Re: Overhand spear animation
If you don't want to watch the troopers poke at the enemy with the butt-end and their mates behind them with the sharp end ? No. Same thing with the cavalry, incidentally. Which way the spear is held is part of the model.
Personally, I just ignore the burrowing spears. Like I do with the weird stuff that happens all the time with pike phalanxes ("Behold the feared Macedonian haystack!"). It's not like I bothered wondering where cataphract archers keep their four-meter lances when they're using their bows either, after all...
Re: Overhand spear animation
The spears were probably reversed from the Vanilla version. In the Vanilla version, I tried to change the hoplites and give them overhand animations with shorter spears. After a bunch of tweaking though, the spears were all backward but with overhand animations, the exact opposite of yours.:wall:
Re: Overhand spear animation
So there's no easy way to go back to the old models? They we're completely removed from the data folder?
Re: Overhand spear animation
What old models ? They were made to hold their spears tip down ("reversed" is the technical term, I think) to begin with AFAIK.
Re: Overhand spear animation
Well that answers my question then. I guess I can't substitute other homologous models for say, the Thureophori, because the skins wouldn't sit properly on the frame, yeah?
Re: Overhand spear animation
It is easier to add the "short_pike" attribute to all hoplite units in the EDU. That keeps them from dragging their spear through the ground.
Re: Overhand spear animation
If you try changing the way they use their spears (switching from overhand to underhand), you're bound to have problems.
In Vanilla Rome: Total War, there wasn't really an overhand animation. The closest thing was the one used by javilineers.
I tried to fix my hoplitai so that they used an overhand animation, so based on some of the ideas from the other forums, I did the following:
type greek_hoplite
skeleton fs_javelinman, fs_swordsman
Changning the skeleton from "fs_slow_spearman" to "fs_javelinman" made the units switch to using overhand animations, coupled with some other weird adjustments (I can't remember them off the top of my head), I had a hoplite unit with regular-length spears and could switch to a secondary weapon. But then I looked closely and all the spears were backward!
My guess is that the EB team used the similar skeleton to give the units the overhand animation, but built the models accordingly so that the spears WOULDN'T be in the opposite direction during play. That is my best guess on why the spears are reversed since you are in a sense, trying to revert back to the Vanilla animation that the EB team deemed unfit.:yes:
Re: Overhand spear animation
You know, I just had an idea. The spears don't drag when the unit is actually charging, only when walking and running. If I could change the descr_skeleton file such that when the fs_o_f_spearman skeleton is running it loops the charge animation, that would solve the problem. The problem is, as I said in my first post, the fs_o_f_spearman is not in the normal descr_skeleton file, with all the other fs_xxx skeletons. Anyone know where it is?
As for the short_pike attribute, I tried adding that, but the spears are only held level while walking. Running reverts back to the dragging animation. Perhaps this is because short_pike requires a phalanx attribute, and phalanx attributes by definition cannot have a run animation? So the skeleton adopts the phalanx animation while walking, but has to go back to the dragging animation while running?
Re: Overhand spear animation
Also, "short_pike" affects unit stats in ways that are poorly understood but AFAIK all kinds of screwy.
If you're looking for the animation skeles EB uses they're found in *\eb\data\animations.