B Other [OSP][Anim] Animation Variety Mod

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in practice you would have aligned perfectly aligned standing hoplites and pikemen, but it would remain the flaw of swordmen with gladius / xiphos acting like pussies' cos they have the sword pointed upwards ... like "uh, baby don't hurt me with that boxcutter!" :lol:

however, if it does not imply a change to the way in which you stab in RaW with the polearm and with the dagger, I do not think it's a bad idea as well.

Jacobhinds has done a very remarkable job
 
jacobhinds said:
*puts on condescending professor glasses*
Judging by the file paths in the second image i think you might have put the .brf files straight into the gekokujo base folder, when instead they should be in the resource filder. Correct me if I'm wrong.

There's also no need for you to split up the animations or anything. Only time you need to use that is when you're editing the monstrous "anim_human", after which you return it to normal.

Also python module system files are incompatible with .txt files. You can't drag code from one to another - and they can't be converted without compiling every single module system file in one go. hence why i was worried that you'd accidentally overwritten your mod with the module system, which starts off as native if it's not edited.
All that's needed is to replace actions.txt with your backup, if you made one. If not, you might have to reinstall the mod.

When gekokujo's done however I'll make a minimod for it, along with a few optional tweaks. Phlpp is releasing the source files for that and it'd save the pain of editing .txt files.
Ahhh yes it pretty much explain everything now.. And whoop i should've said that i opened the skeleton.brf and then split anim_human into action files.. Ya know, I'm too lazy just to open the folder back and use openBRF again to make sure  :lol: my fault
 
ROUevXc.jpg
Finally!! Got my brain to work :grin:DD  :mrgreen:
Even though there is some bot with a T shape, it still looks excellent!
 
I love these animations so much, theyre all very useful. However, could you make some alternatives for the pike_run animations with their heads looking forward as the heads on some look wierd and some side run anims if you want. Other than that, i really like the animations you released. :grin: Will post pics later....
 
i'll probably tone down the head tilt in a later release but there's no way on earth I'm doing the side run animations. there are 8 in total per action, and 8 more for walking - so that's 64 animations per action if i add variations. they hardly ever turn up anyway, unless for the player.
 
I personally don't have any problem with the native walking animation for one handed sword, but the pike animation you made is awesome. Keep up the good work! :grin:
 
Seek n Destroy said:
There's more animations referenced in the codes than there is on the brf, just delete the lines which have animations that don't exist in the brf.
Ah, i tried it but the result is failure.. Btw i tried to remove the line of 'run_forward_staff_new' because i'm thinking it might be the problem.. But instead after i removed it, it crashed warband. Aand, i removed the line directly from actions.txt  :mrgreen: because im too lazy to open up python and build modules again  :neutral:
 
jacob, if you can soon, can you do some of those varied animations that you said for NW? I'm getting tired of the soldiers looking like lifeless dolls as they're marching into a meatgrinder.
 
I'm pretty sure i released them along with the other stuff - if not, I'll add them tomorrow.

Osric said:
Has there been any breakthroughs yet?
I'll probably cut back on the cavalry animations. It's really hard to stop them from looking silly and not lag slightly, because you have to check for each agent, whether they're charging, and whether they're holding a single handed weapon or not - kind of cumbersome.

I'll still add something with a bit of variety - I'm thinking of making the swing animations a bit more fluid (whole body leaned into the swing rather than a static arc), and the riding animations a bit more logical. It always looks like the guy's stabbing his horse with the sword, so I'm probably going to make a number of riding animations that work well for all the weapon types they're hardcoded to use.
 
In the meantime. How would I go about adding just the polearm animation and the polearm running animation seperately into a a mod (obviously Gekokujo).

Or will I end up with the t-pose bug trying to take the current version apart and implementing them myself?
 
ClearlyInvisible said:
jacob, if you can soon, can you do some of those varied animations that you said for NW? I'm getting tired of the soldiers looking like lifeless dolls as they're marching into a meatgrinder.

they're in the pack i uploaded, labelled idle_musket along with a few variations. i might not have added the code for it though.

Osric said:
In the meantime. How would I go about adding just the polearm animation and the polearm running animation seperately into a a mod (obviously Gekokujo).

Or will I end up with the t-pose bug trying to take the current version apart and implementing them myself?

there are quite a few that i 'm not sure about, but replacing the appropriate lines with these should get the (forward) running and idle staff animations working. beware of misplaced or missing spaces. .txt files tend to fail entirely if even a single space is missing, or if your word processor likes to put unwanted surprises like auto-indents everywhere.

tl;dr don't use MS Word.

