B Other Combat Animation Enhancement - Fifth Release with Trailer 15/11/10

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Quick update

I've animated a new two-handed spear thrust that will appear in a future release (in a couple of weeks). I've also added thrust attacks for curved swords, though I haven't figured out how to make them do any damage or show damage stats on the weapon select screen yet  :razz:

curvedswordhighthrust.jpg




Tiberius 说:
What files do I have to move if I want to use this with another mod?
The simplest way would be to copy the file "skeletons.brf" from the Resource folder in your Combat Animation Enhancement folder, and paste it into the CommonRes folder, which is in your Mount&Blade or Mount&Blade Warband folder. Then, just copy the "actions.txt" from the CAE folder, and paste it into whichever mod's folder you want to use the animations with.

I recommend backing up your skeletons.brf from CommonRes, just in case something goes wrong.

That should work anyway!

 
I'm so excited about this mod :grin:
Warband animations are in dire need of tweaking/revamp.
Thankyou.
 
Could I make it work by putting the skeletons.brf in the resource folder of the mod, replacing the actions.txt and then adding some line to some other file?

Also, would it be too hard to make an actions.txt that includes both vanilla and your animations as to add variety to the battles? (I'm not saying you should do it, but that I want to know how to do it myself) Yours are awesome, but I remember playing with animation mods back in M&B and it was really cool when I had more than one pack implemented and the guy would make different attacks each time.

Of course, yours are made to sync well with each other so I don't know how good it'd look. Then again, I just wanna try.
 
Reminds me of Pirates fighting or a duel, anyway its pretty cool Good job so far, can't wait to see more :grin:
 
Thel 说:
I'm so excited about this mod :grin:
Warband animations are in dire need of tweaking/revamp.
Thankyou.
Glad to hear it!

Tiberius 说:
Could I make it work by putting the skeletons.brf in the resource folder of the mod, replacing the actions.txt and then adding some line to some other file?
Yes, that would work too. Just put my skeletons.brf in the resource folder, and then add the line "load_mod_resource = skeletons" to the module.ini file in the relevant mod folder.

Also, would it be too hard to make an actions.txt that includes both vanilla and your animations as to add variety to the battles? (I'm not saying you should do it, but that I want to know how to do it myself) Yours are awesome, but I remember playing with animation mods back in M&B and it was really cool when I had more than one pack implemented and the guy would make different attacks each time.
Also yes - you can just list as many animations as you like under an action, and the game will select one at random. The easiest way for you to do it would probably be to edit the actions.txt directly.

I'm not sure if you're familiar with the actions.txt, so I'll explain it. Inside the actions.txt, you'll find pairs of lines that look like this:

ready_slashleft_staff 1678770176 1679818762  1
  0.350000 Polearm_slashleft_28.9.10 0 5 7 0 0.0 0.0 0.0 0.0
release_slashleft_staff 1678770176 2183135242  1
  0.600000 Polearm_slashleft_28.9.10 5 29 6 0 0.0 0.0 0.0 0.0
release_slashleft_staff_continue 0 572522497  1
  0.300000 Polearm_slashleft_28.9.10 29 34 2 0 0.0 0.0 0.0 0.0

The top line of each pair (that starts with "ready_slashleft..." or whatever) is the action, and the line beneath is the animation. So the first line is the ready position, and the line below tells it to play a particular part of the animation called "Polearm_slashleft_28.9.10" for .35 seconds (a basic time modified by weapon speed/proficiency/whatever). I'm pretty sure all you'd need to do is add another animation line, which would be a copy of the relevant line from the actions.txt from the Native folder. Then it would play my animation half the time, and Native's animation half the time.

Depending on how you do it, it might look a bit strange. The attack is broken into three parts - Ready, Release, and Continue. Ready plays when you hold the attack key, Release plays when you release it, and Continue plays if you don't attack or block immediately afterwards. I've used Release and Continue a bit differently from how Native uses them, so you might get odd combinations of the three, depending on how you edit it.

I'd say your best bet is probably to change the duration of Continue to 0 (so it won't play) for any attacks that use both my animations and the Native animations. It'll make the follow-through look a bit wimpy, but should remove any jerky blending.

Mitchmon 说:
Reminds me of Pirates fighting or a duel, anyway its pretty cool Good job so far, can't wait to see more :grin:
I hope you watched the trailer  :razz:

Shik 说:
Lazarou: are you using the module system to edit your .txt files?
Yep.
 
Awesome, thanks for the useful explanation. I'll try it out and see how it looks. If I can't make it look decent I'll just stick to your mod alone.
 

