What goes where - the list.
I'll update it when it is done - should be soon. Hard to decide with some, also because I want to leave some space for something just in case.
Platesurcoat - Platesurcoat, PlateS, KHorse - all forms of Polish and Russian infantry and dragoons. Red or blue.
1 quarter free just in case. Another animation could be easily made using current ones by applying simple changes just like I did with the polish infantry - different head and colours.
Viking - Dervish, Janni, Viking - mobile artilelry, warwagons and field fortifications. 1 quarter free just in case we get another animation for mobile artillery or something different (rockets?).
Bowman - Bowman Only one animation for now. It is supposed to cover all forms of line infantry from later period of the game so space is necessary. 3 entries left.
ChHlBow - ChHlBow, LaKnight, ToplessLoon, Smailcav - several types of cavalry in chainmail or coats + Delis with a lion's fur. Directory closed.
NegInf - NegInf Right now solely for nomads from LOTR, should be the directory where future 'imports' from LOTR will go.
EHorse - EHorse, HlPlArSh, LARMWCAV, - three dragoon animations. This way some animations can be used for cavalry of other factions - with a sword in hand!
1 entry left just in case.
LgTuCnHi - LgTuCnHi, Huscarle, Custom7, Custom8 - so as suggested. Deals with many musket armed infantry units. Directory closed.
MongCost - MongCost, Custom1, Custom9, EEuroCav - several types of cavalry in blackened armour + others which are using the same entry. Directory closed.
Fullplar - Fullplar, MSHelm, Peasant, NewPeasant - Polish Hussars and several types of cavalry sharing same directories. Directory closed.
MailHCav - MailHCav, Pestucav - for muslim infantry with handguns. 2 entries left in case we get suitable animations.
HlPlArHm - HlPlArHm, Custom2, Custom4, Custom5 Various pikemen, halberdiers and musketeers. Directory closed.
@Stazi
Could you review it and see if there are any problems? I left the Iroquis and Skii infantry, as well as some other animations for you to choose directories. Please don't use Custom 0-9 because I want them for new animations.
Last edited by cegorach; 02-27-2016 at 15:42.
Good work, this list will help a lot. And now we have many, many free directories:2thumbsup:
Which animation you want to adapt from LOTR?
------------------------
I give it faction colours, looks good ingame:
Last edited by zweihander; 02-27-2016 at 16:14.
"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.
Find it in this thread, it is called 'The complete LandsKneckt figure'
@cegorach
@Duke John had provided a unit graphic pack and allow modders to use them with credits. (the download link is down but Stazi has re-uploaded it, in the last page)
I suggest to:
Use the War of the Roses\Textures\CUSTOM0 for the English Trained Band Billman
Use the War of the Roses\Textures\CUSTOM3 for the Dismounted Knight
Use the War of the Roses\Textures\CUSTOM7 for various archer/longbow units
Edit:
You may like to use
the Various Medieval Unit BIFs\Textures\CUSTOM0 for various archer/longbow units too, just take a look and make your choice.
Last edited by zweihander; 02-27-2016 at 16:49.
He know how to run now:
But nothing more, still no proper attack animation.
I'm pround to provide this! The beautiful Doppelsoldners! I work on it for a whole day and finally make the attack animation by myself!
The unit animation has idle, run and attack animation, no Die. But I notice many unit graphics in PMTW don't have Die animation too, @cegorach how do you deal with them in the Actionpage?
Screenshots:
Please download it and test it ingame and tell me if it has any problem, if there is no other problem I would post it on the Completed Unit Anim thread.
Credits to Kinboat, the original author of the Landsknecht model.
Last edited by zweihander; 02-28-2016 at 14:18.
Congratulations! They look great, although a little fat. Could you upload it, please? It'd be the best if you upload them as single frames. I'd like to test automatic texture and actionpage generating program.
Last edited by Stazi; 02-28-2016 at 14:57.
"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.
"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.
"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.
"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.
I can't believe it. Every screenshot is a little different and pose displaced so you have to manually align them through all 12 frames! It's TONS of very precise work! I'm really impressed.
