ahh, finally found a working link to it...you should stick that in the first post if you want people to stop asking for it, genious.
ahh, finally found a working link to it...you should stick that in the first post if you want people to stop asking for it, genious.
Alin, the animation you gave me doesn't seem to work.
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If I was smart, I would have a witty punchline in this sig that would make everyone ROTFL.
I'm not smart.
True, the last link works.
donwload the zip file, and the text file. both should replace their "originials".
plz update the startpost, it will save us all allot of whining.
What animation i gave you? Or you mean the dmb.txt?Originally Posted by Copperhaired Berserker!
The link in the first post with the eb dmb.txt works fine and i haven't changed it for some time. But i shall use some bold there so that other don't miss it.Originally Posted by Djurre
Anyway there's a small update to the 1.5/6 compatible eb anim pack, it now has an fs_mounted_swordsman wich is a swordsman slash only skeleton and a fs_chariot_spearman wich is a spearman skeleton for chariots.
So, basically, if I take for example the vanilla Chosen Swordsman model and tell it to use fs_sword_barb_big (or whatever it now was), I'll end up with some pretty tall and lanky barbarians, and if I throw in the scale multiplier (à la the one used in the vanilla Berserkers) they'll end up larger but with the correct proportions ? And, conversely, if I swapped the _verybig skeleton of those EB Brit swordmaster guys (who didn't seem to have a scale multiplier in the DMB, suggesting the base model itself is larger) they'd presumably end up kinda squat with the height scaled down but other dimensions unchanged ?Originally Posted by alin
Fascinating, in a way. Is there some arithmetical progression between the different skele sizes, e.g. the _smalls being in for example 0.9 factor and the _verybigs in, say, 1.3 ?
...so what'll happen if I just put in the scale multiplier without doing anything to the skele entry, then ? I can't do a practical test right now, but presumably it's something annoying given that the different skeles were now done in the first place...
"Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."
-Church of the Flying Spaghetti Monster
Yes exactly, you should play a little eb and you'll notice this. Well i've told the guys about this and that they should add the scale but imo it looks more realistical this way so it's good they didn't add it but for horses(mounts) you really should add the corect scale for them since the model will look weird.Originally Posted by Watchman
Well we considered that the vanila size shold be the normal one and we considered it should be arround 165-170cm so we used this one to see what height should the others have and the adequate scales.Fascinating, in a way. Is there some arithmetical progression between the different skele sizes, e.g. the _smalls being in for example 0.9 factor and the _verybigs in, say, 1.3 ?
So to help you if you wan't to do some tests with this i will tell you the scales of the skeletons:
Soldier skeletons:
-small: 0.98
-normal: 1.00
-big: 1.05
-verybig: 1.10
Horse skeletons:
-small: 0.75
-normal: 0.88
-big: 0.91
Well from what i think changing the scales will change the models volume, so it willl make the unit fat or skinny....so what'll happen if I just put in the scale multiplier without doing anything to the skele entry, then ? I can't do a practical test right now, but presumably it's something annoying given that the different skeles were now done in the first place...
Interesting. Gotta try it out in practice the next time I have the chance.
Another little thing I was kinda curious is how the skele movement speeds are scaled in relation to the vanilla ones. Most are clear-cut enough, but the new foot spearman ones (overhand and two-handed) might cause some minor issues seeing as how they only come in one speed setting. And vanilla RTW at least seems to be in the opinion anything wearing so much as a mail shirt gets promptly tagged with a "slow" skelly... I doubt if it'd have any particularly horrible effects, but still.
Although personally I consider getting rid of the silly one-handed sarissa fighting well worth any such little issues.![]()
"Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."
-Church of the Flying Spaghetti Monster
Well those skeleton are in one speed setting only in 1.2, in 1.5/6 speed of those skeletons are various but since only the running animations was changed on those skeleton it's really not that big difference.Originally Posted by Watchman
Well do check the 1.5/6 one and you'll there are more various speed skeletons for the sarisae one.Originally Posted by Watchman
the animations are cool, but there are still 2 things, i don't like:
1. the overhand spearmen: the spear rotates everytime they start/stop marching
2. when I attack a phalanx unit using the 2-handed animations the soldiers of the phalanx drift over the whole battlefield all the time
Then why keep it stickied? It will only serve to confuse people more.Originally Posted by khelvan
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Everyone i have some bad news, well maybe not for everyone, i will no longer work on this and will leave this "project" enteirly in eb's hand. I'm quiting eb and also the community since i no longer have the time for this and i must start to dedicate my time to studying and my private life as i should have done from the start.
Goodbye.
Goodbye Alin, I wish you lots of success!!Originally Posted by alin
I hope to see arround sometimes on this forum.
It's a pity, but RL is more important. Good luck, Alin.Originally Posted by alin
Looking for a good read? Visit the Library!
Hello,
is it possible to have an alternate download link?
the one's pointing to twcenter do not work, or point to the general mods section with more than 400 mods in it...very difficult to find what we need in that place.
Do we have the files somewhere in the ORG maybe?
Duke Surak'nar
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Ignore the above please, I finally found the file in twcenter, by matching dates of the thread and mod.
I am getting an error, in RTW 1.5 it would seem that the package does not have, "fs_slinger_new" in it, but that is the only one so edited all models with it to "fs_slinger" instead and have no other errors.
Thanks for this Mod :)
Duke Surak'nar
"Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
From:Residing:
Traveled to: Over 70 Countries, most recent:and
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Hrm, just saw these posts, I used the animation files from EB 1.2 instead, (no issues wsince fs_slinger_new to fs_slinger was alread addressed), however I still get the flipping of the spears when Spearmen walk.
The links to the "fixes" are outdated, do we have any other links for this? (i would have guessed these issue s addressed in EB 1.2)
Sorry to hear, but understandable, all the best with your studdies!
Duke Surak'nar
"Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
From:Residing:
Traveled to: Over 70 Countries, most recent:and
~ Ask not what modding can do for you, rather ask what you can do for modding ~
~ Everyone dies, not everyone really fights ~
overhead spearmen tucked their spears on the ground is not yet fixedand maybe never fixed for EB1...
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Yeah, I noticed. However many thanks for the confirmation :) At least I now know I am not doing something wrong hehe
Duke Surak'nar
"Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
From:Residing:
Traveled to: Over 70 Countries, most recent:and
~ Ask not what modding can do for you, rather ask what you can do for modding ~
~ Everyone dies, not everyone really fights ~
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