsman:
fs_swordsman_small
fs_swordsman
fs_swordsman_big
fs_swordsman_verybig
Some animations like the foot overhand, two handed pike and so on requires adjustment to the model, so its not user friendly to add to any model without adjustments to the holding of the weapons.
Download:
EB Animations Pack 1.5/6 compatible. (http://www.twcenter.net/downloads/db/?mod=830)
EB Animations Pack 1.2 compatible. (http://www.twcenter.net/downloads/db/?mod=831)
Permission:
This animation pack is available only for personal use and it was initially designed to work with EB. For uses in other mods it requires permission of EB and so it's suggested to PM/mail any EB member and ask permission from EB modding team for the usage this animation pack in your mod.
Installation:
Simply extract the contents of the archive over the files in the data/animations folder also
inside the archive there is a list with all of the skeletons.
Known issues:
-some of the animations have not been changed since it would have messed the unit's formations like the march animation of the fs_gladius and fs_thp_f_spearman, again this is caused due to a bug in the cas tool and it's not fixable.(This means they will use Vanilla animation sections for marching and moving, this allows even bug free movement)
Version history:
v0.81 temporary fix to the overhand and gladius wich had problems to keep the formation after they march or had ran(the march and run anims are from the vanila spearman), temporary fix with rider dissapearing to the new mounted skeletons(now they use the vanila cav die anim), added a new swordsman skeleton and the problem with the fliping animations has been fixed thanks to Vercingetorix.
v0.8 new gladius, overhand, skeleton and two handed pike skeletons and some various fixes to the vanila and new ones
v0.7 oficial release in the ob for eb
The animation pack isn't 100% bug free and so any requests, fixes, suggestions not only to the new animations but also to the vanilla ones are warmly welcomed. Please place you suggesting in an intelligent manner and detail a possible bug or CTD issues in this thread. Especially test these animations in campaign battles as usually CTD’s may show up in the campaign battles over the custom battles.
Two handed foot pike:
https://img204.imageshack.us/img204/8240/eb0535vw9sv.th.jpg (https://img204.imageshack.us/my.php?image=eb0535vw9sv.jpg)https://img207.imageshack.us/img207/716/eb0525df0lc.th.jpg (https://img207.imageshack.us/my.php?image=eb0525df0lc.jpg)https://img221.imageshack.us/img221/477/eb0828nt8wc.th.jpg (https://img221.imageshack.us/my.php?image=eb0828nt8wc.jpg)https://img219.imageshack.us/img219/8387/eb0820vm9gf.th.jpg (https://img219.imageshack.us/my.php?image=eb0820vm9gf.jpg)https://img208.imageshack.us/img208/2000/eb0343pv1fg.th.jpg (https://img208.imageshack.us/my.php?image=eb0343pv1fg.jpg)
https://img219.imageshack.us/img219/344/eb0359to7uq.th.jpg (https://img219.imageshack.us/my.php?image=eb0359to7uq.jpg)
Two handed mounted pike:
https://img206.imageshack.us/img206/566/xyston2um2fe.th.jpg (https://img206.imageshack.us/my.php?image=xyston2um2fe.jpg)https://img208.imageshack.us/img208/7485/xyston13tk7hy.th.jpg (https://img208.imageshack.us/my.php?image=xyston13tk7hy.jpg)https://img209.imageshack.us/img209/750/xyston22zx6hc.th.jpg (https://img209.imageshack.us/my.php?image=xyston22zx6hc.jpg)https://img214.imageshack.us/img214/4356/xyston49jk6de.th.jpg (https://img214.imageshack.us/my.php?image=xyston49jk6de.jpg)https://img212.imageshack.us/img212/7817/xyston30as0ay.th.jpg (https://img212.imageshack.us/my.php?image=xyston30as0ay.jpg)
Overhand foot spearman:
https://img215.imageshack.us/img215/6449/eb0796gn6mb.th.jpg (https://img215.imageshack.us/my.php?image=eb0796gn6mb.jpg)https://img222.imageshack.us/img222/2492/eb0846nz5zh.th.jpg (https://img222.imageshack.us/my.php?image=eb0846nz5zh.jpg)https://img210.imageshack.us/img210/7233/eb0852ft4cz.th.jpg (https://img210.imageshack.us/my.php?image=eb0852ft4cz.jpg)
Overhand mounted spearman:
https://img213.imageshack.us/img213/8421/rometw20050901195931285du1ma.th.jpg (https://img213.imageshack.us/my.php?image=rometw20050901195931285du1ma.jpg)https://img233.imageshack.us/img233/6707/rometw20050901195926010tv1df.th.jpg (https://img233.imageshack.us/my.php?image=rometw20050901195926010tv1df.jpg)https://img205.imageshack.us/img205/9720/overhand31lo3ko.th.jpg (https://img205.imageshack.us/my.php?image=overhand31lo3ko.jpg)https://img215.imageshack.us/img215/9356/rometw20050901200011216tk6xf.th.jpg (https://img215.imageshack.us/my.php?image=rometw20050901200011216tk6xf.jpg)
Gladius:
https://img215.imageshack.us/img215/8488/eb0352jx0lm.th.jpg (https://img215.imageshack.us/my.php?image=eb0352jx0lm.jpg)https://img206.imageshack.us/img206/5350/eb0339is0ir.th.jpg (https://img206.imageshack.us/my.php?image=eb0339is0ir.jpg)https://img222.imageshack.us/img222/2187/eb0374eq2qf.th.jpg (https://img222.imageshack.us/my.php?image=eb0374eq2qf.jpg)https://img221.imageshack.us/img221/5087/eb0365nn6ep.th.jpg (https://img221.imageshack.us/my.php?image=eb0365nn6ep.jpg)https://img203.imageshack.us/img203/5592/eb0386gf8vq.th.jpg (https://img203.imageshack.us/my.php?image=eb0386gf8vq.jpg)
New foot archer:
https://img217.imageshack.us/img217/3853/eb0807wf4tr.th.jpg (https://img217.imageshack.us/my.php?image=eb0807wf4tr.jpg)https://img213.imageshack.us/img213/9033/eb0797qg1ih.th.jpg (https://img213.imageshack.us/my.php?image=eb0797qg1ih.jpg)
New mounted archer:
https://img212.imageshack.us/img212/1948/horsearcher1rq0xs.th.jpg (https://img212.imageshack.us/my.php?image=horsearcher1rq0xs.jpg)https://img213.imageshack.us/img213/7350/horsearcher24ht0ec.th.jpg (https://img213.imageshack.us/my.php?image=horsearcher24ht0ec.jpg)https://img209.imageshack.us/img209/8836/rometw20050831145449856aa2gf.th.jpg (https://img209.imageshack.us/my.php?image=rometw20050831145449856aa2gf.jpg)https://img214.imageshack.us/img214/9464/rometw20050831145534090mm7yl.th.jpg (https://img214.imageshack.us/my.php?image=rometw20050831145534090mm7yl.jpg)https://img220.imageshack.us/img220/1278/rometw20050831145554982av9tp.th.jpg (https://img220.imageshack.us/my.php?image=rometw20050831145554982av9tp.jpg)
