Jump to content

===[COMMITTED]=== Siege Weapons Infantry Animations


Alexandermb
 Share

Recommended Posts

3 hours ago, LordGood said:

there's nothing making the catapult 'go'

its catapulting by magic right now. Twisted ropes generate the torsion that makes the catapult... catapult things. you mapped the bar that was supposed to be twisted rope, wood.

 

5 hours ago, stanislas69 said:

What ?

 

The "girder" of the center needs ropes, right? There's also a black circle that shouldn't be there.

Spoiler

 



 

  • Like 1
Link to comment
Share on other sites

3 hours ago, Alexandermb said:

If the catapult will have wheels i can make the walk animation similar to the shoushe so it won't be needed a packed/unpacked versión or horses but for realism purposes it will need be very slow.

Romans did not put onagers on wheels as far as I know. Better to just do the same as all the other catapults and keep it stationary. 

Link to comment
Share on other sites

4 hours ago, LordGood said:

there's nothing making the catapult 'go'

its catapulting by magic right now. Twisted ropes generate the torsion that makes the catapult... catapult things. you mapped the bar that was supposed to be twisted rope, wood.

LordGood is right. These are torsion engines. Torsion more or less means "twisty power." 

Link to comment
Share on other sites

i've never tried the "spawn entity on death" before so if it Works as i think maybe the catapult could use the same lifecycle of the slaves on delenda Est dying slowly but if its possible it could spawn an empty onager maybe weathered or damaged for upgrade as a new one something like a clean or recycle entity before death.

Link to comment
Share on other sites

@LordGood I fixed the texture, and added Alexander's animations. If you have no objections, I'd like to commit it.

@Alexandermb Your variant files were bugged so I added the anims inside the files directly and removed them. Basically things would get bad if you asked the onager to move. Also there was a lot of useless stuff in there. See a fixed file for example. Thanks for your work.

 

Spoiler

<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
  <castshadow/>
  <group>
    <variant frequency="100" name="Onager operator">
      <animations>
        <animation event="0.145" load="0.05" file="biped/new/onager_attack_b.dae" name="attack_ranged" speed="100"/>
        <animation file="biped/new/onager_idle_b.dae" name="Idle" speed="100"/>
      </animations>
      <mesh>skeletal/new/m_armor_tunic_short.dae</mesh>
      <props>
        <prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
        <prop actor="props/units/heads/rome_monte_e.xml" attachpoint="head"/>
      </props>
    </variant>
  </group>
  <group>
    <variant frequency="1" name="chain hauberk">
      <textures>
        <texture file="skeletal/rome_isw_a.dds" name="baseTex"/>
      </textures>
    </variant>
    <variant frequency="1" name="chain thorax">
      <textures>
        <texture file="skeletal/rome_isw_e.dds" name="baseTex"/>
      </textures>
    </variant>
  </group>
  <group>
    <variant file="biped/death_infantry.xml"/>
  </group>
  <material>player_trans.xml</material>
</actor>

 

Capture21.PNG

  • Like 2
Link to comment
Share on other sites

3 hours ago, stanislas69 said:


@Alexandermb Your variant files were bugged so I added the anims inside the files directly and removed them. Basically things would get bad if you asked the onager to move. Also there was a lot of useless stuff in there. See a fixed file for example. Thanks for your work.

 

  Reveal hidden contents


<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
  <castshadow/>
  <group>
    <variant frequency="100" name="Onager operator">
      <animations>
        <animation event="0.145" load="0.05" file="biped/new/onager_attack_b.dae" name="attack_ranged" speed="100"/>
        <animation file="biped/new/onager_idle_b.dae" name="Idle" speed="100"/>
      </animations>
      <mesh>skeletal/new/m_armor_tunic_short.dae</mesh>
      <props>
        <prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
        <prop actor="props/units/heads/rome_monte_e.xml" attachpoint="head"/>
      </props>
    </variant>
  </group>
  <group>
    <variant frequency="1" name="chain hauberk">
      <textures>
        <texture file="skeletal/rome_isw_a.dds" name="baseTex"/>
      </textures>
    </variant>
    <variant frequency="1" name="chain thorax">
      <textures>
        <texture file="skeletal/rome_isw_e.dds" name="baseTex"/>
      </textures>
    </variant>
  </group>
  <group>
    <variant file="biped/death_infantry.xml"/>
  </group>
  <material>player_trans.xml</material>
</actor>

 

Capture21.PNG

Alright then, its okay but now i wonder if this is going to be implemented this will be implemented asap in alpha 23 for use?

Link to comment
Share on other sites

  • 1 month later...
On 27/11/2017 at 9:21 PM, stanislas69 said:

@LordGood I fixed the texture, and added Alexander's animations. If you have no objections, I'd like to commit it.

@Alexandermb Your variant files were bugged so I added the anims inside the files directly and removed them. Basically things would get bad if you asked the onager to move. Also there was a lot of useless stuff in there. See a fixed file for example. Thanks for your work.

Have these updated siege actors with animated crews been included in the svn version? If not, will they be added (eventually)?

Link to comment
Share on other sites

8 minutes ago, Nescio said:

Have these updated siege actors with animated crews been included in the svn version? If not, will they be added (eventually)?

They were :) Check it out. We are also one step away from having all the new meshes in the game

I need @Alexandermb's help on three more types 

> Camel cavalry

> Fishing boats for sitting fishers

> Fishing boats for the ptol Fisher.

Then we'll have the new units everywhere

  • Like 2
Link to comment
Share on other sites

3 minutes ago, stanislas69 said:

They were :)@Alexandermb Check it out. We are also one step away from having all the new meshes in the game

 

Great! I was asking because this topic's title doesn't include your “===[COMMITED]===” tag :)

4 minutes ago, stanislas69 said:

> Camel cavalry

You mean camelry (cf. elephantry); cavalry implies the use of horses; “camel cavalry” is a contradiction in terminis. Other than that, I'm looking forward to it, a lot of great work has been done recently. Many thanks!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...