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Thread: EB Animations Pack

  1. #31
    Voluntary Suspension Voluntary Suspension Philippus Flavius Homovallumus's Avatar
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    Default Re: EB Animations Pack

    Quote Originally Posted by alin
    For now they only stab as it says in the description of the skeleton.
    Not a problem, I'm just saying it is a cut and thrust weapon.
    "If it wears trousers generally I don't pay attention."

    [IMG]https://img197.imageshack.us/img197/4917/logoromans23pd.jpg[/IMG]

  2. #32
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    Quote Originally Posted by Wigferth Ironwall
    Not a problem, I'm just saying it is a cut and thrust weapon.
    And i agree, i just didn't had the time to make some new slashes for it since my priority was to make new stabs for it, as the gladius was used more for stabing. But in future versions of the anim pack it will also have some slashes, 1 or 2.

  3. #33
    Guest Dayve's Avatar
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    Default Re: EB Animations Pack

    Extracted the files to the animations folder, said yes to overwrite to all, generic error when starting up. Something about an fs_1h_axeman_big.

  4. #34
    Member Member Kampfduck's Avatar
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    Default Re: EB Animations Pack

    overall some of the animations look a lot better then those of the original rtw,
    the overhand spearman etc look good also.

    but a little minus is with the phalanx formations that use the long spears, when running you see a bug in there shields when they move it around, also they should be more thrusting with there upperbody/arms and not going through there kniees so much like now.

    cheers

  5. #35
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    Quote Originally Posted by Dayve
    Extracted the files to the animations folder, said yes to overwrite to all, generic error when starting up. Something about an fs_1h_axeman_big.
    I don't get it, why do people just down something without reading about how to install or use that.
    It says clearly in the main post:
    Quote Originally Posted by alin
    Forthose who wish to use the animation pack with EB here's the link of the new descr_model_battle.txt of EB so that everyone won't need to replace the old skeletons with the new ones.
    Or why people just don't read some of the previous to see if it says something about their problems, posts like:

    Quote Originally Posted by Copperhaired Berserker!
    Uhm, I extrac ted it, pasted it into animations folder without backup, and well, it crashs to desktop saying "Animation_FSaxeman_big" or something. How do you fix this?
    Quote Originally Posted by the_handsome_viking
    I extracted the txt file into the data folder and I am still crashing with the Animation_FSaxeman_big sign coming up.

    Any idea what I'm doing wrong?

  6. #36
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    Quote Originally Posted by Kampfduck
    overall some of the animations look a lot better then those of the original rtw,
    the overhand spearman etc look good also.

    but a little minus is with the phalanx formations that use the long spears, when running you see a bug in there shields when they move it around, also they should be more thrusting with there upperbody/arms and not going through there kniees so much like now.

    cheers
    Since the engine uses one attack animation when the unit is in phalanx i didn't knew wich exactly it will use but i know now and will change this in the future.
    What running bug...pic?!

  7. #37

    Default Re: EB Animations Pack

    What running bug...pic?!
    "Flipping bug" .

  8. #38

    Default Re: EB Animations Pack

    [QUOTE=alin]I don't get it, why do people just down something without reading about how to install or use that.
    It says clearly in the main post:


    Quote:
    Originally Posted by alin
    Forthose who wish to use the animation pack with EB here's the link of the new descr_model_battle.txt of EB so that everyone won't need to replace the old skeletons with the new ones.




    because you get this stuff when using the link ???????????????????






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  9. #39
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: EB Animations Pack

    The animations Alin put together will be included in our upcoming public patch, which will have an installer so that everything works properly without additional work on your part.
    Cogita tute


  10. #40

    Default Re: EB Animations Pack

    Quote Originally Posted by Kampfduck
    overall some of the animations look a lot better then those of the original rtw,
    the overhand spearman etc look good also.

    but a little minus is with the phalanx formations that use the long spears, when running you see a bug in there shields when they move it around, also they should be more thrusting with there upperbody/arms and not going through there kniees so much like now.

    cheers

    Noo the pivoting of the knees is fine! We don't know exactly how the hoplites used their knees, but ask any boxer or martial artist, pivoting the body on the knees and feet creates a LOT more power. So basically, instead of just using the arms to thrust the spear, the whole body torques and creates a LOT more power to thrust a spear. But the arm thrusting should be more existant than it currently is, in conjuction with the lower body pivoting.
    Last edited by Arman616; 02-01-2006 at 23:11.