Two handed swordsman:
https://img205.imageshack.us/img205/7340/rometw20050902001023734tf0vc.th.jpg (https://img205.imageshack.us/my.php?image=rometw20050902001023734tf0vc.jpg)https://img218.imageshack.us/img218/4206/rometw20050901220556542dw1dn.th.jpg (https://img218.imageshack.us/my.php?image=rometw20050901220556542dw1dn.jpg)https://img202.imageshack.us/img202/6285/rometw20050901234439075xe8sc.th.jpg (https://img202.imageshack.us/my.php?image=rometw20050901234439075xe8sc.jpg)https://img204.imageshack.us/img204/3680/2hsword9ib8kr.th.jpg (https://img204.imageshack.us/my.php?image=2hsword9ib8kr.jpg)https://img213.imageshack.us/img213/963/2hsword17ng8mo.th.jpg (https://img213.imageshack.us/my.php?image=2hsword17ng8mo.jpg)
Mounted standard bearer:
https://img215.imageshack.us/img215/6461/bearer9ve1pj.th.jpg (https://img215.imageshack.us/my.php?image=bearer9ve1pj.jpg)https://img224.imageshack.us/img224/1879/bearer19mw1zg.th.jpg (https://img224.imageshack.us/my.php?image=bearer19mw1zg.jpg)https://img207.imageshack.us/img207/4605/rometw20050823185351840jx4xd.th.jpg (https://img207.imageshack.us/my.php?image=rometw20050823185351840jx4xd.jpg)https://img221.imageshack.us/img221/1041/rometw20050823185551897qn1dd.th.jpg (https://img221.imageshack.us/my.php?image=rometw20050823185551897qn1dd.jpg)
New skeletons for chariots and elephants:
https://img203.imageshack.us/img203/9674/rometw20050903144520928sl0gt.th.jpg (https://img203.imageshack.us/my.php?image=rometw20050903144520928sl0gt.jpg)https://img227.imageshack.us/img227/1962/chariot11fh9rs.th.jpg (https://img227.imageshack.us/my.php?image=chariot11fh9rs.jpg)https://img222.imageshack.us/img222/1580/rometw20050823192059735dn7uc.th.jpg (https://img222.imageshack.us/my.php?image=rometw20050823192059735dn7uc.jpg)https://img225.imageshack.us/img225/4854/rometw20050823192131281ar0jf.th.jpg (https://img225.imageshack.us/my.php?image=rometw20050823192131281ar0jf.jpg)
Are all these animations already in EB? I think I pretty much recognize all of them except the Casse chariots.
Not all of them like the gladius,foot archer, overhand,etc. and the anim pack from the OB was very buggy so all the bugs and problems that were noted got fixed.
Oh, sweet. Thanks alin!
-edit-
Oh and uh, what was that about those of us who want to install this with EB? Something about unecessary skeletons? Afraid I don't know quite how to do this...
I have a problem.
I installed the 1.2 compatable over my anims for EB and now the game crashes at start up screen.
Stupidly I never made any backups, and now I can't play.
Anybody have the originals?
Megalos did you down the dmb.txt? Since some of the skeleton name have changed since OB so if you have not down dmb.txt i suggest doing that.
http://www.twcenter.net/forums/attachment.php?attachmentid=547
Wonderland since the current EB is for 1.2 and first i was working on a 1.5/6 anim pack i decided to release the anim pack for those who wan't to play over 1.5/6 mods so i made an anim pack for 1.2 and with it i made, actualy qwerty did, an dmb.txt to use the new anims and replace to ones who got removed.
Thanks Alin, that has sorted it.
BTW your link in your original post for EB users ( bottom link) goes to the 1.2 anim pack, not the dmb.txt
Megalos did you down the dmb.txt? Since some of the skeleton name have changed since OB so if you have not down dmb.txt i suggest doing that.
http://www.twcenter.net/forums/attachment.php?attachmentid=547
Wonderland since the current EB is for 1.2 and first i was working on a 1.5/6 anim pack i decided to release the anim pack for those who wan't to play over 1.5/6 mods so i made an anim pack for 1.2 and with it i made, actualy qwerty did, an dmb.txt to use the new anims and replace to ones who got removed.
Not quite clear what you mean, but is this correct on my part?
In order to fully use all the animations in the new release with the current version of EB I have installed, I should replace the current dmb file with the link you posted above, then extract the 4 things in the anim pack into their appropriate files?
Or are you saying that this anim pack is just for those with 1.5/6 and I don't need it?
Sorry for the confusion.
Not quite clear what you mean, but is this correct on my part?
In order to fully use all the animations in the new release with the current version of EB I have installed, I should replace the current dmb file with the link you posted above, then extract the 4 things in the anim pack into their appropriate files?
Sorry for the confusion.
No problem, that's exactly what i meant but you must extract those 4 files in the data/animations folder.
Megalos thanks, now the link goes to the dmb.txt
Ok great, done. No problems, works fine, yay.
Copperhaired Berserker!
01-29-2006, 18:22
Uhm, I extrac ted it, pasted it into animations folder without backup, and well, it crashs to desktop saying "Animation_FSaxeman_big" or something. How do you fix this?:help:
Uhm, I extrac ted it, pasted it into animations folder without backup, and well, it crashs to desktop saying "Animation_FSaxeman_big" or something. How do you fix this?:help:
Down this: http://www.twcenter.net/forums/attachment.php?attachmentid=547 and extract in the data folder.
Copperhaired Berserker!
01-29-2006, 18:38
Thank you!:2thumbsup:
Demiurge
01-31-2006, 05:37
the 1.5/1.6 pack is corrupted. upon extraction there are errors.
conon394
01-31-2006, 06:21
I concur with Demiurge, the 1.5/6 versions fails with both WinRAR (v3.30) and XP’s built in zip utility. WinRAR reports an ‘unknown methods’ error for every file in the archive.
