The .evt files contain sound event markers linked to various animation frames.
There are some fairly subtle game balancing facts involved with the animations, which i should probably mention. For example there is only one attack per animation, so the length of the attack animation determines attack frequency for that troop type. The attack delay values in export_descr_unit.txt are used to balance this, so that it doesn't become too restrictive for artists.
About the scaling... generally things with the same name are referring to *one* file on disk which is getting rescaled at load time by the amount stated. The requested scaling factor is stated in the animations text file, and is preserved so that the memory-saving device which maps loaded animations into skeletons can distinguish between identical animations at different scales.
The other thing to beware of is named nodes. The animation system looks for a number of named nodes in animations, namely these ... bone_H_Saddle, bone_camel_root, bone_E_platform, bone_wheel, bone_Lhand, bone_Rhand ... for marking a number of things in animations. Saddle and camel root should be self-explanatory - this is where the riders are attached, wheel and platform are used for siege engine animations, and the hand bones are used for various display things such as the pikes. These things not being present might well be at the root of the problem, and I imagine it wont be easy to reconstruct all the data in .cas form from the animations database.
I'll look into making the .cas archive available... it would almost certainly need some sort of EULA though, so it may take some time and the powers-that-be may decide it's not worth the effort.
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