Results 1 to 30 of 206

Thread: Converting Civilization3 unit animations

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member Member Stazi's Avatar
    Join Date
    Jun 2008
    Location
    Poland
    Posts
    455

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by cegorach View Post
    Hmm, that is an odd thing

    http://forums.civfanatics.com/showthread.php?t=90014

    A while ago I've worked on a Warhammer mod and odd stuff was just what I liked. This is... interesting. Could be an interesting addition if we ever want a hypothetical unit of just a single one model.
    I like it too. We can make it movable like Regimental Cannon but shooting normal cannon balls. I think it'd be a rare mercenary unit only. Its death animation is great.
    Last edited by Stazi; 02-29-2016 at 12:44.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  2. #2
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by Stazi View Post
    http://forums.civfanatics.com/downlo...=file&id=14614

    http://forums.civfanatics.com/showthread.php?t=222851

    The first link is quite interesting despite it's Hussite war wagon. Cossacks war wagons are hard to find.
    Looks great, but useless to us - too medieval. Well, in time we will find something. Or 'hire' someone to prepare it.

    Quote Originally Posted by Stazi View Post
    I like it too. We can make it movable like Regimental Cannon but shooting normal cannon balls. I think it'd be a rare mercenary unit only. Its death animation is great.
    We will see about the projectiles it could fire - we could have two ('dismounted' as the second one), one firing cannonballs and another throwing granades or something similar.
    1 model unit with high defence, decent attack, heavy armour with a pavise and causing fear so it can survive for longer. I've tested it with Dwarf Dragon Slayers with my old Warhammer mod and it works pretty well.


    When it comes to availability I don't like mercanary only units and I'd like to give it to Milan with a unique building (say Da Vinci's Workshop or similar) which could give some other benefits. Something actually unique given to a small, italian faction other than Venice.


    Animation seems easy enough to adopt. Not that many angles (looks similar from every side) except when firing or moving - @zweihander what do you think?

  3. #3

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by cegorach View Post
    Animation seems easy enough to adopt. Not that many angles (looks similar from every side) except when firing or moving - @zweihander what do you think?
    The model is very interesting. But the firing smoke may cause serious problem while converting, I had converted units involing firing smoke to FTG, smoke is hard to deal with.
    And I'm afraid that I would not have enough time to convert units recently, sorry.

  4. #4
    Member Member Stazi's Avatar
    Join Date
    Jun 2008
    Location
    Poland
    Posts
    455

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    The model is very interesting. But the firing smoke may cause serious problem while converting, I had converted units involing firing smoke to FTG, smoke is hard to deal with.
    We can get rid of the smoke eventually but it involves editing every single frame. But smoke looks fine. Why not leave it?

    Quote Originally Posted by zweihander View Post
    And I'm afraid that I would not have enough time to convert units recently, sorry.
    Could you write a short guide for Poser (I've just downloaded it), for adding animations to models, preparing a stage for screenshots, etc.? Generally the way you do it. I'd like to learn those things. It doesn't have to be super detailed. I'll ask you if I have problems with something.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  5. #5

    Default Re: Converting Civilization3 unit animations

    I would find some time tomorrow to write it. And you may like to read this first:
    http://forums.civfanatics.com/showthread.php?t=118502
    It is about making civ3 unit graphics, but you can learn a lot from this.

  6. #6
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    The model is very interesting. But the firing smoke may cause serious problem while converting, I had converted units involing firing smoke to FTG, smoke is hard to deal with.
    And I'm afraid that I would not have enough time to convert units recently, sorry.
    Ignore the smoke - gunpowder weapons have their own smoke generated by the game (by Fog file in a different place).

    Don't treat it as a priority, it is more a question about your opinion about this animation.

    The way I see it it requires very few angles, definetely not four images, but maybe even just two.
    It is circular and almost all actions look the same from all angles so I wonder what do you think.

  7. #7

    Default Re: Converting Civilization3 unit animations

    @cegorach

    Kinboat had also provided this Poser model:


    Do you think it would be useful in our mod? The Helmet/shield can be changed if you think it is too medieval.

    Since I already have a sword&shield pose set, it would not be too hard for me to make it, just need some free time...

  8. #8
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    @cegorach

    Kinboat had also provided this Poser model:

    Do you think it would be useful in our mod? The Helmet/shield can be changed if you think it is too medieval.

    Since I already have a sword&shield pose set, it would not be too hard for me to make it, just need some free time...
    It looks well, except the shield. Could be useful for last remaining knightly units and dismounted heavy cavalry in the early XVIth.

  9. #9

    Default Re: Converting Civilization3 unit animations

    @cegorach

    Please use this items/Weapons codeLancknechtPikemen.rar for all units using the 'CUSTOM4'(Pikeman) unit graphic.

    Please use this items/Weapons codeLancknechtHalbardiers.rar for all units using the 'CUSTOM2'(Swiss Halberd/Urban Militant) unit graphic.

    Please use this items/Weapons codeLancknechtArmouredPikemen.rar for all units using the 'CUSTOM5'(armoured Pikeman) unit graphic.

    These codes will greatly improve the weapon animation.
    Last edited by zweihander; 03-02-2016 at 07:43.

  10. #10
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: Converting Civilization3 unit animations

    Very well, but all those graphics will be converted into 1024p files, so the weapons' positions will have to be altered.

    But it still helps to have them re-made, so thank you!

  11. #11
    Member Member Stazi's Avatar
    Join Date
    Jun 2008
    Location
    Poland
    Posts
    455

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by cegorach View Post
    But it still helps to have them re-made, so thank you!
    The better they look now, the better they will look after conversion and less fine tuning will be needed. I'm currently struggling with it. There are usually a dozen of units using one folder (each one with another dozen of txt files describing the rectangles, weapon, shield animations which have to be recalculated) so packing four folders into one 1024p folder means dealing with hundreds of files. I feel like a copy/pasting robot. But it has to be done sooner or later.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  12. #12

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    Please use this items/Weapons codeLancknechtHalbardiers.rar for all units using the 'CUSTOM2'(Swiss Halberd/Urban Militant) unit graphic.
    Halberd weapon anim update.
    LancknechtHalbardiers.rar

  13. #13

    Default Re: Converting Civilization3 unit animations

    Update the Doppelsoldner animation:
    Big-landsknecht-v.3.rar

    -add Death animation
    -adjust some animations




    ---------------------------------

    @Stazi
    Is it possible to add the doppelsoldner's image to the DEAD256.LBM?
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	00000045.jpg 
Views:	717 
Size:	231.4 KB 
ID:	17724   Click image for larger version. 

Name:	00000043.jpg 
Views:	701 
Size:	343.2 KB 
ID:	17723  
    Last edited by zweihander; 03-12-2016 at 14:36.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO