Re: Editing Animation folder
:wall:
I still meet a problem ...I don't understand....
the HR_Arquebus folder is composed by a sub folder : Weapon
& 7 files :
HR_Arquebus_attack_missile_hold.cas ;;(evt) ;;_ready.cas (evt) ;;;release.cas (evt) ;;;reload.cas (evt) ;;; HR_Arquebus_stand_A_idle.cas
I have modded frame/frame the "Release.cas" (Set key frame each time in the Tab)(with the firing the movement I want at the end of the motion...the ms3d file run fine ....
https://img142.imageshack.us/img142/...ion0ch9.th.jpg
https://img142.imageshack.us/img142/...tionzj0.th.jpg
https://img142.imageshack.us/img142/...ion2kz2.th.jpg
But it doesn't show in the game:dizzy2: ,when I replace it .... than I have changed the "Reload" one
by the same one (modded)...and the same mistake occurs , I don't see my modded frames , It's jumping across....
What mistake Have I done ? :sweatdrop:
Is there something else to do after extracting the .cas from the ms3d ?
Re: Editing Animation folder
Is that normal ? after saving the Ms3D file and reopening :
https://img213.imageshack.us/img213/...tioncm3.th.jpg
seems that the joints have no weight
and in the game (loading with no problem (deleting each time the 2 .dat files in America/animations folder to recreate them) whatever I change in the animation ; it doesn't show up; ...it goes over it
all that job for :juggle2:
Re: Editing Animation folder
https://img91.imageshack.us/img91/11...dingmv1.th.jpg
The best I can do , but the rifle cannot stay still it moves along with the hand , which is not the real motion ....http://www.icone-gif.com/gif/corps/c...au-gif-013.gif
Re: Editing Animation folder
Ok I did the best I could without moving the rifle , because the model doesn't accept this in the game, so I had to play with the motion of both arms and shoulders to give the idea
this is a very short video sample : 7 mo you can see:
http://www.filecrunch.com/file/~cmkwdh
it's in avi ; just dl the little video on the disk and pay it with any player
let me know what you think
Re: Editing Animation folder
Re: Editing Animation folder
Been missing in action the last few days.
You got it working! You mentioned CTDs in the
other thread, just out of curiosity, was it a problem with the
modeldb entry or something in descr_skeleton.txt when you made
the new animation family entry? Just so others who want to make
animations will know what to watch out for.
Re: Editing Animation folder
Hi
I Cannot make another family entry in the descr_skeleton.txt (vanilla)according with the modeldb. (America)
- If I copy the whole entry from the HR_Arquebus and rename it ...MTW2_Bre_Reload (ex) gives the right path to it to the DATA/animations folder (vanilla) to a new sub dolder there in which I have passed my new files (example HR_Winchester and...
..... than modify the modeldb (America) US cavalry units with this new name MTW2_Bre_Reload refering to the descr_skeleton.txt (vanilla) entry : I got CTD WHEN LAUNCHING the BATTLE , not at start :book: :sweatdrop:
I have sent you a video of the unit new reloading ....I'm ready to re_do it ...but no one gives me an answer about it ...is it good or bad ?
Re: Editing Animation folder
Hi Tanauser,
Finally got a chance to put your animation in game. This is the medium
difficulty option. For this I pretended that the musketeers were your
bluecoat model and I wanted to create a custom animation family for them
and have all others use the vanilla MTW2_Musketeer family.
My setup is this: I mod descr_skeleton.txt in the vanilla \data folder.
(Probably you could copy to your mod folder and io_filefirst would find it
there but my experiments from last summer were done this way so I'm
following that again.) I also mod the battle_models.modeldb file in the
vanilla \data\unit_models directory. This is non-negotiable I believe, the
game only parses this file in that directory unless something changed in
the 1.2 patch and nobody told me.
(1) Create a new directory in Caliban's animation directory. I called it
MTW2_Winchester. (Again, you might be able to do this in your mod
folder, I just didn't do it that way before.) I put your file
MTW2_Musket_attack_missile_reload.cas
with the changed reload animation in it.
(2) Edit the vanilla descr_skeleton.txt file (maybe a copy in a mod folder
would work, a good experiment to try). This is what I put in, I named
the animation family "MTW2_Winchester".
Code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
type MTW2_Winchester
reference_points siege_engines/UnitModelsRefPoints/Arquebus_Ref_Point.modelReferencePoints
parent MTW2_Musket
;locomotion_table soldier
anim default data/animations/MTW2_Musket/MTW2_Musket_basepose.cas
anim stand_a_idle data/animations/MTW2_Musket/MTW2_Musket_stand_A_idle.cas -fr -evt:data/animations/MTW2_Musket/MTW2_Musket_stand_A_idle.evt
anim attack_missile_reload data/animations/MTW2_Winchester/MTW2_Musket_attack_missile_reload.cas -fr -evt:data/animations/MTW2_Musket/MTW2_Arquebus_attack_missile_reload.evt
;;;;;;;; weapon
type MTW2_Winchester_Primary
suppress_refpoints_warning
parent MTW2_Musket_Primary
suppress_refpoints_warning
anim default data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
anim stand_a_idle data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
anim stand_a_to_ready data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
anim stand_b_to_ready data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
anim stand_c_to_ready data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
anim ready data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
anim ready_to_stand_a data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
anim attack_missile_ready data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
anim attack_missile_hold data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
anim attack_missile_release data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
anim attack_missile_reload data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
Basically, all I did was copy the Arquebus entry, including the weapon bit,
and just renamed the red parts. Note that the parent keyword just
defaults everything back to MTW2_Musket. Since we don't have
a non-standard skeleton we DON'T have to copy everything to the
new directory. (If you had gone with the bone_lever option, that's the
really difficult way. All the animations have to be copied and the new
skeleton exported to, and the entry for this file gets really large.)