  11. #41
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    Teutobod II try this:
    http://www.twcenter.net/forums/attac...tachmentid=558

    Cybvep the flping bug is fixed, Vercingetorix fixed the problem with the exporter and hopfully tommorow i will upload the new anim pack.

    Arman616 i agree with you there but still they shouldn't use just one attack, i must talk to those who helped me make the skeleton and see what kind of attacks were the ones wich were used more often.

  12. #42

    Default Re: EB Animations Pack

    the new animations for eb work great! However, when i tried using the 1.5/1.6 ones for bi they just caused a ctd on startup. I extracted them into the bi/data/animations folder.

  13. #43
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    Quote Originally Posted by Demiurge
    the new animations for eb work great! However, when i tried using the 1.5/1.6 ones for bi they just caused a ctd on startup. I extracted them into the bi/data/animations folder.
    Try to use the -show_err line at the shorcut to see what exactly is causing the ctd.
    But i'm pretty sure that what's causing the ctd is fs_slinger skeleton. Go to descr_model_battle.txt and replace fs_slinger_new with fs_slinger...that should fix the ctd.

  14. #44
    Guest Dayve's Avatar
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    Default Re: EB Animations Pack

    So is anybody going to fix - the link of the new descr_model_battle.txt of EB so that everyone won't need to replace the old skeletons with the new ones. - So that i can install these animations?

    Also, i appreciate your work on the new animations, but when i reported my error i was told i should have followed the instructions. The instructions are not clear at all. I come back to the forum after not being here for 3 or 4 days, enter the animation pack thread and see two links... One for 1.2 and one for 1.5/6, so i think that i should download the 1.2 one since my EB is over RTW 1.2... So i do and i get the error. No mention of what people using EB have to do to get it installed though... Make it clearer please.

  15. #45
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    It was fixed hours ago:
    link
    The link was fine when you asked about that but i've done some updates to the dmb and uploaded it but the adress of the link was changed.
    How weren't the intrsuctions clear, said extract the anim files in the anims folder and if you wan't to use them with eb down the dmb from that link. This is what it said in the main post. Yes the part with dmb was at the end of the post so you should have read more carefuly the post.

    Anyway the down lonk for 1.5 is down so here's a temporary down link:
    http://rapidshare.de/files/12312012/ANIMATIONS.zip.html
    And the new anim pack for 1.2-v0.81:
    http://rapidshare.de/files/12316003/animations.zip.html

  16. #46
    Resident Pessimist Member Dooz's Avatar
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    Default Re: EB Animations Pack

    Updates to the first dmb you posted you say? So if I already put that in, should I get this new one instead for the new anim pack?

  17. #47
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    Quote Originally Posted by Wonderland
    Updates to the first dmb you posted you say? So if I already put that in, should I get this new one instead for the new anim pack?
    Yes some of the units weren't using the new skeleton like the roman units.
    And the anim packs for the links contains some new fixes, check the main post.

  18. #48

    Default Re: EB Animations Pack

    Ok, got it working.

  19. #49

    Default Re: EB Animations Pack

    Quote Originally Posted by alin
    Try to use the -show_err line at the shorcut to see what exactly is causing the ctd.
    But i'm pretty sure that what's causing the ctd is fs_slinger skeleton. Go to descr_model_battle.txt and replace fs_slinger_new with fs_slinger...that should fix the ctd.
    that worked thanks!

  20. #50
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    Animations packs have been updated and also the dmb.txt for eb.

    v0.81 temporary fix to the overhand and gladius wich had problems in keeping the formation after they marched or ran(the march and run anims are from the vanila spearman skeleton), temporary fix with rider dissapearing to the new mounted skeletons(now they use the vanila cav die anim), added a new swordsman skeleton(only for 1.5) and the problem with the fliping animations has been fixed thanks to Vercingetorix.
    Last edited by Tux; 02-03-2006 at 13:02.

  21. #51
    graduated non-expert Member jerby's Avatar
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    Default Re: EB Animations Pack

    hi, soem Q on animations.

    will the phalanx-pikemen keep their arms so static or will that be changed? It looks kinda spastic to see them ice-skating like that with 0% arm movement

    will the xyston-horsemen lean over (to their right?) when charging?

    and I saw some of my horsemen with Kopis's stab, is that even possible with such a blade?

