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  1. #1

    Default Re: Animations

    Is it possible now to bring wagon fort to life? Is there any hardcode limit to prevent people doing so?

    I think using this wagon fort may be relatively a little easier:


    Let the crossbowmen push this wagon as a ram. When using this wagon in battle, first let crossbwmen step on to it--this must be the most difficult part.
    After that, they can use the normal crossbowmen animation.

    About the stepping_onto_wagon animation, maybe we can use the climbing ladders animation? Also we need a stepping_off_wagon animation.

  2. #2

    Default Re: Animations

    I don't hink mounting and dismounting would be possible. They are outside the scope of the game mechanics when it comes to anything other than siege equipment.

    You could make the unit move as a 'mount' with a crew on board. The elephant, for example, could probably be replaced by the cart mesh, and the descr_skeleton entries replaced with animations from the cart to make it roll if movement were needed. The 'crew' would be the elephant riders.

    The crew would have a nasty tendancy to shoot through the wood of the wall... which is a bit naughty but unavoidable... and the AI behaviour of the unit would be a little 'bizarre' but there is no reason something couldn't be done.
    Careless Orc Costs Lives!

  3. #3

    Default Re: Animations

    Thank you, Bwian!

    So I suppose it would be better to make the wagon fort unmovable? because otherwise we need additional units to push it, which would be difficult to implement. And some thing more is that when in battle, we need to roll the wagon by 90 degrees to let its side face the enemy, which would be difficult as well.

  4. #4

    Default Re: Animations

    Hi Zxiang

    Quote Originally Posted by zxiang1983
    Thank you, Bwian!

    So I suppose it would be better to make the wagon fort unmovable? because otherwise we need additional units to push it, which would be difficult to implement. And some thing more is that when in battle, we need to roll the wagon by 90 degrees to let its side face the enemy, which would be difficult as well.
    No it wouldn't be feasible to have this sort of setup but I do remember that somebody here or at twcenter had got the warwagons in game using another siege engines skeletons.

    Edit:- Have a look at http://www.twcenter.net/forums/showthread.php?t=82549 now we have the mesh converters and more information on skeletons and anims we may be able to come up with a more stable fix.

    Because I'm interested in eastern European warfare, I've been looking at a horse drawn warwagon as an elephant. Still early days yet.

    Cheers

    GrumpyOldMan
    Last edited by GrumpyOldMan; 06-23-2007 at 08:41.

  5. #5
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Hi Guys,

    Nothing to post, just wanted to say hi.
    Intercepted a quadraillion photons, worked
    on my melanomas, ate in restaurants I've never been
    to before, in short, a wonderful vacation. I know MT2W
    isn't 3D so we can't do the Nazgul and Eagles and other
    cool stuff but is there a way to half-assedly (hope I don't
    barred for that) try to do flying units? If we make them
    just archers can they just do a cantabrian sort of thing and
    keep them from interacting with units?

    Just wanted to post, I'm really interested.

    Back from the wilds of Florida, go Perdido Key! (As if
    they had a football team.)

    KE

  6. #6

    Default Re: Animations

    Hi KE

    Quote Originally Posted by KnightErrant
    Hi Guys,

    Nothing to post, just wanted to say hi.
    Intercepted a quadraillion photons, worked
    on my melanomas, ate in restaurants I've never been
    to before, in short, a wonderful vacation. I know MT2W
    isn't 3D so we can't do the Nazgul and Eagles and other
    cool stuff but is there a way to half-assedly (hope I don't
    barred for that) try to do flying units? If we make them
    just archers can they just do a cantabrian sort of thing and
    keep them from interacting with units?

    Just wanted to post, I'm really interested.

    Back from the wilds of Florida, go Perdido Key! (As if
    they had a football team.)

    KE
    Welcome back from your vacation, hope you had a great time.

    As regards the flying stuff, look at my post up above where I put in a few rambling thoughts. The main problem is going to be interaction with stuff on the ground, enemies or friends, and how to treat combat, air based or ground based? If you want flying based combatants then I think the low flying option is the best. Or you could come with me and look at programming languages to make a 3d based combat engine .

    I saw on the Milkshape forum http://www.chumba.ch/chumbalum-soft/...84&postcount=1 where somebody has posted a Python plugin for Milkshape. Haven't looked at it yet but it might be useful for you.

    Just off to look at dx9 hlsl mesh skinning and see what language/engine supports it .

    Cheers

    GrumpyOldMan

  7. #7
    Member Member KnightErrant's Avatar
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    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    458

    Default Re: Animations

    @GOM,

    Well I am interested in the Python plug-in; have to
    check that out. Read up some good stuff on Python a bit on the
    vacation (hid the book behind a novel so it looked like
    I wasn't having fun). Other book was on 3D modeling
    with the Torque engine. I don't know, pseudo-C++ scripting
    language? Blitz3D looks better to me, Got to get the animals
    back from the kennels and settle back in, then back to
    the joying of messin' with stuff.

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