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  1. #1
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    [QUOTE=Stazi;2053687184]Scale set to max (225). On the right is new Atli Tatarlar, on the left old Izci Tatarlar. Surprisingly, they look exactly the same as the old ones. Usually there is a 20-30% difference.
    Click image for larger version. 

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    So those odd, small horses are from which file - I assume the new one, right?


    I'll make one tomorrow. Yes, it's tricky because I can't use Excel to automate recalculation of frame rectangles. Readbif is a little cumbersome to use.
    That makes all those unit animations where soldiers appear with weapons in their hands (most of infantry in PMTW) considerably easier to convert to 1024p. Good. There is a large number of those which could be easily (but time consuming) imported to bigger files. Good.




    Exactly! That's the main reason I enjoy digging in this stuff over and over again. Nearly, every time I found something I didn't know before. For example we use resized to 31px width (and thus distorted) EU2 shields for campaign map pieces while we can use use them as they are about 50px width. It's a small thing but ugliness of those shields really bothered me.
    Yes, the shileld problem really bothered me too, but I didn't want to test the engine with something like this. All the better it can be done.

  2. #2
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    Thanks!

    To those weapons and shields, I think move them to a 1024p bif only need to edit the CustomX/Weapons.txt, but don't need to edit the Items/WeaponX/UnitName.txt, is this right?
    I have to edit every single charge, walk, fight.txt files. If I don't, weapons and shields float above soldiers heads. X,Y origin for weapons is related to a frame rectangle. 1024p textures have smaller frame rectangles (half height, half wight) and that's why all those weapon/shield animations have to be recalculated. But don't worry. I've found that they can be recalculated via Excel too. They just need different formulas.

    There is also one more little issue about weapons in 1024p. It looks like this:
    http://www.runners-world.pl/forum/up...1378806454.jpg

    Poles are simply too thick. We'll probably need to manually edit texture and thinner them a bit. That's something I need to test.

    Quote Originally Posted by cegorach View Post
    Quote Originally Posted by Stazi View Post
    Scale set to max (225). On the right is new Atli Tatarlar, on the left old Izci Tatarlar. Surprisingly, they look exactly the same as the old ones. Usually there is a 20-30% difference.
    Click image for larger version. 

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ID:	17634
    So those odd, small horses are from which file - I assume the new one, right?
    Izci Tatarlar on the left uses old 512p texture for soldier (MOCOSCAV) and new 1024p texture LiHorse folder for mount - "MOCOSCAV, YES, YES, LiHorse".
    Atli Tatarlar on the right takes all graphics from the same LiHorse folder so horses have the same size - "LIHORSE, YES, YES, LiHorse"
    Last edited by Stazi; 02-24-2016 at 10:27.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  3. #3

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by cegorach View Post
    That makes all those unit animations where soldiers appear with weapons in their hands (most of infantry in PMTW) considerably easier to convert to 1024p. Good. There is a large number of those which could be easily (but time consuming) imported to bigger files. Good.
    I suggest to move Custom7, CUSTOM8, HUSCARLE and LgTuCnHi into one 1024p BIF if possible. These 4 are all hand-drawing infantry unit in similar colours and without weapon/shield items.

    Quote Originally Posted by Stazi View Post
    I have to edit every single charge, walk, fight.txt files. If I don't, weapons and shields float above soldiers heads. X,Y origin for weapons is related to a frame rectangle. 1024p textures have smaller frame rectangles (half height, half wight) and that's why all those weapon/shield animations have to be recalculated. But don't worry. I've found that they can be recalculated via Excel too. They just need different formulas.

    There is also one more little issue about weapons in 1024p. It looks like this:
    http://www.runners-world.pl/forum/up...1378806454.jpg

    Poles are simply too thick. We'll probably need to manually edit texture and thinner them a bit. That's something I need to test.
    Oh no, editing those files is a nightmare...

    About the width of the weapons, I have a little discovery, tell you later when I back to my own computer tonight.

  4. #4
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    I suggest to move Custom7, CUSTOM8, HUSCARLE and LgTuCnHi into one 1024p BIF if possible. These 4 are all hand-drawing infantry unit in similar colours and without weapon/shield items.
    A fair point, no hurry, but directories worth remembering for the future.

  5. #5
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    A short summary of animation directories which cause CTDs:

    "Peasant"

    Used by Spanish Archeros, Russian Oprychniki and Turkish elite cavalry.


    "ChainHlm"

    Solely for armoured steeds used by Mamluks and perhaps by Turkey.


    "HlPlArSH"


    Only for Imperial ( German_HRE) dragoons.



    "LArmWCav"


    Solely for French dragoons in later XVII century.



    "MKnight"

    Skii infantry only.



    "MSHelm"


    One-winged Polish Hussars, Spanish light cavalry, French royal musketeers.


    "PlateS"


    Only for Polish infantry/dragoons of late period, can be used for Russian elite infantry/dragoons in blue uniforms.

    I suppose you haven't seen the last one? I am not sure I have ever posted their image, but there was some work involved and I am not 100% sure I have finished this unit. I'll have to check soon.

    EDIT - yeah, they are ready:



    The unit in game, next to Lithuanian Hussars (no wings).

    The animations are altered Russian Streltsy with different faces, caps, berdishes and blue uniforms.



    "Peasant"
    "ChainHlm"
    "HlPlArSH"
    "LArmWCav"
    "MKnight"
    "MSHelm"
    "PlateS"
    A number of those can be easily combined as long as the palettes allow that. Blue uniforms is something I really want to save for those guys who are using them, same for colourful uniforms of certain units.