LorDBulA
01-31-2006, 06:40
IF it reports unknown method i would sugest using newer version.
3.51 is the latest i belive.
I know guys, i'm an winrar fan myself but those at twc are not and i can only upload zip archives and since winzip sucks i had to use the latest version, 10 so just down it:link (http://www.winzip.com/)
Philippus Flavius Homovallumus
01-31-2006, 16:02
Ooh, thanks, this is great.
So your Gladius only stabs?
Ooh, thanks, this is great.
So your Gladius only stabs?
Not mine, EB's.~;)
Really must i answer that question.:inquisitive:
the_handsome_viking
01-31-2006, 20:26
Will installing this patch thingy effect your saved games?
Malrubius
01-31-2006, 20:27
No, it won't mess them up.
the_handsome_viking
01-31-2006, 20:44
No, it won't mess them up.
Cool.
the_handsome_viking
01-31-2006, 21:04
Down this: http://www.twcenter.net/forums/attachment.php?attachmentid=547 and extract in the data folder.
I extracted the txt file into the data folder and I am still crashing with the Animation_FSaxeman_big sign coming up.
Any idea what I'm doing wrong?
QwertyMIDX
01-31-2006, 21:09
Not mine, EB's.~;)
Really must i answer that question.:inquisitive:
Humm, it should slash once in a while. 1 or maybe 2 slash animations would be good.
I extracted the txt file into the data folder and I am still crashing with the Animation_FSaxeman_big sign coming up.
Any idea what I'm doing wrong?
It means that you haven't put the .txt where it should be. Just double check it was pasted over the ob one.
Philippus Flavius Homovallumus
02-01-2006, 01:03
Humm, it should slash once in a while. 1 or maybe 2 slash animations would be good.
That was what I was thinking, the Gladius is a cut and thrust weapon, hence the broad blade, the stabbing thing has more to do with fighting in formation than the weapon itself.
Maybe a disembowling cut?
Sorry to disrupt the gladius discussion, but I gotta say that the running animation for thureophoroi type units, with the shield held up over the spear in a protective cross thing, well, it just looks awesome.
(And if that was an animation already in EB and I just didn't notice till now, my b)
Demiurge
02-01-2006, 05:16
where do the 1.5/1.6 animations go? in the same rtw/data/animations section or is it in rtw/bi/data/animations?
That was what I was thinking, the Gladius is a cut and thrust weapon, hence the broad blade, the stabbing thing has more to do with fighting in formation than the weapon itself.
Maybe a disembowling cut?
For now they only stab as it says in the description of the skeleton.
Sorry to disrupt the gladius discussion, but I gotta say that the running animation for thureophoroi type units, with the shield held up over the spear in a protective cross thing, well, it just looks awesome.
(And if that was an animation already in EB and I just didn't notice till now, my b)
Haven't heard about something like this and also don't understand clearly what you mean.
where do the 1.5/1.6 animations go? in the same rtw/data/animations section or is it in rtw/bi/data/animations?
If you wan't to use them with bi they go in rtw/bi/data/animations and if you wan't to use them with vanila rtw they go in rtw/data/animations.
Philippus Flavius Homovallumus
02-01-2006, 13:15
For now they only stab as it says in the description of the skeleton.
Not a problem, I'm just saying it is a cut and thrust weapon.
Not a problem, I'm just saying it is a cut and thrust weapon.
And i agree, i just didn't had the time to make some new slashes for it since my priority was to make new stabs for it, as the gladius was used more for stabing. But in future versions of the anim pack it will also have some slashes, 1 or 2.
Extracted the files to the animations folder, said yes to overwrite to all, generic error when starting up. Something about an fs_1h_axeman_big.
Kampfduck
02-01-2006, 17:38
overall some of the animations look a lot better then those of the original rtw,
the overhand spearman etc look good also.
but a little minus is with the phalanx formations that use the long spears, when running you see a bug in there shields when they move it around, also they should be more thrusting with there upperbody/arms and not going through there kniees so much like now.
cheers
~:snowman:
Extracted the files to the animations folder, said yes to overwrite to all, generic error when starting up. Something about an fs_1h_axeman_big.
I don't get it, why do people just down something without reading about how to install or use that.
It says clearly in the main post:
Forthose who wish to use the animation pack with EB here's the link (http://www.twcenter.net/forums/attachment.php?attachmentid=547) of the new descr_model_battle.txt of EB so that everyone won't need to replace the old skeletons with the new ones.
Or why people just don't read some of the previous to see if it says something about their problems, posts like:
Uhm, I extrac ted it, pasted it into animations folder without backup, and well, it crashs to desktop saying "Animation_FSaxeman_big" or something. How do you fix this?:help:
I extracted the txt file into the data folder and I am still crashing with the Animation_FSaxeman_big sign coming up.
Any idea what I'm doing wrong?
overall some of the animations look a lot better then those of the original rtw,
the overhand spearman etc look good also.
but a little minus is with the phalanx formations that use the long spears, when running you see a bug in there shields when they move it around, also they should be more thrusting with there upperbody/arms and not going through there kniees so much like now.
cheers
~:snowman:
Since the engine uses one attack animation when the unit is in phalanx i didn't knew wich exactly it will use but i know now and will change this in the future.
What running bug...pic?!
What running bug...pic?!
"Flipping bug" :wall: .
Teutobod II
02-01-2006, 20:06
[QUOTE=alin]I don't get it, why do people just down something without reading about how to install or use that.
It says clearly in the main post:
Quote:
Originally Posted by alin
Forthose who wish to use the animation pack with EB here's the link of the new descr_model_battle.txt of EB so that everyone won't need to replace the old skeletons with the new ones.
because you get this stuff when using the link ???????????????????
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The animations Alin put together will be included in our upcoming public patch, which will have an installer so that everything works properly without additional work on your part.
Arman616
02-01-2006, 23:09
overall some of the animations look a lot better then those of the original rtw,
the overhand spearman etc look good also.
but a little minus is with the phalanx formations that use the long spears, when running you see a bug in there shields when they move it around, also they should be more thrusting with there upperbody/arms and not going through there kniees so much like now.
cheers
~:snowman:
Noo the pivoting of the knees is fine! We don't know exactly how the hoplites used their knees, but ask any boxer or martial artist, pivoting the body on the knees and feet creates a LOT more power. So basically, instead of just using the arms to thrust the spear, the whole body torques and creates a LOT more power to thrust a spear. But the arm thrusting should be more existant than it currently is, in conjuction with the lower body pivoting.
