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Thread: Using Xidx, adding animations to game and unit scaling

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  1. #1
    Member Member kleemann's Avatar
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    Default Re: Using Xidx and adding animations to game

    I use RTW v1.5 and BI v1.6

    I tried to include animations from chivarly TW to XGM. I wanted to see what the fs_crossbow does. I had no sucsess with this tutorial. Even if i tried to add this to original animations.
    Got some errors like: the animation /data/animations/fs_crossbowman do not exist

    It is my first attempt to add new animations, and english isn't my native language..

    4)
    in windows copy fs_theunit_u_want_to_copy and rename the new skeleton.
    Qestion: What i should copy? the skeleton and the skeleton folder? Where to?
    fs_crossbowman.* and fs_crossbowman folder..?

    5)
    run xidxshell.bat

    6)
    type exactly:

    chpath fs_newunitname copy all data/animations/
    (one space goes here do not write this in parentesis) data/animations/fs_newunitname/
    this will copy all the animations that the skeleton uses into data/animations/fs_big_indian_elephant/
    remember that there must be a space between data/animations/ and data/aniamtions/fs_big_indian_elephant


    Qestion: As i see this is used to copy the animation files from somewhere to the specified folder. Do i need to make this coping by xidxshell? Can't i just copy it to data/animations/data/animations/fs_crossbowman/ folder?

    7)
    ok now there is a folder Data\animations\data\animations\fs_newunitname with all the files right?

    now do up arrow so you have the exact same line you typed before but remove the word "copy" be sure not to run this twice!...
    this told the skelton to use the new files that you copied instead of vanilla

    Question: why not twice? what it does?

    Question: Am i correct, this chpath updates skeleton file, tells the skeleton to use files in data/animations/data/animations/fs_crossbowman/?
    If i-m not using the shell to make copy, what i have to write into command line?
    chpath fs_crossbowman all data/animations/(space)data/animations/fs_crossbowman/

    8)
    ok this is probably the most complicated, type exactly:

    fork echo chpath fs_newunitname list all data/animations/ | xidx --shell >> list_anim.txt
    this lists all the files we copied and saves then at the end of the file list_anim.txt. this is so when we run pack_aniamtions.bat we will pack all the copied files...
    should say if went ok ... idx extractor packer
    version 96 mady by vercingetorix...

    Question: as i can see it is possible to just copy/write this to the end of the file if you have this writen in diferent animation file
    Some mistake i noticed: thare is a file anim_list.txt and not list_anims.txt :)

    9)
    now open data\animations\list.txt and on the last line type fs_newunitname then save the file...
    in list.txt not list_anim.txt
    Question: Must this new animation be the last entri for sure?

    Can you re-view your tutorial and include real example doing this step by step..

  2. #2
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Using Xidx and adding animations to game

    I think your problem, kleemann, is that the animations from Chivalry TW are developed for RTW 1.2.

    I tried also adding the crossbowmen animation, and failed , whereas I was able to include RTW 1.5 animations without problems following the tutorial.

    My advice is: try to use the tutorial with some well-known and tested 1.5 animations (I would recommend SigniferOne 0.8 or the new EB pack of animations). If you succeed, then the problem is not your skills, but the version of the animation you are trying to include.

    Cheers.

  3. #3
    Member Member kleemann's Avatar
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    Default Re: Using Xidx and adding animations to game

    Thanks for advice, i will check this out..

    Actually the Chivarly crossbowman model works fine with fs_crossbow skeleton. "Fast shooter"
    i won a battle where battle odds where 1:5 penalty for me. Julii attacked and lost the battle. My crossbowmens had missile attack only 2 or 3. of course i had 1600 weak crossbowman

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