Do you mean just making a firearm animation?
Do you mean just making a firearm animation?
This won't change the current situation. You could make a new animation without this, but you could only base it on the existing skeletons.
If you wanted to make a new shooting animation, you can. As far as firing in a volley, the current archers do just that.
What the new files were injtended ( had they actually worked ) was to allow you to run new ani mations outside of the pack files, and to use completely new skeletons. This would have given you far greater control over the process, and allowed you to do things that just can't be done now.
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No it's more than just firing in a volley like the archers do. If you all have ever seen a movie with muzzle loading firearms in it, you will notice that the front row fires in unison then goes to the back row. At that point the second row steps forward and fires and the process is repeated. It is a very complicated animation but it was present in all the previous Total War games where they had firearms.
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Hrm...
Couldn;t that just be a continuous Looping Change in Formation?
I mean a formation could be defined in having the first or two first rows usetheir weapon and then a call to change the formation comes and you have the first row exchange position with the second and then the first row fires.
The firing delay is then not a question of every how many seconds the volley is shot, like the archers, but rather how long it takes for them to re-form, once re-formed then the firing delay comes in to effect.
The complete loop would have to be probably associated with a sorts of "Mode".
Not unlike the Phalanx, which I see more as a mode of fighting rather than a simple formation...
Its a way of looking at it I guess![]()
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with wich program ca you open the .evt files?
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has anyone actualy managed to get this to work ? deleting the paks and dats in data\animations so that the descr_skeleton.txt file is used ?
I just gave it a try (deleted the files, placed the extracted animation files into the animation folder, along with the evt files). But when I launch the game it crashes back to desktop on loading (no error message). After some experimenting I noticed it crashes after reading the first animation entry from descr_skeleton.txt. If the animation file doesn't exist I get an error message, if it does exist I dont get any. I then added a second entry with an animation file that didn't exist but got no error message. So it seems it crashes right after loading in the first animation file.
Could there be a problem with Vercingetorix's extractor so that it creates (slightly) corrupted cas files ? I noticed that some units did weird things ingame after changing animation speeds with Vercingetorix's tool (especially horses). So my best - and only - guess is that there is a problem with the cas animation files.
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