Jump to content


Photo

Cavalry Archer Bow/Spear Transition FX whilst moving


  • Please log in to reply
10 replies to this topic

#1 The Smoking Man™

The Smoking Man™

    Developer & Composer

  • T3A Staff
  • 113 posts
  • Projects:game.dat, RotWk Patch 2.02 (retired)
  •  Mysterious figure...
  • Division:BFME
  • Job:T3A Staff

Posted 30 May 2015 - 05:36 AM

Greetings!

 

So I finally made an account here. :p

 

I've realized that there is an animation glitch regarding Spider Riders and Rohirrim on bow mode. If you move them from one point to another, and meanwhile toggle their weapon, the transition animation will not show and what you will see is basically a sudden brute weapon change with no transition whatsoever.

 

I checked spiderrider.ini, and there are two weapon change transition animations:

 

 

MUSpidRdr_TGLA and MUSpidRdr_TGLB

 

Basically Spider Riders, unlike Ranged/Melee heroes like Haldir, do not have an exclusive animation where the unit is moving and changing his weapon.

 

So I thought it's impossible since the animation is simply non-existent, until I checked the ini for Noldor warriors. Basically Noldor Warriors do not have a "moving" toggle transition animation, but still in-game you see that even if the unit is moving, there is a transition animation when toggling weapons. It is based on the idle (immobile) transition animation.

 

I spent hours trying different stuff but since I'm a newbie at this, I couldn't figure out how I can give Spider Riders a similar behavior.

 

Help is greatly appreciated. :)

 

~ The Smoking Man

 

P.S: I understand eggs from the animation codes, it's so vague to me.


Edited by The Smoking Man, 30 May 2015 - 05:39 AM.

~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

~ Former GameReplays.org Events Manager, Advisor, Senior Referee (2x), Strategy Specialist (2x) and Replay Reviewer ~

~ Former Clanwars.cc Rise of the Witch-king section Administrator (2x) ~

~ Can't run Rise of the Witch-king on Windows 10 without the CD? Try my No-DVD Maxi-image files! ~

 

Download The Battle for Middle-earth

Download The Battle for Middle-earth II

Download The Rise of the Witch-king Expansion Pack


#2 Maximan

Maximan

    Some Dude

  • Hosted
  • 572 posts
  • Projects:BFME: Classic Edition

Posted 30 May 2015 - 07:59 AM

To add that, you need to create an animation for it, else it isnt really possible for when he's moving. Then he would look like he's gliding on the floor while changing, if you know what I mean.


Edited by Maximan, 30 May 2015 - 07:59 AM.


#3 The Smoking Man™

The Smoking Man™

    Developer & Composer

  • T3A Staff
  • 113 posts
  • Projects:game.dat, RotWk Patch 2.02 (retired)
  •  Mysterious figure...
  • Division:BFME
  • Job:T3A Staff

Posted 30 May 2015 - 09:54 AM

To add that, you need to create an animation for it, else it isnt really possible for when he's moving. Then he would look like he's gliding on the floor while changing, if you know what I mean.

 

But as I mentioned Noldor warriors do 'not' have any walking-toggling animation, yet based on the already existing animations it is working fine somehow. Could you please take a look at it?

 

So that's what the floor skiing is for :O I noticed Arwen doing that A LOT. :(

 

Thanks for the help.


Edited by The Smoking Man, 30 May 2015 - 09:54 AM.

~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

~ Former GameReplays.org Events Manager, Advisor, Senior Referee (2x), Strategy Specialist (2x) and Replay Reviewer ~

~ Former Clanwars.cc Rise of the Witch-king section Administrator (2x) ~

~ Can't run Rise of the Witch-king on Windows 10 without the CD? Try my No-DVD Maxi-image files! ~

 

Download The Battle for Middle-earth

Download The Battle for Middle-earth II

Download The Rise of the Witch-king Expansion Pack


#4 Maximan

Maximan

    Some Dude

  • Hosted
  • 572 posts
  • Projects:BFME: Classic Edition

Posted 30 May 2015 - 10:39 AM

 

To add that, you need to create an animation for it, else it isnt really possible for when he's moving. Then he would look like he's gliding on the floor while changing, if you know what I mean.

