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  1. #1
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    Does it include older files such as those from ten years ago? I'll have a look. There are definetely quite many interesting entries.

    Also what do you think, the both of you, about pikemen models with pikes in hand? I'd like to have at least two such animations, but I am not sure about the lenght of the pikes. Many could look like half-pikes, but even that will require work.


    EDIT: Boy, it couldn't be better! I guess the majority of animations which I found interesting and useful are from this guy! I'll spend Saturday going through his files to help him locate his Poser models.
    Last edited by cegorach; 03-04-2016 at 08:18.

  2. #2

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by cegorach View Post
    Does it include older files such as those from ten years ago? I'll have a look. There are definetely quite many interesting entries.
    I don't know how many files he still have today.

    Quote Originally Posted by cegorach View Post
    Also what do you think, the both of you, about pikemen models with pikes in hand? I'd like to have at least two such animations, but I am not sure about the lenght of the pikes. Many could look like half-pikes, but even that will require work.
    I also want to ask you this question: if we make some units using very long weapon such as pike, halberd, etc. Should we (1)render the weapon together with the unit's body, or (2) render the weapon as a separate 'item'.

    (1)
    Advantage: the graphical performance would be better, don't need the deal with the weapon position code.
    Disadvantage: cost too many space of a bif

    (2)
    Advantage: save the space of the BIFs
    Disadvantage: worse graphical performance, need to deal with the weapon position code, a nightmare to me...

    BTW, the length, width etc. of a weapon is very easy to edit in Poser, so don't worry about this.

    Quote Originally Posted by cegorach View Post
    EDIT: Boy, it couldn't be better! I guess the majority of animations which I found interesting and useful are from this guy! I'll spend Saturday going through his files to help him locate his Poser models.
    Yes, Imperator also said that he has followed PMTW mod for some years as for the ideas and the uniforms informations PMTW give.

  3. #3
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    (1)
    Advantage: the graphical performance would be better, don't need the deal with the weapon position code.
    Disadvantage: cost too many space of a bif
    A perfect example of this:

    Quote Originally Posted by cegorach View Post
    We can try both ways and see if we can get reasonable results with pike as separate weapon.
    "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.

  4. #4

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by Stazi View Post
    A perfect example of this:



    We can try both ways and see if we can get reasonable results with pike as separate weapon.
    Make a quick camparsion: that one is smaller than a original MTW unit, not much smaller though.
    Attached Images Attached Images  

  5. #5
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    I've already went through 10 sets of animations, but don't have time to do more right now.

    There is a number we definetely could use, but I have to ask another question - what about cavalry on horses?

    Do we have space for that? There is a couple of nice animations we could use, but obviously only if those horses do not take too much space on a BIF.

    Remember that for variety we still need what was present in PMTW 1.5 - especially with black and grey horses we can now use so only a couple of such animations would be enough.


    We will have to test how much space it will take on a BIF - two per directory should be OK in my opinion.
    6 such animations at the most, at least I don't think there is a need for more.

    It is not to replace PMTW cavalry, but to add those few which are necessary.

  6. #6
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by cegorach View Post
    There is a number we definetely could use, but I have to ask another question - what about cavalry on horses?

    Do we have space for that? There is a couple of nice animations we could use, but obviously only if those horses do not take too much space on a BIF.
    Cavalry on horses takes even more space that a pikemen. It's like Tatars in MOCOSCAV folder. Two, maybe three units per 1024 p file at best. Of course if you want to reduce the number of poses (like those Tatars) we can fit four. BTW you mentioned that Shogun animations have more different frames. Could you upload them? I don't have Shogun:TW.
    Last edited by Stazi; 03-04-2016 at 11:37.
    "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.

  7. #7

    Default Re: Converting Civilization3 unit animations

    We can try to create cavalry unit graphic without the horse.

  8. #8
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    We can try to create cavalry unit graphic without the horse.
    Yes, we could, but I thought about a couple of animations which include interesting, different mounts (e.g. Berber Camel raider) or because I need one horse & mount animation for Balcan mounted infantry - just like with Dragoon units, but different.

    Quote Originally Posted by zweihander View Post
    Alright, here is the units I want to request:

    Doppelsoldner, to see if I can do some improvement to my previous doppelsoldner graphic.
    Heavy Landsknecht Pikeman, for the armoured landsknechts in PMTW.
    Light Landsknecht Pikeman, for the unarmoured landsknechts in PMTW.


    What do you think of them?
    I wanted to propose them myself + the lansknecht arquebusier/caliver which is also very useful Possibly only for one unit, but so many factions use Landsknechte it makes sense to have this animation in faction colours.

    Quote Originally Posted by Stazi View Post
    Cavalry on horses takes even more space that a pikemen. It's like Tatars in MOCOSCAV folder. Two, maybe three units per 1024 p file at best. Of course if you want to reduce the number of poses (like those Tatars) we can fit four. BTW you mentioned that Shogun animations have more different frames. Could you upload them? I don't have Shogun:TW.
    I doubt there will be more than 6 such animations we will ever need, but rather less than six.

    I have checked and I do not have the original BIFs anymore. I've deleted STW years ago because I no longer use a DVD player in any computer and the game required one.

    Mongol light cavalry just like any cavalry unit in STW was using two BIF files so death or shooting animations were not possible to include.

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