Re: New animations thread
Here is the mentioned russian/eastern armoured arquebusier:
https://i23.photobucket.com/albums/b...gorach/Run.gif
I am going to extrect frames from the GIF which is itself convereted from a .flc file from a CIV III modding pack.
Later I will manually cut models which are suitable to recreate the animations (4 sides only) and copy/paste them into a .bmp file.
Next is recolouring so it matches the surroundings and saving/editing untill I have all the necessary frames.
I need the model to run, shoot, fight and to stand doing nothing - the last one seems rather easy. ;)
Next I have to test it in the game and only after that I am certain if it works.
Fingers crossed it might give another several musketeer/arquebusier/firearm infantry models which as you know are very useful in the mod.
I only regret that the pikemen models are too hard to implement, I would love to have another pikeman model.
Anyway beggars cannot be choosers so I will take what I am capable to use and more important to convert.
Re: New animations thread
And here is a size comparison -
https://i23.photobucket.com/albums/b...ach/FAZA14.jpg
I left enough space to accomodate all forms of movement.
If it works you can easily realise how much will this give the mod.
Sadly this particular animation doesn't contain fight animations so I am afraid this model will have to shoot into combat. :inquisitive:
Anyway other animations for other units contain all necessary poses and angles. Hopefully that will be something to enjoy.
Re: New animations thread
First tests:
https://i23.photobucket.com/albums/b...h/animacja.jpg
Hardly a mastepiece, but after the green haze is removed it should be considerably better looking.
Scale was manipulated otherwise the models would be 1/3 of a size of the Streltsy.
I wish I had root animations to use, but unfortunatelly there is nothing else.
As I expected quality suffers and the models look like low resolution animations from vanilla. Too bad, but if it gives me 20 new animations I am willing to ignore it. besides I've seen worse animations in other MTW mods so it is not that bad.
I will test cavalry later (there might be some useful animations), but I'd like to finish this infantry first - testing how it moves could help a lot.
Re: New animations thread
Good news - bad news situation.
I figured out that the animations for CIV III are designed for lower resolution than in the MTW. This means that the models would look the best if thrown into a 256 x 256 pixel file considerbly reducing available space.
I think it will be harder to implement for this reason, because it is a good idea to have at least some models implemented in better shape than this. There is a question what models should I choose for that and there is a lot of I would enjoy having in the mod.
I guess I will select the most important animations for this purpose leaving some which will be still present, but look like the arquebusiers above i.e. badly...
I am certainly going to add the Landsknechts with massive double-handed swords in best quality I can afford.
About the rest we will see.
Another thing if ANYBODY knows some trick or a free software where I can replace certain colours easily please let me know.
Replacing the bloody dots manually would be pretty ridiculous, but right now seems the only way... yes, I am bad with graphics.
There are some really amazing animations prepared for CIV III mods, so hard to decide... I guess I will start with the basics: Landsknecht swordsmen, armoured eastern arquebusier, Scottish musketeer and highlander, rounshielder swordman, better looking mobile cannons, new line infantry etc
I will show some examples I am considering.
Re: New animations thread
Ok, I think I have something - by replacing colours of the palette.
https://i23.photobucket.com/albums/b...AN_f1ttest.jpg
But it is still slow even before I actually started. Any good ideas would be appreciated.
As you see here it is how it (roughly) would be if added using smaller frames, which should provide better quality, but not without a cost in space left for anything else.
I think I can squeeze up to two animations in frames like this, so it is not entirely bad. I will need to test it in the game to see how it works. Later today I am guessing...
Re: New animations thread
First selection for the mod - these models I consider my priorities
https://i23.photobucket.com/albums/b...andsknecht.gif
Landsknecht - obvious choice, one of my favouirite animations I never received.
https://i23.photobucket.com/albums/b...h/rodolero.gif
Spanish swordsman - useful for all early blade infantry units,
https://i23.photobucket.com/albums/b...rabskitlum.gif
Grenadine spearman - would be exceptionally useful for all generic muslim infantry units,
https://i23.photobucket.com/albums/b...owaliniowa.gif
New line infantry
https://i23.photobucket.com/albums/b.../artyleria.gif
New regimental cannons,
https://i23.photobucket.com/albums/b.../higlander.gif
Highland swordsman - useful for several Scottish and Irish units + in the ECW,
https://i23.photobucket.com/albums/b...kapiechota.gif
Scottish musketeer - similar use,
https://i23.photobucket.com/albums/b...artyzantka.gif
rebel musketeer for western Europe
https://i23.photobucket.com/albums/b...iechotamuz.gif
Basic muslim infantry - exceptionally useful for the Persians,
https://i23.photobucket.com/albums/b...ch/bosniak.gif
Bosnian infantryman - good for all irregular Balcan units,
If these units gt through I will be glad, if anything more will get through in good shape I will be more than happy.
Re: New animations thread
Most primitive ideas do not work, I will have to resort to more advanced utilities. GIMP seems a good idea for mass replacement of the pinks with translucent green.
Already hate it, but if it is done properly, the effects should be impressive.