Code:
 run_forward_staff 256 17825792  4
  0.800000 run_pike_1 0 24 805306624 58726 0.000000 0.000000 0.000000  0.400000
  0.800000 run_pike_2 0 24 805306624 58726 0.000000 0.000000 0.000000  0.400000
  0.800000 run_pike_3 0 24 805306624 58726 0.000000 0.000000 0.000000  0.400000 
  0.800000 run_pike_4 0 24 805306624 58726 0.000000 0.000000 0.000000  0.400000

 stand_staff 0 16777216  5
  7.000000 greatsword_cstance 0 85 1342177280 0 0.000000 0.000000 0.000000  0.250000 
  8.000000 pike_loop01 0 99 1342177280 0 0.000000 0.000000 0.000000  0.000000 
  8.000000 pike_loop02 0 99 1342177280 0 0.000000 0.000000 0.000000  0.000000 
  8.000000 pike_loop04 0 99 1342177280 0 0.000000 0.000000 0.000000  0.000000 
  8.000000 pike_loop05 0 99 1342177280 0 0.000000 0.000000 0.000000  0.000000

remember to replace the entire "entry" for each animation, each entry being marked by the indented names.
 
jacobhinds said:
ClearlyInvisible said:
jacob, if you can soon, can you do some of those varied animations that you said for NW? I'm getting tired of the soldiers looking like lifeless dolls as they're marching into a meatgrinder.

they're in the pack i uploaded, labelled idle_musket along with a few variations. i might not have added the code for it though.

Osric said:
In the meantime. How would I go about adding just the polearm animation and the polearm running animation seperately into a a mod (obviously Gekokujo).

Or will I end up with the t-pose bug trying to take the current version apart and implementing them myself?

there are quite a few that i 'm not sure about, but replacing the appropriate lines with these should get the (forward) running and idle staff animations working. beware of misplaced or missing spaces. .txt files tend to fail entirely if even a single space is missing, or if your word processor likes to put unwanted surprises like auto-indents everywhere.

tl;dr don't use MS Word.

Code:
 run_forward_staff 256 17825792  4
  0.800000 run_pike_1 0 24 805306624 58726 0.000000 0.000000 0.000000  0.400000
  0.800000 run_pike_2 0 24 805306624 58726 0.000000 0.000000 0.000000  0.400000
  0.800000 run_pike_3 0 24 805306624 58726 0.000000 0.000000 0.000000  0.400000 
  0.800000 run_pike_4 0 24 805306624 58726 0.000000 0.000000 0.000000  0.400000

 stand_staff 0 16777216  5
  7.000000 greatsword_cstance 0 85 1342177280 0 0.000000 0.000000 0.000000  0.250000 
  8.000000 pike_loop01 0 99 1342177280 0 0.000000 0.000000 0.000000  0.000000 
  8.000000 pike_loop02 0 99 1342177280 0 0.000000 0.000000 0.000000  0.000000 
  8.000000 pike_loop04 0 99 1342177280 0 0.000000 0.000000 0.000000  0.000000 
  8.000000 pike_loop05 0 99 1342177280 0 0.000000 0.000000 0.000000  0.000000

remember to replace the entire "entry" for each animation, each entry being marked by the indented names.

Hah. I'm already lost. No idea how to install it in the first place :oops:
 
jacobhinds said:
go into action.txt in the mod folder and you should be fine from there :smile:


Do I load the animations via the module.ini

And do I put that text in the actions.txt file? Do I have to replace certain lines. If so which lines and how many?


SHvHTwD.jpg

 
you put it in actions.txt - i've added two "entries", both beginning with their names. you need to find those names and replace the two lines of said entry with my four/five.
you'll need to put the files in the resource folder and load them through module.ini, yes.
 
jacobhinds said:
you put it in actions.txt - i've added two "entries", both beginning with their names. you need to find those names and replace the two lines of said entry with my four/five.
you'll need to put the files in the resource folder and load them through module.ini, yes.

Cool. Just done that but now I'm getting T-Poses, especially now running. I can see you idle animations in circulation though.

could it be because I didnt change the number at the top of actions.txt?

Edit:nevermind I forgot to load the second module.

Theyre working now thankyou.
 
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