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    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: I need an "extra-slow" horse

    Quote Originally Posted by wlesmana
    The chariot has no bone, instead the game engine would look for the name of the mesh and attach it to the skeleton. So load up the original chariot mesh and make sure you got the names correct and the same. If you're adding new objects, you have to attach them to the original meshes since you cannot link them to the bones (the game would ignore it if the names are not correct).

    As for your CTD, try using the new horse animation for regular horse first, cavalry with no chariot. If it still CTDs, then its your new walking/running animation that's the problem. If it runs fine, then it's your chariot, which I doubt is the culprit since you didn't modify the animation. Modding the models won't cause CTD during the start of an animation.
    Thanks wlesmana. I will revise the chariot model. The invisibility may be due to some problem with the name of some mesh.

    I imagine that the CTD is due to problems with the numbers in descr_mount or in export_descr_unit. I'm using a horse animation that is working for cavalry units, so the animations are not responsible for it.

    Thanks.

    Edit: the invisibility problem was in fact due to renamed chariot parts. Now it is shown in game, with some small problems of relative positions that must be solved in descr_mount.

    However the CTD problem persists. These are images of what is happening.

    1. The initial formation when loading the battle.

    This formation is not "stable", as it changes each time I move the position of the unit. My first concern is that they are not in line. I've put very long distances in the formation of export_descr_unit (values: 20, 50 for close formation, 40, 100 for loose formation).

    2. When battle begins, I can change formation, but this is what happens:
    a) Close formation:

    Note that now each chariot is in different direction (marked with red arrows).

    b) Loose formation:

    Again the chariots are in different directions.

    c) Close formation again:

    It is different than the previous one.

    3. From the last close formation I gave the order to form in a line (red angles more or less in the position of the yellow arrows in game). They move but the directions were again different, but not too much in this case, as shown by the red arrows. Finally the yellow arrows show the next position I marked, and then CTD.



    A final concern is the presence of some strange reflections, depending on the place where the chariot is situated (marked with red circles in the screenshots). Could it be due to a mistake in the model? How can I test if I cannot import the animation?

    Any idea?
    Last edited by Monkwarrior; 11-04-2006 at 09:53. Reason: new data and screenshots

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