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Thread: EB Animations Pack
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Tux 11:14 01-29-2006
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.
EB Animations Pack 1.2 compatible.

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.

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Tux 11:15 01-29-2006
Two handed foot pike:



Two handed mounted pike:


Overhand foot spearman:


Overhand mounted spearman:


Gladius:


New foot archer:


New mounted archer:


Two handed swordsman:


Mounted standard bearer:


New skeletons for chariots and elephants:


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Dooz 11:24 01-29-2006
Are all these animations already in EB? I think I pretty much recognize all of them except the Casse chariots.

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Tux 11:32 01-29-2006
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.

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Dooz 11:45 01-29-2006
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...

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Megalos 13:35 01-29-2006
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?

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Tux 13:58 01-29-2006
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/attac...tachmentid=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.

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Megalos 14:05 01-29-2006
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

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Dooz 14:43 01-29-2006
Originally Posted by alin:
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/attac...tachmentid=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.

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Tux 16:32 01-29-2006
Originally Posted by Wonderland:
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

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Dooz 16:47 01-29-2006
Ok great, done. No problems, works fine, yay.

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Copperhaired Berserker! 18:22 01-29-2006
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?

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Tux 18:36 01-29-2006
Originally Posted by Copperhaired Berserker!:
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?
Down this: http://www.twcenter.net/forums/attac...tachmentid=547 and extract in the data folder.

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Copperhaired Berserker! 18:38 01-29-2006
Thank you!

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Demiurge 05:37 01-31-2006
the 1.5/1.6 pack is corrupted. upon extraction there are errors.

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conon394 06:21 01-31-2006
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.

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LorDBulA 06:40 01-31-2006
IF it reports unknown method i would sugest using newer version.
3.51 is the latest i belive.

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Tux 14:23 01-31-2006
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

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Philippus Flavius Homovallumus 16:02 01-31-2006
Ooh, thanks, this is great.

So your Gladius only stabs?

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Tux 16:45 01-31-2006
Originally Posted by Wigferth Ironwall:
Ooh, thanks, this is great.

So your Gladius only stabs?
Not mine, EB's.
Really must i answer that question.

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the_handsome_viking 20:26 01-31-2006
Will installing this patch thingy effect your saved games?

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Malrubius 20:27 01-31-2006
No, it won't mess them up.

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the_handsome_viking 20:44 01-31-2006
Originally Posted by Malrubius:
No, it won't mess them up.
Cool.

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the_handsome_viking 21:04 01-31-2006
Originally Posted by alin:
Down this: http://www.twcenter.net/forums/attac...tachmentid=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?

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QwertyMIDX 21:09 01-31-2006
Originally Posted by alin:
Not mine, EB's.
Really must i answer that question.
Humm, it should slash once in a while. 1 or maybe 2 slash animations would be good.

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Tux 23:18 01-31-2006
Originally Posted by the_handsome_viking:
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.

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Philippus Flavius Homovallumus 01:03 02-01-2006
Originally Posted by QwertyMIDX:
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?

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paullus 04:21 02-01-2006
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)

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Demiurge 05:16 02-01-2006
where do the 1.5/1.6 animations go? in the same rtw/data/animations section or is it in rtw/bi/data/animations?

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Tux 13:03 02-01-2006
Originally Posted by Wigferth Ironwall:
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.

Originally Posted by paullus:
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.

Originally Posted by Demiurge:
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.

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