Stan` Posted October 2, 2019 Report Share Posted October 2, 2019 6 hours ago, Alexandermb said: Yet, i belive theres no way to implement specific attacking animations based on entity. @Freagarach or @wraitii can prove me wrong but I believe there is a hunting state in unit Ai ? EDIT: Someone just told me that we don't. However one could check whether the target is an animal and change the anims. With switchable attacks the unit would then change weapons when near ^^ Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 3, 2019 Author Report Share Posted October 3, 2019 17 hours ago, Stan` said: @Freagarach or @wraitii can prove me wrong but I believe there is a hunting state in unit Ai ? EDIT: Someone just told me that we don't. However one could check whether the target is an animal and change the anims. With switchable attacks the unit would then change weapons when near ^^ Yeah, would be awesome and also would need to lower speed when closer and increment first attack strenght and accuracy agaisnt that kind of creature (kinda like adding a "sneak" bonification for the first attack, and accurate shoot so the animation doesn't look weird and more immersive hunting). In other talk: earlier i've committed the others lifelike animations for swordsman and spearman. Also i've done at least this ones in the past minutes copying some idles and adding just a few new for the "slave" or relaxed citizen: Spoiler Maybe you can appreciate some of them here: Spoiler at least 12 idles, and 4 IIRC are scratching to show how unhealthy the slaves were. 5 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 3, 2019 Report Share Posted October 3, 2019 test this with mods... Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 3, 2019 Report Share Posted October 3, 2019 @Alexandermb https://trac.wildfiregames.com/ticket/5616 As for the new idle anims they are really nice. We might want to tweak frequency so special ones play less often. Also I think hoplite should plant their spear into the ground cause right now it looks a bit weird that it stand stills while the unit does stuff... Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 3, 2019 Author Report Share Posted October 3, 2019 9 hours ago, Stan` said: @Alexandermb https://trac.wildfiregames.com/ticket/5616 As for the new idle anims they are really nice. We might want to tweak frequency so special ones play less often. Also I think hoplite should plant their spear into the ground cause right now it looks a bit weird that it stand stills while the unit does stuff... there is one were the hoplite plant their spear the one they check the spear, but we don't have a schedule for the animation to be played in a specific order wich would help with other task also like animating citizen inside buildings, Hoplite also have 1 idle static animation between each random animation and yet still it plays often the new ones, so only a "frequency" would help i guess. Also, i kept the 60 frames lenght for have less than 2mb size per idle and keep in sync with the rest of the idles. Thought for have an smoother animation i'm thinking on increase it to 80 frames lenght. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 3, 2019 Report Share Posted October 3, 2019 I'm wondering if we could not rerig the old mesh with the new armature for low end pcs. It could be provided as a side mod keeping the new head will keep the helmets compatible. However greaves will not work :/ Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 3, 2019 Author Report Share Posted October 3, 2019 6 minutes ago, Stan` said: I'm wondering if we could not rerig the old mesh with the new armature for low end pcs. It could be provided as a side mod keeping the new head will keep the helmets compatible. However greaves will not work :/ Well, if we make a low end "configuration" included in the public folder even as a low end mod we wouldn't be using Greaves neither sheaths and even reduce the higher detailed helmets like snake crest's on corinthian. For low end we would have restrictions on what we use and what we want to show, and same applies for LOD. Remove aspis and celtic shield handgrip and beyond. But an important thing to mention is that the game haven't reached the performance in pathfinder required to have such amount of infantry in the game to be the lag cause, as it is now i belive is the lack of performance stacking on similar meshes in cases like Tree's. I mean, in late game you have 200 soldier, certanly that wouldn't cause too much lag, Yet the pathfinder will start to lag and you wouldn't know wich one is the one causing the lag unless you already have the pathfinder issue knowledge. And if we go for low end pc's or "raspberry pi" like gadgets that would also use Buildings whitout props etc. The performance on low end wouldn't be just on infantry related but in a mass work of all geometry and texture resizing. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 3, 2019 Author Report Share Posted October 3, 2019 Note: natural idle won't be applied to ready stances, it doesn't really make sense a "ready" swordsman goes distracted if its in "ready" variant or state. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 3, 2019 Report Share Posted October 3, 2019 Sure about the mesh, but having them around wouldn't hurt would it ? I know this should be a general direction for lods, but it seems to me that this one would be an easy one, so if you had some time it could have been done If you don't want to that's okay, I'd rather we finish the re-export, Btw I didn't check but I hope those new idles have the correct number of vertex groups... On a side note, I'm working on a blender importer for the game files (currently just needs random pick for variants, and material support) It will load the file all of it's props, and the associated textures Loading the briton blacksmith takes a fraction of what it would take me normally ^^ 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 3, 2019 Author Report Share Posted October 3, 2019 i've just done the driver of the elephant kinda generic for the 3 elephants, Missing only the back rider for finish them. Gonna commit the slave animations + another new variant for operators less unhealthy. And the other variants with frequency tag for have less natural animations and more static pose. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 4, 2019 Author Report Share Posted October 4, 2019 As i thought is better to keep the frames sync in 60 frames for every idle, since this is the amount of frames we already have for horse idles and chariots, to keep them in sync. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 4, 2019 Author Report Share Posted October 4, 2019 11 hours ago, Stan` said: I'm wondering if we could not rerig the old mesh with the new armature for low end pcs. It could be provided as a side mod keeping the new head will keep the helmets compatible. However greaves will not work :/ another possible option would be apply decimate modifier on actual mesh so maybe it can be easier. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 4, 2019 Report Share Posted October 4, 2019 First version of the blender importer plugin for actor files https://github.com/StanleySweet/blender_pyrogenesis_importer/tree/1.0.0 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 4, 2019 Report Share Posted October 4, 2019 @Alexandermb Thanks for the commit, can you fix those ? Missing file 'art/animation/quadraped/elephant_african_attack.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_death.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_idle_01.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_idle_02.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_idle_03.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_walk.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_attack.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_death.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_idle_01.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_idle_02.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_idle_03.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_walk.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Quote Link to comment Share on other sites More sharing options...