Teutobod II try this:
http://www.twcenter.net/forums/attachment.php?attachmentid=558
Cybvep the flping bug is fixed, Vercingetorix fixed the problem with the exporter and hopfully tommorow i will upload the new anim pack.
Arman616 i agree with you there but still they shouldn't use just one attack, i must talk to those who helped me make the skeleton and see what kind of attacks were the ones wich were used more often.
Demiurge
02-02-2006, 03:43
the new animations for eb work great! However, when i tried using the 1.5/1.6 ones for bi they just caused a ctd on startup. I extracted them into the bi/data/animations folder.
the new animations for eb work great! However, when i tried using the 1.5/1.6 ones for bi they just caused a ctd on startup. I extracted them into the bi/data/animations folder.
Try to use the -show_err line at the shorcut to see what exactly is causing the ctd.
But i'm pretty sure that what's causing the ctd is fs_slinger skeleton. Go to descr_model_battle.txt and replace fs_slinger_new with fs_slinger...that should fix the ctd.
So is anybody going to fix - the link of the new descr_model_battle.txt of EB so that everyone won't need to replace the old skeletons with the new ones. - So that i can install these animations?
Also, i appreciate your work on the new animations, but when i reported my error i was told i should have followed the instructions. The instructions are not clear at all. I come back to the forum after not being here for 3 or 4 days, enter the animation pack thread and see two links... One for 1.2 and one for 1.5/6, so i think that i should download the 1.2 one since my EB is over RTW 1.2... So i do and i get the error. No mention of what people using EB have to do to get it installed though... Make it clearer please.
It was fixed hours ago:
link (http://www.twcenter.net/forums/attachment.php?attachmentid=558)
The link was fine when you asked about that but i've done some updates to the dmb and uploaded it but the adress of the link was changed.
How weren't the intrsuctions clear, said extract the anim files in the anims folder and if you wan't to use them with eb down the dmb from that link. This is what it said in the main post. Yes the part with dmb was at the end of the post so you should have read more carefuly the post.
Anyway the down lonk for 1.5 is down so here's a temporary down link:
http://rapidshare.de/files/12312012/ANIMATIONS.zip.html
And the new anim pack for 1.2-v0.81:
http://rapidshare.de/files/12316003/animations.zip.html
Updates to the first dmb you posted you say? So if I already put that in, should I get this new one instead for the new anim pack?
Updates to the first dmb you posted you say? So if I already put that in, should I get this new one instead for the new anim pack?
Yes some of the units weren't using the new skeleton like the roman units.
And the anim packs for the links contains some new fixes, check the main post.
the_handsome_viking
02-02-2006, 21:16
Ok, got it working.
Demiurge
02-03-2006, 01:45
Try to use the -show_err line at the shorcut to see what exactly is causing the ctd.
But i'm pretty sure that what's causing the ctd is fs_slinger skeleton. Go to descr_model_battle.txt and replace fs_slinger_new with fs_slinger...that should fix the ctd.
that worked thanks!
Animations packs have been updated and also the dmb.txt for eb.
v0.81 temporary fix to the overhand and gladius wich had problems in keeping the formation after they marched or ran(the march and run anims are from the vanila spearman skeleton), temporary fix with rider dissapearing to the new mounted skeletons(now they use the vanila cav die anim), added a new swordsman skeleton(only for 1.5) and the problem with the fliping animations has been fixed thanks to Vercingetorix.
hi, soem Q on animations.
will the phalanx-pikemen keep their arms so static or will that be changed? It looks kinda spastic to see them ice-skating like that with 0% arm movement
will the xyston-horsemen lean over (to their right?) when charging?
and I saw some of my horsemen with Kopis's stab, is that even possible with such a blade?
When the Bugimannoz (sweboz) ahve shot their ammo up and their idle with their spears wielded they hodl it kinda funny: With their right hand and the exact end, pointing straight up.
great animations none the less! kudos!
will the phalanx-pikemen keep their arms so static or will that be changed? It looks kinda spastic to see them ice-skating like that with 0% arm movement
will be changed eventualy.
will the xyston-horsemen lean over (to their right?) when charging?
yes
and I saw some of my horsemen with Kopis's stab, is that even possible with such a blade?
don't know the unit but i get your point, a slash only swordsman skeleton for cav is needed.
When the Bugimannoz (sweboz) ahve shot their ammo up and their idle with their spears wielded they hodl it kinda funny: With their right hand and the exact end, pointing straight up.
so?! what's your point? they hold their at the end because of the model.
great animations none the less! kudos!
thanks.
so?! what's your point? they hold their at the end because of the model.
no real point, just when they're idle they hold it with one hand at teh absolute end. it just looked weird. though the in-battle animation for teh bugimannoz is absolutly stunning!
thansk for the answers, sounds very very spectacular!
no real point, just when they're idle they hold it with one hand at teh absolute end. it just looked weird. though the in-battle animation for teh bugimannoz is absolutly stunning!
thansk for the answers, sounds very very spectacular!
No problem, well i did change the model so that it doesn't hold the spear like that and now it looks more natural so the next eb patch will "fix" that.
Also i wan't to let you know that you suggestions have been applied, they were very simple to do and were good imo.
there's no such thing as a "simple chore" in RTW-animation-modding...not for a mortal man..~;)
so either anythign I said was already implemeted/thought off. or your ignorign me~;)
(joking, joking, you do a great job Alin!)
blindfaithnogod
02-04-2006, 21:44
just to let you know, the mounted archer's idle animations are eratic, what i mean is it looks like they go through the first part of the reload anim and then jump to an idle position. and this all happens while sitting still. but other than that this is a great pak, and good work by you my friend. :2thumbsup:
just to let you know, the mounted archer's idle animations are eratic, what i mean is it looks like they go through the first part of the reload anim and then jump to an idle position. and this all happens while sitting still. but other than that this is a great pak, and good work by you my friend. :2thumbsup:
Ok thanks for the feedback, added to the things to fix list. It's weird i haven't notice this until now but hey from 800 there must be some buggy ones. :oops:
oudysseos
02-05-2006, 20:49
Tried to install the animations for 1.2, also downloaded the dmb text from the latest link you provided, but I get an immediate ctd with >>cannot find skeleton 'fs_pilum'<< I looked in descr_model_battle and there are indeed fs_pilum entries in several places. SO I am a wee bit confused. Help?
Thanks for all your great work.
Tried to install the animations for 1.2, also downloaded the dmb text from the latest link you provided, but I get an immediate ctd with >>cannot find skeleton 'fs_pilum'<< I looked in descr_model_battle and there are indeed fs_pilum entries in several places. SO I am a wee bit confused. Help?