To make scimitars and such able to thrust, if you've got Morgh's Editor ( http://forums.taleworlds.com/index.php/topic,105928.0.html ), direct it to the Module System folder and choose the Python editor item editor and it should edit the module editor's item python file. Go down to the scimitar of choice and add thrust damage & click any animation box that is necessary. Only concern is that the editor might not pick up on the new animations you've done.

Also for the two handed thrust on horseback idea, it might be 'cheap' but what I would do is simply take your on foot two handed spear thrust animation from the waist up and apply it to the horseback animation. Possible image references:



And I look forward to if you'll do a one handed spear thrust (for horse and foot) because hoo boy, is that one bad animation vanilla wise.  :shock:
 
Are the vanilla polearm animations still misaligned?

Also, have you considered adding a underhand thrust animation for 1 handed weapons? I've always wanted to strike like the old roman soldiers did, but there are no mods with underhand thrust.
 
Tiberius 说:
Awesome, thanks for the useful explanation. I'll try it out and see how it looks. If I can't make it look decent I'll just stick to your mod alone.
No problemo - let me know how it goes.

Sahran 说:
To make scimitars and such able to thrust, if you've got Morgh's Editor ( http://forums.taleworlds.com/index.php/topic,105928.0.html ), direct it to the Module System folder and choose the Python editor item editor and it should edit the module editor's item python file. Go down to the scimitar of choice and add thrust damage & click any animation box that is necessary. Only concern is that the editor might not pick up on the new animations you've done.
Ah thanks - I'll probably try that way. I added the thrust in the screenshot by going into module_items.py in the Module System and adding itc_longsword to the Nomad Sabres - I also added thrust damage in that file, but it doesn't show up in the weapon stats in-game, and thrusts deal no damage. But yeah - hopefully your way will help!

Also for the two handed thrust on horseback idea, it might be 'cheap' but what I would do is simply take your on foot two handed spear thrust animation from the waist up and apply it to the horseback animation.
Yeah, good idea - I'll probably copy the animation over and see how it looks. Thanks for those pictures too.

And I look forward to if you'll do a one handed spear thrust (for horse and foot) because hoo boy, is that one bad animation vanilla wise.  :shock:
:cool:

Tiberius 说:
Are the vanilla polearm animations still misaligned?
They thrust in a straight line if that's what you mean. I'm remaking them regardless - only the overhead swing to go and I'll have first drafts of all polearm animations!

Also, have you considered adding a underhand thrust animation for 1 handed weapons? I've always wanted to strike like the old roman soldiers did, but there are no mods with underhand thrust.
I've considered it...
 
I was talking about how the vanilla polearm thrust animation has the hand misplaced. I'll explain with a picture even though it was taken when WB was just out:

mb_warband2010-04-0419-20-20-56-1.jpg

mb_warband2010-04-0419-20-26-28-1.jpg

mb_warband2010-04-0419-20-28-55-1.jpg

Also, I tried copypasting the previous animations, but:
1) They didn't happen, for some reason. Only your animations played.
2) It made the NPCs in castles start dancing (actually, the "being hit" animation was played over and over again)

mb12-1.jpg
 
Spear and shield?  :eek:

-watches video with furious intrigue!

Sold!

-downloads with furious downloading-frenzy
 
Could you give a spear (with shield) more thrust directions? Or maybe make it switchable into overhand and underhand modes?  (underhand longer reach, slightly slower, overhand short reach, slightly faster)
 
Amazing, you even added the underhand for 1 handed swords!

Do both vanilla and modded spear/blade animations play, or just yours?

Merlkir 说:
Could you give a spear (with shield) more thrust directions? Or maybe make it switchable into overhand and underhand modes?  (underhand longer reach, slightly slower, overhand short reach, slightly faster)

Well, it should be possible, since Warband has the whole mode switching mechanic. That'd be great.
Then again, I think that would mean changing each individual item, so it wouldn't work with other mods.
 
First off all i gotta say that i really really like this mod. The fighting looks MUCH better though i havent tested it as much.
BUT do me a big favor and make this one work with cRPG. That would be awesome :wink:

thanks :grin:
 
MrOffline 说:
First off all i gotta say that i really really like this mod. The fighting looks MUCH better though i havent tested it as much.
BUT do me a big favor and make this one work with cRPG. That would be awesome :wink:

thanks :grin:

It would require the animations to be incorporated in cRPG itself, if you just replaced your own animations, you'd get crazy and wrong hit detection.
 
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