 

But as I mentioned Noldor warriors do 'not' have any walking-toggling animation, yet based on the already existing animations it is working fine somehow. Could you please take a look at it?

 

So that's what the floor skiing is for :O I noticed Arwen doing that A LOT. :(

 

Thanks for the help.

 

If they dont have one it sounds like EA has a code that makes half the body play the run, and the rest the TGLA or TGLB



#5 The Smoking Man™

The Smoking Man™

    Developer & Composer

  • T3A Staff
  • 113 posts
  • Projects:game.dat, RotWk Patch 2.02 (retired)
  •  Mysterious figure...
  • Division:BFME
  • Job:T3A Staff

Posted 30 May 2015 - 10:54 AM

I would really appreciate if you take a look into it.


~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

~ Former GameReplays.org Events Manager, Advisor, Senior Referee (2x), Strategy Specialist (2x) and Replay Reviewer ~

~ Former Clanwars.cc Rise of the Witch-king section Administrator (2x) ~

~ Can't run Rise of the Witch-king on Windows 10 without the CD? Try my No-DVD Maxi-image files! ~

 

Download The Battle for Middle-earth

Download The Battle for Middle-earth II

Download The Rise of the Witch-king Expansion Pack


#6 Maximan

Maximan

    Some Dude

  • Hosted
  • 572 posts
  • Projects:BFME: Classic Edition

Posted 30 May 2015 - 11:07 AM

		; ------------ Moving ------------- ;
		
		AnimationState        			= MOVING WEAPONSET_TOGGLE_1
			StateName			= Moving_Sword
			SimilarRestart			= Yes
			Animation           		= run_s
				AnimationName       	= RUElfWar_RUNS
				AnimationMode       	= LOOP
				Distance		= 40
			End
			Animation			= finishrun_b
				AnimationName       	= RUElfWar_RUNB
				AnimationMode       	= ONCE
				AnimationBlendTime	= 0
				Distance		= 40
			End
			Animation			= runtrans_bs
				AnimationName       	= RUElfWar_RUNC
				AnimationMode       	= ONCE
				AnimationBlendTime	= 0
				Distance		= 70
			End
			Animation			= runtrans_sb_finish
				AnimationName       	= RUElfWar_RUNT
				AnimationMode       	= ONCE
				AnimationBlendTime	= 0
				Distance		= 70
			End
			Animation			= runnoblend_s
				AnimationName       	= RUElfWar_RUNS
				AnimationMode       	= LOOP
				AnimationBlendTime	= 0
				Distance		= 40
			End
			Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
			BeginScript
				PrevAnim	= CurDrawablePrevAnimation()
				PrevState	= CurDrawablePrevAnimationState()
				CurDrawableHideSubObject("ARROW")
				CurDrawableHideSubObject("ARROWNOCK")
				
				if PrevState == "Moving_Bow"
				then
					if PrevAnim == "runtrans_sb"
					then
						return "runtrans_sb_finish"
					elseif PrevAnim == "finishrun_s"
					then
						return "runnoblend_s"
					else
						return "finishrun_b"
					end
				elseif PrevAnim == "finishrun_b" or PrevAnim == "runtrans_sb_finish" or PrevAnim == "WantSword"
				then
					return "runtrans_bs"
				elseif PrevAnim == "runtrans_bs" or PrevAnim == "run_s" or PrevAnim == "runnoblend_s"
				then
					return "runnoblend_s"
				else
					return "run_s"
				end				
			EndScript
		End

Convert this over to the spiders and what not. Just compare the runs in the animationset and do those that ressemble the most, contact me if you can't, then I'll do it :p

 

- sorry for the lazy copy and paste with no fixes, but I'm a bit busy working on my animations :p


Edited by Maximan, 30 May 2015 - 11:10 AM.