Thanks for all your great work.
Hmm it seems i've missed to put the pilum skeleton in the 1.2 anim pack it is now so just down the new pack...pack updated...jerby *hint* *hint*
Kampfduck
02-06-2006, 11:40
Hi,
any more updates in it besides the pilum, that it makes wourth the download?
Were is the downloadlink for the updated file?
Thx
Well the version for 1.5/6 had the pilum i just have forgoted to include it in the one for 1.2 but apart from icluding the pilum and some minor fixes there's nothing new in it, for now.
Ohh and the down link is in the main post, same links.
Hi,
First of all I want to thank you for your great work and for making the exra effort of making the new animations available before the upcoming patch.
I just have one question concerning the gladius animation. To me it looks as if the units using the gladius animation are holding the shield too low and too far from the body. While I've never held a scutum myself it looks as if it would create an unnessecary strain on the arm and shoulder. It also seems likely that the neck and shoulders of an infantryman would be more frequent targets than the legs below the knee and that it would therefore would be a good idea to hold your shield high. Furthermore I think that the main reason for making the shield semi-cylindrical would be for the soldier to take cover "within the shield" instead of holding it out in front of him. There's some archeological evidence for this as atleast one battle scene from Trajans column shows the legionnaries holding their shields close to their body, and those in the front ranks holding it high enough to protect their "leading" shoulder.
What do you think?
SwordsMaster
02-06-2006, 23:31
Hey, alin
I just decided to give the pack a try, but none of the links you provided for the dmb.txt file seem to be working. Which is a pity.
Hope you can sort this out.
Cheers
Hi,
First of all I want to thank you for your great work and for making the exra effort of making the new animations available before the upcoming patch.
I just have one question concerning the gladius animation. To me it looks as if the units using the gladius animation are holding the shield too low and too far from the body. While I've never held a scutum myself it looks as if it would create an unnessecary strain on the arm and shoulder. It also seems likely that the neck and shoulders of an infantryman would be more frequent targets than the legs below the knee and that it would therefore would be a good idea to hold your shield high. Furthermore I think that the main reason for making the shield semi-cylindrical would be for the soldier to take cover "within the shield" instead of holding it out in front of him. There's some archeological evidence for this as atleast one battle scene from Trajans column shows the legionnaries holding their shields close to their body, and those in the front ranks holding it high enough to protect their "leading" shoulder.
What do you think?
I'll consider that but i agree with you that the shield and gladius are to low. The problem is not only the animation but also the models so i'll have to see how can i cahnge the animations and the models to get the optimal and most acurate position. Thnaks for the suggestions and don't worry, i will take care of applying them.
Hey, alin
I just decided to give the pack a try, but none of the links you provided for the dmb.txt file seem to be working. Which is a pity.
Hope you can sort this out.
Cheers
Well since i updated that file and it's atachement at twc the licks were changed, only the one from the main post is good:link (http://www.twcenter.net/forums/attachment.php?attachmentid=563)
SwordsMaster
02-08-2006, 00:38
Well since i updated that file and it's atachement at twc the licks were changed, only the one from the main post is good
That one worked. Thanks
Philippus Flavius Homovallumus
02-08-2006, 03:01
Hi,
First of all I want to thank you for your great work and for making the exra effort of making the new animations available before the upcoming patch.
I just have one question concerning the gladius animation. To me it looks as if the units using the gladius animation are holding the shield too low and too far from the body. While I've never held a scutum myself it looks as if it would create an unnessecary strain on the arm and shoulder. It also seems likely that the neck and shoulders of an infantryman would be more frequent targets than the legs below the knee and that it would therefore would be a good idea to hold your shield high. Furthermore I think that the main reason for making the shield semi-cylindrical would be for the soldier to take cover "within the shield" instead of holding it out in front of him. There's some archeological evidence for this as atleast one battle scene from Trajans column shows the legionnaries holding their shields close to their body, and those in the front ranks holding it high enough to protect their "leading" shoulder.
What do you think?
First, I think its important to note that the Imperial scutum was more mobile than any Republican version. So scenes of Trajan's collum are maybe a little unreliable for our period.
Second, I've had several conversations about this with a very knowledgable re-enactor (The Military Archaeologist I mentioned before.) He said that given the shoulder doublings on all types of Lorica, including Segmentata and the wieght and awkward nature of lifting the shield he thinks that it would have been held with the arm straight down and a little away from the body. He also notes theat the legs and lower body are the bits the Romans didn't armour.
Third, the Republican Scutum would have covered more or less the whole body this way.
Fourth, hiding your feet behind your shield gives you that extra split second because your enemy doesn't know when you are going to lunge.
I would suggest that the soldier should stand almost side on with his left arm fully extened downwards. and around 15-20 degrees out from the body, his sword arm back and ready to lunge. The Scutum's curve allows it to protect the side and front-left of the body without taking up too much space. A soldier would either have to parry blows to his right side or rely on his neighbour. Which is what the Romans did.
If this is how you have it I appologize but I've been mainly playing Makedonians so far. I should point out that while I know you can hold this position with the Imperial Scutum it might well be harder with the Republic version, but then I'm not that strong by soldier's standards.
I'll consider that but i agree with you that the shield and gladius are to low. The problem is not only the animation but also the models so i'll have to see how can i cahnge the animations and the models to get the optimal and most acurate position. Thnaks for the suggestions and don't worry, i will take care of applying them.
Great to hear!
First, I think its important to note that the Imperial scutum was more mobile than any Republican version. So scenes of Trajan's collum are maybe a little unreliable for our period.
Second, I've had several conversations about this with a very knowledgable re-enactor (The Military Archaeologist I mentioned before.) He said that given the shoulder doublings on all types of Lorica, including Segmentata and the wieght and awkward nature of lifting the shield he thinks that it would have been held with the arm straight down and a little away from the body. He also notes theat the legs and lower body are the bits the Romans didn't armour.
Third, the Republican Scutum would have covered more or less the whole body this way.
Fourth, hiding your feet behind your shield gives you that extra split second because your enemy doesn't know when you are going to lunge.
I would suggest that the soldier should stand almost side on with his left arm fully extened downwards. and around 15-20 degrees out from the body, his sword arm back and ready to lunge. The Scutum's curve allows it to protect the side and front-left of the body without taking up too much space. A soldier would either have to parry blows to his right side or rely on his neighbour. Which is what the Romans did.
