Alexandermb Posted November 25, 2017 Author Report Share Posted November 25, 2017 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. Quote Link to comment Share on other sites More sharing options...
av93 Posted November 25, 2017 Report Share Posted November 25, 2017 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 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 25, 2017 Report Share Posted November 25, 2017 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. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 25, 2017 Report Share Posted November 25, 2017 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." Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 25, 2017 Report Share Posted November 25, 2017 Okay I'll fix the texture this week and commit this as a whole. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 25, 2017 Author Report Share Posted November 25, 2017 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. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 26, 2017 Report Share Posted November 26, 2017 @Alexandermb no strong opinion as long as it looks good Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 26, 2017 Author Report Share Posted November 26, 2017 forgot to wrote the function of it, if you make an stationary limited weapon then you will have X popularity consumption, so you have 2 choices A: leave the unit there useless or waiting for another victim or B: kill the unit with the controls. Doing what i thought would be an automatic clean function. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 27, 2017 Report Share Posted November 27, 2017 @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> 2 Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 27, 2017 Report Share Posted November 27, 2017 are the middle of the ropes weighted to the arm bone? If so then go for it Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 27, 2017 Report Share Posted November 27, 2017 @LordGood Yes ! I thought it made sense 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 27, 2017 Author Report Share Posted November 27, 2017 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> 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? Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 28, 2017 Report Share Posted November 28, 2017 It's going to be Atlas only, if it gets an entity template. None of our current factions use Onagers in our time frame. Julius's onagers were bow driven things themselves, not torsion powered. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 28, 2017 Report Share Posted November 28, 2017 There's no use in updating the animations and actors if there is no entity template. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 28, 2017 Report Share Posted November 28, 2017 On 25/11/2017 at 5:17 PM, wowgetoffyourcellphone said: LordGood is right. These are torsion engines. Torsion more or less means "twisty power." Torcer in spanish. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 28, 2017 Report Share Posted November 28, 2017 You mean a packed version ? It already has an entity template. Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 2, 2018 Report Share Posted January 2, 2018 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)? Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 2, 2018 Report Share Posted January 2, 2018 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 2 Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 2, 2018 Report Share Posted January 2, 2018 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! Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 2, 2018 Report Share Posted January 2, 2018 Yeah camelry didn't know if that word made sense. Ah yeah forgot thanks Should be good now Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 2, 2018 Report Share Posted January 2, 2018 Can be nice open a topic to civilian animation specially gathering. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 2, 2018 Report Share Posted January 2, 2018 You're right I'm going to do so. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.