#7 The Smoking Man™

The Smoking Man™

    Developer & Composer

  • T3A Staff
  • 113 posts
  • Projects:game.dat, RotWk Patch 2.02 (retired)
  •  Mysterious figure...
  • Division:BFME
  • Job:T3A Staff

Posted 30 May 2015 - 11:11 AM

OK I did try converting parts of that but not the whole thing, I will try it soon and let you know. :)


~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

~ Former GameReplays.org Events Manager, Advisor, Senior Referee (2x), Strategy Specialist (2x) and Replay Reviewer ~

~ Former Clanwars.cc Rise of the Witch-king section Administrator (2x) ~

~ Can't run Rise of the Witch-king on Windows 10 without the CD? Try my No-DVD Maxi-image files! ~

 

Download The Battle for Middle-earth

Download The Battle for Middle-earth II

Download The Rise of the Witch-king Expansion Pack


#8 The Smoking Man™

The Smoking Man™

    Developer & Composer

  • T3A Staff
  • 113 posts
  • Projects:game.dat, RotWk Patch 2.02 (retired)
  •  Mysterious figure...
  • Division:BFME
  • Job:T3A Staff

Posted 31 May 2015 - 09:17 PM

Well I was wrong, Noldors do indeed have a moving toggling animation... well I could kinda "hack" in the toggling animation but as you say it will make it glide on the ground since the spiders themselves have no animation there.

 

So there is no hope left? The idea I have in mind is to make them stop, change weapon, then continue moving. Can you help me in implementing that? :)

 

I can't believe EA didn't make a moving toggling animation for these two units.


~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

~ Former GameReplays.org Events Manager, Advisor, Senior Referee (2x), Strategy Specialist (2x) and Replay Reviewer ~

~ Former Clanwars.cc Rise of the Witch-king section Administrator (2x) ~

~ Can't run Rise of the Witch-king on Windows 10 without the CD? Try my No-DVD Maxi-image files! ~

 

Download The Battle for Middle-earth

Download The Battle for Middle-earth II

Download The Rise of the Witch-king Expansion Pack


#9 Maximan

Maximan

    Some Dude

  • Hosted
  • 572 posts
  • Projects:BFME: Classic Edition

Posted 01 June 2015 - 10:34 AM

I don't remember what heroes/units stop in bfme 2 rotwk/bfme 2, I recommend taking the code from units that are stopping when changing, and copying it onto the spiders :p



#10 -SilverBane-

-SilverBane-

    Inactive Noob

  • Project Team
  • 474 posts
  • Location:Bucharest
  • Projects:Life
  •  Mapper & Coder

Posted 01 June 2015 - 11:07 AM

the problem is that there are no units that stop when toggling weapon in bfme2 :p  The only thing wich may be like this is the defensive stance, check out that one. Also you might be able to make them stop by giving them a DoCommandUpgrade to activate the stop commandbutton when changing weapons, but idk how easy would be to do that


2qm3dd5.jpg


#11 The Smoking Man™

The Smoking Man™

    Developer & Composer

  • T3A Staff
  • 113 posts
  • Projects:game.dat, RotWk Patch 2.02 (retired)
  •  Mysterious figure...
  • Division:BFME
  • Job:T3A Staff

Posted 01 June 2015 - 03:49 PM

Come on EA, why and how did you miss those two animations? :(

 

Not sure if I'm willing to spend the rest of the infinitesimal energy remaining in my body to do all that...

 

Oh well, it got wasted typing this. :thumbsupsmiley:


~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

~ Former GameReplays.org Events Manager, Advisor, Senior Referee (2x), Strategy Specialist (2x) and Replay Reviewer ~

~ Former Clanwars.cc Rise of the Witch-king section Administrator (2x) ~

~ Can't run Rise of the Witch-king on Windows 10 without the CD? Try my No-DVD Maxi-image files! ~

 

Download The Battle for Middle-earth

Download The Battle for Middle-earth II

Download The Rise of the Witch-king Expansion Pack





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users