If this is how you have it I appologize but I've been mainly playing Makedonians so far. I should point out that while I know you can hold this position with the Imperial Scutum it might well be harder with the Republic version, but then I'm not that strong by soldier's standards.
The difference between the imperial and republican scutum could explain different methods of usage. Unfortunately all the depictions I've seen myself that are relevant to this topic have been from the imperial period (the Adamklissi metopes, Trajan's column and reliefs from the fortress at Mainz, to be more specific).
As for your second argument I think there's no doubt that your friend is infinitely more knowledgeable than I am on this topic as I am neither an expert nor have I ever taken part in any reenactment.
With that said, I still think that the way of holding the shield that you propose seems a bit awkward in some asoects. First of all I think that keeping your arm fully extended would create more of a strain on the joints of the elbow and shoulder. If you instead kept your arm slightly bent the weight would instead be focused on the muscles of the arm. I think that the same goes for holding the shield 15-20 degrees from your body, which I think would strain the wrist.
To summarize I think that you make a very good case for republican troops holding the shield quite low, even if I still think that it looks a bit awkward in-game. It would be intresting if you played just a custom game as the romans so that you could comment on how well you think that the current animations correspond to your theories and your friends experiences.
Philippus Flavius Homovallumus
02-08-2006, 20:51
I beg your pardon, I mispoke slightly before, 10-15 degrees would be more than enough, basically enough to cover your feet and have the shiled out from your body slightly so that blows to the top wouldn't connect with your armour.
Try this, get any weight and hold it in your left hand with your arm our straight but braced, then try the same with the arm slightly bent. Having your arm bent will strain the joints and your forarm. Think about it, gravity pulls straight down. If you bend your arm the forces get all screwed up. You might also find it harder to recieve blows.
Arman616
02-09-2006, 00:00
Hi,
any more updates in it besides the pilum, that it makes wourth the download?
Were is the downloadlink for the updated file?
Thx
yea, where is the link for the updated file? And thanks, alin.
I beg your pardon, I mispoke slightly before, 10-15 degrees would be more than enough, basically enough to cover your feet and have the shiled out from your body slightly so that blows to the top wouldn't connect with your armour.
Try this, get any weight and hold it in your left hand with your arm our straight but braced, then try the same with the arm slightly bent. Having your arm bent will strain the joints and your forarm. Think about it, gravity pulls straight down. If you bend your arm the forces get all screwed up. You might also find it harder to recieve blows.
I tried what you suggested with a 10 kg dumbbell (as that is atleast similar to the shield in weight and horizontal grip. I must say that holding the arm straight only felt comfortable when I held my arm sraight down the side of my upper body. The point of bending the arm is to activate the bicep in a higher degree and thus relieving the shoulder and elbow. Still, what you say might very well be correct, and I find it hard to argue against it as the only "evidence" I have is empirical and not at all specific to shields. I suppose the best way for me to find out would be to actually hold a scutum from the republican period. But finding one of those will not be easy where I live.
As it stands, I find it increasingly difficult to actually prove anything in this discussion since there seems to exist no evidence on this topic that is not conjectural (however well founded it may be).
Philippus Flavius Homovallumus
02-09-2006, 01:00
Well, yes this is all supposition I will grant that your arm might be more strained if it was straight but I'm conerced that bending it slightly would effect stability when recieving blows, you may have apoint though. try this, instead of holding the arm straight have your forarm parralel to the ground and your upper arm at an angle so that your upper arm is what holds the shiled away from your body.
Actually that may have been how they did it, rather than a straight arm. That would give you stability but it would also put most of the strain of taking blows on your shoulder and upper arm. I could phone John if I could find his number but it really would be better if I could talk to him face to face with at least some form of scutum.
Very interesting discusion, i've read every word and it seems that we'll have to make 2 gladius skeleton, an imperial and an republican one, thanks aecp and Wigferth Ironwall for all the sugestions and data.
And here's the different stand ready positions the 2 different gladius skeletons shall look like:
Republican:
https://img214.imageshack.us/img214/4589/63zs.jpg
https://img211.imageshack.us/img211/9250/68mh.jpg
https://img208.imageshack.us/img208/373/63gm.jpg
Imperial:
https://img225.imageshack.us/img225/6376/40wu.jpg
https://img206.imageshack.us/img206/7568/62ba.jpg
https://img235.imageshack.us/img235/5834/58rt.jpg
Arman616 it's the same link, the links will not change unless the files get deleted wich i don't see hapening.
Philippus Flavius Homovallumus
02-09-2006, 20:23
Maybe the Imperial guy should lean slightly less foward, I really don't like the way his foot sticks out under the shield. Alternativly you could have the shiled parralel to the ground, I think with it angled foward like that you might find it slightly harder recieving blows.
I think the new skeletons look terrific! Great work alin, and I must say that it is a joy to see a community where discussion is constructive and civil and feedback is appreciated.
Maybe the Imperial guy should lean slightly less foward, I really don't like the way his foot sticks out under the shield. Alternativly you could have the shiled parralel to the ground, I think with it angled foward like that you might find it slightly harder recieving blows.
The whole point of angling the sheild was to make it easier to recieve blows. Most of the 'barbarians' slashed with their swords, by angling the sheild forward like that the sword would be automatically pushed down leaving the attacker undefended and at a disadvantage for a split second. I think that it should stay as the picture shows.
Philippus Flavius Homovallumus
02-10-2006, 00:50
Except that Decimus Flavius Fulvius there will get his foot sliced off, that was my point about recieving the blow, as you say, a deflected sword goes down. So his foot shouldn't be out, or he shouln't angle the shield.
LorDBulA
02-10-2006, 01:18
Shouldnt this soldiers hold shields a bit higher?
Especialy the rebublican ones, imperial is much better.
They forward leg is protected by armour, there is no point in keeping shield so low.
If i was this guy i would hold shield higher to protect my shoulder, upper torso and neck.
I think the new skeletons look terrific! Great work alin, and I must say that it is a joy to see a community where discussion is constructive and civil and feedback is appreciated.
Thanks well that's the main reason i released the new animations pack,for feedback, i've always wanted to start an animation suggestion thread and how would it have been better than to release an new animation pack with it.
Except that Decimus Flavius Fulvius there will get his foot sliced off, that was my point about recieving the blow, as you say, a deflected sword goes down. So his foot shouldn't be out, or he shouln't angle the shield.
Ok ok don't worry about that, i got your point and as the republican one has the foot safe after the shield so will the imperial one have, i just forgot to do that for the imperial one.