    When the Bugimannoz (sweboz) ahve shot their ammo up and their idle with their spears wielded they hodl it kinda funny: With their right hand and the exact end, pointing straight up.

    great animations none the less! kudos!

  22. #52
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    Quote Originally Posted by jerby
    will the phalanx-pikemen keep their arms so static or will that be changed? It looks kinda spastic to see them ice-skating like that with 0% arm movement
    will be changed eventualy.
    will the xyston-horsemen lean over (to their right?) when charging?
    yes
    and I saw some of my horsemen with Kopis's stab, is that even possible with such a blade?
    don't know the unit but i get your point, a slash only swordsman skeleton for cav is needed.
    When the Bugimannoz (sweboz) ahve shot their ammo up and their idle with their spears wielded they hodl it kinda funny: With their right hand and the exact end, pointing straight up.
    so?! what's your point? they hold their at the end because of the model.
    great animations none the less! kudos!
    thanks.

  23. #53
    graduated non-expert Member jerby's Avatar
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    Default Re: EB Animations Pack

    Quote Originally Posted by alin
    so?! what's your point? they hold their at the end because of the model.
    no real point, just when they're idle they hold it with one hand at teh absolute end. it just looked weird. though the in-battle animation for teh bugimannoz is absolutly stunning!

    thansk for the answers, sounds very very spectacular!

  24. #54
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    Quote Originally Posted by jerby
    no real point, just when they're idle they hold it with one hand at teh absolute end. it just looked weird. though the in-battle animation for teh bugimannoz is absolutly stunning!

    thansk for the answers, sounds very very spectacular!
    No problem, well i did change the model so that it doesn't hold the spear like that and now it looks more natural so the next eb patch will "fix" that.
    Also i wan't to let you know that you suggestions have been applied, they were very simple to do and were good imo.

  25. #55
    graduated non-expert Member jerby's Avatar
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    Default Re: EB Animations Pack

    there's no such thing as a "simple chore" in RTW-animation-modding...not for a mortal man..

    so either anythign I said was already implemeted/thought off. or your ignorign me

    (joking, joking, you do a great job Alin!)

  26. #56
    Member Member blindfaithnogod's Avatar
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    Default Re: EB Animations Pack

    just to let you know, the mounted archer's idle animations are eratic, what i mean is it looks like they go through the first part of the reload anim and then jump to an idle position. and this all happens while sitting still. but other than that this is a great pak, and good work by you my friend.

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  27. #57
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    Quote Originally Posted by blindfaithnogod
    just to let you know, the mounted archer's idle animations are eratic, what i mean is it looks like they go through the first part of the reload anim and then jump to an idle position. and this all happens while sitting still. but other than that this is a great pak, and good work by you my friend.
    Ok thanks for the feedback, added to the things to fix list. It's weird i haven't notice this until now but hey from 800 there must be some buggy ones.

  28. #58
    EB Nitpicker Member oudysseos's Avatar
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    Default Re: EB Animations Pack

    Tried to install the animations for 1.2, also downloaded the dmb text from the latest link you provided, but I get an immediate ctd with >>cannot find skeleton 'fs_pilum'<< I looked in descr_model_battle and there are indeed fs_pilum entries in several places. SO I am a wee bit confused. Help?

    Thanks for all your great work.
    οἵη περ φύλλων γενεὴ τοίη δὲ καὶ ἀνδρῶν.
    Even as are the generations of leaves, such are the lives of men.
    Glaucus, son of Hippolochus, Illiad, 6.146



  29. #59
    Bored Member Tux's Avatar
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    Default Re: EB Animations Pack

    Quote Originally Posted by oudysseos
    Tried to install the animations for 1.2, also downloaded the dmb text from the latest link you provided, but I get an immediate ctd with >>cannot find skeleton 'fs_pilum'<< I looked in descr_model_battle and there are indeed fs_pilum entries in several places. SO I am a wee bit confused. Help?

    Thanks for all your great work.
    Hmm it seems i've missed to put the pilum skeleton in the 1.2 anim pack it is now so just down the new pack...pack updated...jerby *hint* *hint*

  30. #60
    Member Member Kampfduck's Avatar
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    Default Re: EB Animations Pack

    Hi,
    any more updates in it besides the pilum, that it makes wourth the download?
    Were is the downloadlink for the updated file?
    Thx

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