EDIT
I've just found this: http://forums.civfanatics.com/showthread.php?t=191725
It should make your work easier when all screenies will be taken at exact same position. I hope you can adjust angles to match the MTW system.
Last edited by Stazi; 02-28-2016 at 17:47.
"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.
That is the best I can do. But Balam-Agab, a Civ3 modder has kindly provided his 2-handed sword poses set, I would try it tomorrow to see if it works.
Yup, that's what I did, just need great patience.
Thanks for the link, but I don't need that template, it is just something for making Civ3 graphics. The camera angle of my Doppelsoldner is already adjusted, 36, 72, 108, 144, perfectly fit the MTW engine.
Excellent! BTW I've just found some of your models for Civ4. Really nice stuff. If you manage to learn the whole process to add animations and take screenshot in exactly the same position you can do wonders. There are a lot of Renaissance 3d models we could you use and new units can look even better than original ones! I hope you'll write a tutorial too. Damn, I'm so excited!
"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.
Amazing work! I do mean it because this unit was supposed to get the best treatment just like Winged Hussars did so it is like a dream coming true.
When it is done please add them to the finished animations thread - they can be a trademark animation of 1.6.
I didn't. I just copied something else e.g. idle or similar.@cegorach how do you deal with them in the Actionpage?
I considered death as a wasteful luxury to be dealt with in the future.
@Stazi please help!
I add new animation to the doppelsoldner unit graphic and put it into a 1024p image(because a 512p has not enough room), but ingame the formation is in a mess!
Attachment 17695
I belive it is because of the Actionpage numbers have something wrong. I put the bif file hereAttachment 17696, could you please caculate the Actionpage?
Out of date.
Last edited by zweihander; 02-29-2016 at 09:28.
It might be the formation's width or lenght, or how formed/unformed it is.
Try different ones and you will see.
But no this problem when I use a 512p bif last night, so I believe it because pf the 1024p and actionpage.
Yes, it's because wrong actionpage coordinates. And no, I can't recalculate them. But there are two solutions:
1. You need to resize your 1024p tex to 512p. It's because Bif reader doesn't work with 1024p textures. Then you open it in bif reader, load your old actionpage and tune all the rectangles. Obviously, poses will be very small buts it's how MTW engine sees them. This method is very time consuming.
2. The method I'm currently working on. I use TexturePacker with my customized exporter to generate texture and actionpage file. Both in just a few clicks. There is one reuirement: all 12 frames for each pose have to be exactly the same size (rectangle). That's why I asked you yesterday about single frames.
Check the example. It's your yesterday version of Doppelsoldner packed using this method:
As you can see it's still a lot free space if all the frame poses are packed without unnecessary empty spaces. There is nearly enough space for the whole new unit and it's just a 512p texture.
My exporter also generates actionpage txt file formatted like this:
All you have to do is to sort them out basing on the files names and tune an origin (first two values in each line) in bif reader. Origin is different for each unit and each pose so it can't be automatically calculated. I place it in the middle of bottom edge. It looks like this in bif reader:Code:<<512x512>> dop_fight_E_01 22 77 115 59 159 136 dop_fight_NE_01 14 80 202 60 232 140 dop_fight_SE_01 21 78 159 60 202 138 dop_fight_S_01 13 82 0 113 26 195 dop_run_E_01 25 58 138 0 189 58 dop_run_NE_01 22 59 189 0 234 59 dop_run_SE_01 24 64 28 53 77 117 dop_run_S_01 18 68 77 57 114 125 dop_stand_E_01 25 52 51 0 102 52 dop_stand_NE_01 25 52 0 0 50 52 dop_stand_SE_01 17 56 102 0 137 56 dop_stand_S_01 14 60 0 52 28 112
Values in exporter are rounded down so some rectangles need to be increased by 1 pixel for perfect visual experience in game.
But this method is not fully ready yet. I still have to figure out the best routine.
EDIT
I'll try to repack your today version and generate the actionpage file.
Last edited by Stazi; 02-29-2016 at 09:06.
"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.
@Stazi Thanks! but you don't need to do it, I have already done it.
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