Shouldnt this soldiers hold shields a bit higher?
Especialy the rebublican ones, imperial is much better.
They forward leg is protected by armour, there is no point in keeping shield so low.
If i was this guy i would hold shield higher to protect my shoulder, upper torso and neck.
LorDBulA the fact is the republican scutum was 3kg heavier than the imperial one, as the roman fc's told me, so that's the reason why the shield is held so low, so no especialy the imperial ones should have the shield higher and not the republican.
Philippus Flavius Homovallumus
02-10-2006, 16:50
Ok ok don't worry about that, i got your point and as the republican one has the foot safe after the shield so will the imperial one have, i just forgot to do that for the imperial one.
That was more for kkjbk than you. If it makes you feel better the skinners are my next targets.:laugh4:
Could you show the republican animation with a republican shield?
The longer oval republican shield would probably not look so low with the same grip.
Could you show the republican animation with a republican shield?
The longer oval republican shield would probably not look so low with the same grip.
Will do, but now i'm really busy with all kind of stuff, when i manage to get some time for some modding I will post some screens with the progress.
Other animations in progress???
Tnx
:)
Watchman
02-21-2006, 08:38
Out of general curiosity, what't the difference between fs_thp_f_spearman and fs_thp_f_spearman_p ? Is the latter meant for use with the phalanx formation ?
Other animations in progress???
Tnx
:)
Apart from the gladius skeletons and an overhand for phalanx on wich i will start working soon there won't be any new animations, however after i'm done with that i will help ran no jidai with some new animations for some of their units but those animations won't be included in the eb pack.
Out of general curiosity, what't the difference between fs_thp_f_spearman and fs_thp_f_spearman_p ? Is the latter meant for use with the phalanx formation ?
Yes the other one, with "p" at the end, is for phalanx units.
[quote=alin]Apart from the gladius skeletons and an overhand for phalanx on which i will start working soon there won't be any new animations, however after I'm done with that i will help ran no jidai with some new animations for some of their units but those animations won't be included in the Eb pack.
quote]
Tnx for answer!
:2thumbsup:
Watchman
02-28-2006, 23:52
I downloaded EB some days ago and can only tip my hat to the people working on it.
:bow:
All I've done is root through the unit roster, and I've been simply fascinated by the sheer level of detail therein. Ten minutes spent in an utter failure to make heads or tails out of the EDB beyond the crude rudimentaries also gave me great respect for the sheer ingenuity and effort involved.
I've also become quite curious about it all, particularly some aspects of the animations, so if you folks don't mind too much I'll be pestering you about it for a while. How, for example, do the different-sized skeletons actually work ? Do they require a suitably sized model to work with, or could for example fs_fast_horse_small be used to create a "my little pony" out of the base light horse model ?
I've also become quite curious about it all, particularly some aspects of the animations, so if you folks don't mind too much I'll be pestering you about it for a while. How, for example, do the different-sized skeletons actually work ? Do they require a suitably sized model to work with, or could for example fs_fast_horse_small be used to create a "my little pony" out of the base light horse model ?
Yeah, that doesn't require any changes to the models what you have to set the scale in the dmb.txt, if you don't the model might look weird in game and will look skiny. So you just have to apply the sized skeleton to wich model you wan't and if you wan't to make him look skiny and tall you don't have to add the skeleton size in dmb.txt or if you kinda wan't to make the model fat and tall you should add the scale of the model in dmb.txt.
Teutobod II try this:
http://www.twcenter.net/forums/attachment.php?attachmentid=558
Cybvep the flping bug is fixed, Vercingetorix fixed the problem with the exporter and hopfully tommorow i will upload the new anim pack.
Arman616 i agree with you there but still they shouldn't use just one attack, i must talk to those who helped me make the skeleton and see what kind of attacks were the ones wich were used more often.
it is still not working. i cant get RB to run anymore. wow, this animation pack really rocks ......
edit: ok, now i read stuff about a descr_ etc file. the instructions are unclear, what am i to do with this file? what map do i extract it too? and please dont bull**** me with stuff like "read again fool". im not a moron, if i knew how to do it, i wouldnt be wasting my time on irritating you guys.
thnx.
the link to the axe crash fix doesnt work, how can i get eb to run after installing this pack?
ahh, finally found a working link to it...you should stick that in the first post if you want people to stop asking for it, genious.
Copperhaired Berserker!
03-01-2006, 21:02
Alin, the animation you gave me doesn't seem to work.
True, the last link works.
donwload the zip file, and the text file. both should replace their "originials".
plz update the startpost, it will save us all allot of whining.
Alin, the animation you gave me doesn't seem to work.
What animation i gave you? Or you mean the dmb.txt?
True, the last link works.
donwload the zip file, and the text file. both should replace their "originials".
plz update the startpost, it will save us all allot of whining.
The link in the first post with the eb dmb.txt works fine and i haven't changed it for some time. But i shall use some bold there so that other don't miss it.
Anyway there's a small update to the 1.5/6 compatible eb anim pack, it now has an fs_mounted_swordsman wich is a swordsman slash only skeleton and a fs_chariot_spearman wich is a spearman skeleton for chariots.
Watchman
03-03-2006, 00:42
Yeah, that doesn't require any changes to the models what you have to set the scale in the dmb.txt, if you don't the model might look weird in game and will look skiny. So you just have to apply the sized skeleton to wich model you wan't and if you wan't to make him look skiny and tall you don't have to add the skeleton size in dmb.txt or if you kinda wan't to make the model fat and tall you should add the scale of the model in dmb.txt.So, basically, if I take for example the vanilla Chosen Swordsman model and tell it to use fs_sword_barb_big (or whatever it now was), I'll end up with some pretty tall and lanky barbarians, and if I throw in the scale multiplier (à la the one used in the vanilla Berserkers) they'll end up larger but with the correct proportions ? And, conversely, if I swapped the _verybig skeleton of those EB Brit swordmaster guys (who didn't seem to have a scale multiplier in the DMB, suggesting the base model itself is larger) they'd presumably end up kinda squat with the height scaled down but other dimensions unchanged ?
Fascinating, in a way. Is there some arithmetical progression between the different skele sizes, e.g. the _smalls being in for example 0.9 factor and the _verybigs in, say, 1.3 ?
...so what'll happen if I just put in the scale multiplier without doing anything to the skele entry, then ? I can't do a practical test right now, but presumably it's something annoying given that the different skeles were now done in the first place...