Nescio Posted October 4, 2019 Report Share Posted October 4, 2019 44 minutes ago, Stan` said: quadraped [sic] Too much work to correct (to "quadruped"), I suppose? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 4, 2019 Author Report Share Posted October 4, 2019 44 minutes ago, Stan` said: @Alexandermb Thanks for the commit, can you fix those ? Missing file 'art/animation/quadraped/elephant_african_attack.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_death.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_idle_01.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_idle_02.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_idle_03.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_walk.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_attack.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_death.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_idle_01.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_idle_02.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_idle_03.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_walk.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Done!, thanks for the checkref. Note: None of the elephants was altered, they remain the same even the baby ones remain unrigged for now. Neither i have added the armor ive done recently. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 4, 2019 Report Share Posted October 4, 2019 1 minute ago, Alexandermb said: Done!, thanks for the checkref. Note: None of the elephants was altered, they remain the same even the baby ones remain unrigged for now. Neither i have added the armor ive done recently. Thanks for fixing it last one Missing file 'art/variants/quadraped/base_elephant_asian_armor.xml' referenced by: 'public/art/actors/units/kushites/hero_elephantry_arakamani_m.xml', 'public/art/actors/units/seleucids/hero_elephantry_seleucus_victor_m.xml' Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 4, 2019 Author Report Share Posted October 4, 2019 Just now, Nescio said: Too much work to correct (to "quadruped"), I suppose? Probably not so much if Notepad++ batch renamer is used. since its just a folder its easier than renaming all the animations. IE i can use this little tool: Spoiler And it will rename ALL the files in the art folder. Thought i would double check first before doing that. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 4, 2019 Report Share Posted October 4, 2019 more poses for atlas to make unit icons. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 4, 2019 Author Report Share Posted October 4, 2019 @Stan` remind me wich ones are missing and the bodies that needs to be re-exported again due the vertex groups from ik's. Also if you have some free time, can help with "camel" animations re-export since are the only one's missing + maur trader but im doing trader now for end once for all . Open to suggestion for idles. TODO: Noble class animations. Rome inspired idle: Spoiler Tweaked a lil bit the walking relaxed male to be less "well you can tell by the way i use my walk im a woman man, music loud and womens arm i've been kick around since i was born". Camel riders animations re.exported i have some free time and took the oportunity of finish the task . Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 5, 2019 Report Share Posted October 5, 2019 7 minutes ago, Alexandermb said: Camel riders animations re.exported i have some free time and took the oportunity of finish the task . You make melee variation? Sword. Lancer... Im not sure wich other weapon or tactics they use. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 5, 2019 Author Report Share Posted October 5, 2019 @Stan` got this, not really sure what this means: Spoiler Just now, Lion.Kanzen said: You make melee variation? Sword. Lancer... Im not sure wich other weapon or tactics they use. Nope, i need to do a "cleaning" of the camel rider animations just like i've did with horses, like find a better way of having rein instead of having it separated from mesh. Thats what it took me Months to properly animate the cavalry riders, the rein. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 5, 2019 Report Share Posted October 5, 2019 1 minute ago, Alexandermb said: @Stan` got this, not really sure what this means: Reveal hidden contents Nope, i need to do a "cleaning" of the camel rider animations just like i've did with horses, like find a better way of having rein instead of having it separated from mesh. Thats what it took me Months to properly animate the cavalry riders, the rein. Ok.... Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 5, 2019 Author Report Share Posted October 5, 2019 Blend file: https://drive.google.com/open?id=1on-VcbkuXSLGzznlv9f7kSE_pukAgflL Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 5, 2019 Report Share Posted October 5, 2019 32 minutes ago, Alexandermb said: Blend file: https://drive.google.com/open?id=1on-VcbkuXSLGzznlv9f7kSE_pukAgflL That was the helmets lol. But can be useful for others. 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.