    All those animations are assigned to rare units used by main factions, so very unlikely to cause CTDs, but if they are combined it will take no more than 2 directories to make the units safe to use, all of them.
    This way some could find different uses if we want to, not many though because they were made often for very specific units and nothing else.
    Last edited by cegorach; 02-24-2016 at 13:41.

  6. #6

    Default Re: Converting Civilization3 unit animations

    You have already shown it here.
    And I'm interested in another unit anim showed in the same post, the Bavarian cavalry charging with a longsword(an estoc?), is it already in 1.5 or will be in 1.6, or 2.0?






    @Stazi
    Quote Originally Posted by zweihander View Post
    About the width of the weapons, I have a little discovery, tell you later when I back to my own computer tonight.
    For example, this is a weapon's code in the WEAPONS.TXT:
    53,190,87,204,3,4
    as you know, it is x1,y1,x2,y2,length,width
    if you change the number of y1 smaller and y2 bigger, such as:
    53,180,87,214,3,4
    then, the weapon will looks much thiner in game.
    Last edited by zweihander; 02-24-2016 at 15:00.

    Member thankful for this post:

    Stazi 


  7. #7
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    For example, this is a weapon's code in the WEAPONS.TXT:
    53,190,87,204,3,4
    as you know, it is x1,y1,x2,y2,length,width
    if you change the number of y1 smaller and y2 bigger, such as:
    53,180,87,214,3,4
    then, the weapon will looks much thiner in game.
    Ha! It's so obvious when you know about it. Thanks a lot!
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  8. #8
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    You have already shown it here.
    And I'm interested in another unit anim showed in the same post, the Bavarian cavalry charging with a longsword(an estoc?), is it already in 1.5 or will be in 1.6, or 2.0?
    Oh, well at least the dragoon pose is here to see.


    Bavarians are the famous 'one angle trick' used so often in the mod.


  9. #9

    Default Re: Converting Civilization3 unit animations

    Cegorach, it is possible that add weapons(swords/sabers) on the body's hand in the fighting anim for all hand-drawing cavalry unit animations, just like the winged hussar's fighting anim?
    You know, the 'item' swords/sabers always floating on the sky when fighting...

  10. #10
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    Oh no, editing those files is a nightmare...
    I've just tested it. All you need to do is divide all x,y pairs by 2 (it takes like 1 second in Excel). Generally, all the numbers except the last in each line which is always 0 or 1. For weapons it looks like this:
    Code:
    x1    y1    x2    y2     z
    
    -1    -27    -5    -30    0
    0    -26    -4    -32    0
    0    -22    -2    -28    0
    1    -22    -2    -28    0
    0    -24    -2    -31    0
    0    -24    -3    -31    0
    -1    -27    -5    -30    0
    0    -27    -5    -27    0
    -1    -27    -6    -27    0
    0    -27    -5    -26    0
    0    -26    -4    -27    0
    0    -26    -4    -27    0
    I pretty sure similar approach will work on shields.

    1024p Mongol Heavy Cavalry in all its glory.

    Click image for larger version. 

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    Those spears rendered before the soldier don't looks that good. Maybe I should move them behind the horsemen?
    Last edited by Stazi; 02-24-2016 at 19:15.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  11. #11
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

    So, because we sorted out most of the problems concerning 1024p textures I'd like to know what to do? Which animations go to which folder - that kind of things. I'd like to start making a real progress on this. Except the map, new/renewed units are probably the most important part.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  12. #12
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    I thought it could wait, but if you wish to start I'll have a look tomorrow. It will require checking the palettes so that certain colours aren't lost.


    It was sensibly suggested to combine Custom7, CUSTOM8, HUSCARLE and LgTuCnHi in one directory - I'd pick Custom7 for simplicity, but you can choose if you wish.

    It is all infantry with handguns and no weapons, so should be easier.
    Last edited by cegorach; 02-24-2016 at 20:52.

  13. #13
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by cegorach View Post
    I thought it could wait, but if you wish to start I'll have a look tomorrow. It will require checking the palettes so that certain colours aren't lost.
    Don't worry. I'll take care of the palettes. Just let me know what goes where. If there be any chance of losing something I'll ask you what to do but judging on what I've seen the new, hand-drawn units don't use as much colors as the old ones.

    But if we want to wait with those units so what should I do now? GUI certainly can wait as we already has one. A totally new units from CIV3?
    Last edited by Stazi; 02-24-2016 at 21:34.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  14. #14
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by Stazi View Post
    But if we want to wait with those units so what should I do now? GUI certainly can wait as we already has one. A totally new units from CIV3?
    Ok, so let's begin with the conversion.

    It will have to happen sooner or later and new animations from CiV3 should be imported to 1024p files because they will end like ones anyway.



    Please start with those four units, just tell me the file where they will be. I'll build a list who goes were soon.



    Also, since you have the permission why not import some graphics from LOTR?

    I had a look and

    Dervish can work well as Gallowglass,

    Janni are all right for some sneaky highland guerillas,

    PesTunic - are necessary for dismounted nomads,

    and even MongCost could be useful if we need rangers in hoods and armed with bows and swords. The last one is rather unlikely to find any use, so is unnecessary, but the rest seems pretty good.

  15. #15
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    I'll use this post for the list of combined animations showing which directories will be available.



    LiHorse - done and full

    Mocoscav

    MonghHkav


    are empty




    Custom7, CUSTOM8, HUSCARLE and LgTuCnHi

    go to ?

  16. #16
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by Stazi View Post

    Those spears rendered before the soldier don't looks that good. Maybe I should move them behind the horsemen?
    Yes, in this case it will make it look much better, at least from close distance.

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