So, basically, if I take for example the vanilla Chosen Swordsman model and tell it to use fs_sword_barb_big (or whatever it now was), I'll end up with some pretty tall and lanky barbarians, and if I throw in the scale multiplier (à la the one used in the vanilla Berserkers) they'll end up larger but with the correct proportions ? And, conversely, if I swapped the _verybig skeleton of those EB Brit swordmaster guys (who didn't seem to have a scale multiplier in the DMB, suggesting the base model itself is larger) they'd presumably end up kinda squat with the height scaled down but other dimensions unchanged ?
Yes exactly, you should play a little eb and you'll notice this. Well i've told the guys about this and that they should add the scale but imo it looks more realistical this way so it's good they didn't add it but for horses(mounts) you really should add the corect scale for them since the model will look weird.
Fascinating, in a way. Is there some arithmetical progression between the different skele sizes, e.g. the _smalls being in for example 0.9 factor and the _verybigs in, say, 1.3 ?
Well we considered that the vanila size shold be the normal one and we considered it should be arround 165-170cm so we used this one to see what height should the others have and the adequate scales.
So to help you if you wan't to do some tests with this i will tell you the scales of the skeletons:
Soldier skeletons:
-small: 0.98
-normal: 1.00
-big: 1.05
-verybig: 1.10
Horse skeletons:
-small: 0.75
-normal: 0.88
-big: 0.91
...so what'll happen if I just put in the scale multiplier without doing anything to the skele entry, then ? I can't do a practical test right now, but presumably it's something annoying given that the different skeles were now done in the first place...
Well from what i think changing the scales will change the models volume, so it willl make the unit fat or skinny.
Watchman
03-04-2006, 00:53
Interesting. Gotta try it out in practice the next time I have the chance.
Another little thing I was kinda curious is how the skele movement speeds are scaled in relation to the vanilla ones. Most are clear-cut enough, but the new foot spearman ones (overhand and two-handed) might cause some minor issues seeing as how they only come in one speed setting. And vanilla RTW at least seems to be in the opinion anything wearing so much as a mail shirt gets promptly tagged with a "slow" skelly... I doubt if it'd have any particularly horrible effects, but still.
Although personally I consider getting rid of the silly one-handed sarissa fighting well worth any such little issues. ~;)
Another little thing I was kinda curious is how the skele movement speeds are scaled in relation to the vanilla ones. Most are clear-cut enough, but the new foot spearman ones (overhand and two-handed) might cause some minor issues seeing as how they only come in one speed setting. And vanilla RTW at least seems to be in the opinion anything wearing so much as a mail shirt gets promptly tagged with a "slow" skelly... I doubt if it'd have any particularly horrible effects, but still.
Well those skeleton are in one speed setting only in 1.2, in 1.5/6 speed of those skeletons are various but since only the running animations was changed on those skeleton it's really not that big difference.
Although personally I consider getting rid of the silly one-handed sarissa fighting well worth any such little issues. ~;)
Well do check the 1.5/6 one and you'll there are more various speed skeletons for the sarisae one.
the animations are cool, but there are still 2 things, i don't like:
1. the overhand spearmen: the spear rotates everytime they start/stop marching
2. when I attack a phalanx unit using the 2-handed animations the soldiers of the phalanx drift over the whole battlefield all the time
Please note, 0.73 includes the new animations. Alin's animation pack is not compatible with 0.73, and installing it over 0.73 will cause many CTDs to occur.
Please note, 0.73 includes the new animations. Alin's animation pack is not compatible with 0.73, and installing it over 0.73 will cause many CTDs to occur.
Then why keep it stickied? It will only serve to confuse people more.
Everyone i have some bad news, well maybe not for everyone, i will no longer work on this and will leave this "project" enteirly in eb's hand. I'm quiting eb and also the community since i no longer have the time for this and i must start to dedicate my time to studying and my private life as i should have done from the start.
Goodbye.
I'm sorry to see you leave the community my friend, may you come back to the community to visit from time to time and you know you are welcome at the SPQR forum. :2thumbsup:
Everyone i have some bad news, well maybe not for everyone, i will no longer work on this and will leave this "project" enteirly in eb's hand. I'm quiting eb and also the community since i no longer have the time for this and i must start to dedicate my time to studying and my private life as i should have done from the start.
Goodbye.
Goodbye Alin, I wish you lots of success!!
I hope to see arround sometimes on this forum.
Everyone i have some bad news, well maybe not for everyone, i will no longer work on this and will leave this "project" enteirly in eb's hand. I'm quiting eb and also the community since i no longer have the time for this and i must start to dedicate my time to studying and my private life as i should have done from the start.
It's a pity, but RL is more important. Good luck, Alin.
Suraknar
09-13-2010, 03:47
Hello,
is it possible to have an alternate download link?
the one's pointing to twcenter do not work, or point to the general mods section with more than 400 mods in it...very difficult to find what we need in that place.
Do we have the files somewhere in the ORG maybe?
Suraknar
09-13-2010, 06:33
Ignore the above please, I finally found the file in twcenter, by matching dates of the thread and mod.
I am getting an error, in RTW 1.5 it would seem that the package does not have, "fs_slinger_new" in it, but that is the only one so edited all models with it to "fs_slinger" instead and have no other errors.
Thanks for this Mod :)
Suraknar
09-13-2010, 06:57
the animations are cool, but there are still 2 things, i don't like:
1. the overhand spearmen: the spear rotates everytime they start/stop marching
2. when I attack a phalanx unit using the 2-handed animations the soldiers of the phalanx drift over the whole battlefield all the time
Please note, 0.73 includes the new animations. Alin's animation pack is not compatible with 0.73, and installing it over 0.73 will cause many CTDs to occur.
Hrm, just saw these posts, I used the animation files from EB 1.2 instead, (no issues wsince fs_slinger_new to fs_slinger was alread addressed), however I still get the flipping of the spears when Spearmen walk.
The links to the "fixes" are outdated, do we have any other links for this? (i would have guessed these issue s addressed in EB 1.2)
Everyone i have some bad news, well maybe not for everyone, i will no longer work on this and will leave this "project" enteirly in eb's hand. I'm quiting eb and also the community since i no longer have the time for this and i must start to dedicate my time to studying and my private life as i should have done from the start.
Goodbye.
Sorry to hear, but understandable, all the best with your studdies!
Cute Wolf
09-13-2010, 07:22
overhead spearmen tucked their spears on the ground is not yet fixed :grin: and maybe never fixed for EB1...
Suraknar
09-15-2010, 03:05
Yeah, I noticed. However many thanks for the confirmation :) At least I now know I am not doing something wrong hehe
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