(3) Assign this new animation family to your unit in battle_models.modeldb.
For my experiment I just assigned it to the Musketeers.
Code:
10 musketeers
1 4
54 unit_models/_Units/RN_Light_Lmail/musketeers_lod0.mesh 121
54 unit_models/_Units/RN_Light_Lmail/musketeers_lod1.mesh 900
54 unit_models/_Units/RN_Light_Lmail/musketeers_lod2.mesh 2500
54 unit_models/_Units/RN_Light_Lmail/musketeers_lod3.mesh 6400
4
5 spain
71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_spain.texture
72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
40 unit_sprites/spain_Musketeers_sprite.spr
8 portugal
74 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_portugal.texture
72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
43 unit_sprites/portugal_Musketeers_sprite.spr
5 milan
71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_milan.texture
72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
40 unit_sprites/milan_Musketeers_sprite.spr
6 venice
72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_venice.texture
72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
41 unit_sprites/venice_Musketeers_sprite.spr
4
5 spain
67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture
67 unit_models/AttachmentSets/Final European CB Gun_spain_norm.texture 0
8 portugal
70 unit_models/AttachmentSets/Final European CB Gun_portugal_diff.texture
70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0
5 milan
67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture
67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0
6 venice
68 unit_models/AttachmentSets/Final European CB Gun_venice_diff.texture
68 unit_models/AttachmentSets/Final European CB Gun_venice_norm.texture 0
1
4 None
15 MTW2_Winchester
20 MTW2_Non_Shield_Fast 1
19 MTW2_Musket_Primary 1
18 MTW2_Sword_Primary
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
(4) Last step. Backup the pack.dat, pack.idx, skeleton.dat, and skeleton.idx
in your mod folder America\data\animations directory then delete them so
the game rebuilds the animation packs.
I played Spain (with Musketeers so using the new anim) against England
with Arquebusiers (not using the new anim).
https://img266.imageshack.us/img266/...uservf0.th.jpg
Please don't think this worked the first time for me. I fussed around
with it for two hours with endless CTDs before it worked. I think the
main thing is you can't skip the matching weapon section in descr_skeleton.txt
even though you don't use it.
Give it a try and post back how it goes.
Re: Editing Animation folder
[QUOTE=* I also mod the battle_models.modeldb file in the
vanilla \data\unit_models directory. This is non-negotiable I believe, the
game only parses this file in that directory unless something changed in
the 1.2 patch and nobody told me.=QUOTE]
So even if the unit modded is in the America extension , I have to mod the vanilla modeldb. ? :dizzy2:
You mean creating a new entry for US Cavalry in the MTTW2 vanilla ???
So if I follow well ; I have to mod both modeldb. ?
I 'll try it today and tell you if I had it worked
Thanks
Re: Editing Animation folder
It works only with the Cavalry so I have followed your advice with the Cavalry entry (MTW2_Winchester) instead of HR_Arquebus....
perhaps as you pointed out because of the same parent :
in HR_Arquebus we have weapon type HR_arquebus_Primary suppress_refpoints_warning parent MTW2_Musket_Primary suppress_refpoints_warning anim default
but in MTW2_Musket we have:
type MTW2_Musket
reference_points siege_engines/UnitModelsRefPoints/Musckett_Ref_Point.modelReferencePoints
parent MTW2_Knifeman
perhaps there is something to change there ; I couldn't tell
When I have tried to do the same to US_Infantry as I did to the US_Cavalry but this time with animation MTW2_Musket; It didn't go well , CTD on and on....I did exactly the same thing: in Vanilla DATA directory: Rename a new folder in Caliban unpacked Animations folder " MTW2_Winchinfant " in which I passed all the files from the original MTW2_Musket + mine (replacing (2) reload & extended reload)
Copy in descr_skeleton the entry MTW2_Musket and rename it under MTW2_Winchinfant
just changing the path to my 2 modded files
including the weapon bit which I call MTW2_Winchinfant_primary
than I have copied the unit entry from the America modeldb. into the vanilla modeldb (always rising by 1 the n° of entry) and assigning after the .....5 Horse 16 MTW2_Winchinfant ....Well it didn't work ! I checked and checked it ..I didn't forget any slash bar ...I really really don't understand why it's working with one animation, and not with the other .
It's Weird that it went OK with HR_Arquebus replacement and not with MTW2_Musket ...too bad http://freelog.chez.tiscali.fr/emoti.../Confus_19.gif