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BFME2 Animation Conversion.

bfme2 animations bfme1 compatibility

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#141 Mathijs

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Posted 23 November 2018 - 07:19 PM

Ye we know these anims kinda lagg

thats what we are doing^^ (me for 2.02 and mathjis for hd edition^^)

thx now we will be able to work on dark dun

Oh no, I'm doing it because I'm editing the idle animation of the necromancer into a guy playing a lute! 

 

(but we did reexport a lot of sets for RotWK HD Edition already)


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#142 Miraak5

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Posted 23 November 2018 - 08:40 PM

lol^^


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#143 NDC

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Posted 18 December 2018 - 12:46 AM

Ye we know these anims kinda lagg
thats what we are doing^^ (me for 2.02 and mathjis for hd edition^^)
thx now we will be able to work on dark dun

Oh no, I'm doing it because I'm editing the idle animation of the necromancer into a guy playing a lute! 
 
(but we did reexport a lot of sets for RotWK HD Edition already)


Ha-ha, with the Drummer Troll that would already make a band!

Goblin Banner Carrier is on the list now!

#144 Miraak5

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Posted 31 December 2018 - 11:21 PM

nice really cool^^

can't wait for the haradrim archer complete anim set


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#145 Super Hippo

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Posted 23 January 2019 - 11:54 AM

Hey NDC,

I just found this thread... You were talking about the mounted Nazgûl (on horse) a few times over the last years here. Do you still work on them?

 

Okay, I don't really need it anymore, because I can't make a flying/non-flying object in BFME1 anyway.

 

Edit: RenX crashes when I try to open your uploaded "muwchkng_atnb.w3d"-file.


Edited by Super Hippo, 10 February 2019 - 12:04 AM.


#146 Felipe Roll-st

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Posted 19 March 2019 - 02:58 PM

hey NDC, just wondering if you could possibly be working in the haradrim archers from bfme 2, the animations set for the bfme 1 look a bit sloopy as they were never meant to be a land unit, also would be a great plus sharku's :D



#147 Miraak5

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Posted 19 March 2019 - 05:30 PM

and gothmog (he is used in rotwk but the foot and warg anim sets came from bfme2 sadly)


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#148 NDC

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Posted 28 May 2019 - 10:08 PM

hey NDC, just wondering if you could possibly be working in the haradrim archers from bfme 2, the animations set for the bfme 1 look a bit sloopy as they were never meant to be a land unit, also would be a great plus sharku's :D


And the Haradrim Archer is on the list now!

#149 NDC

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Posted 28 May 2019 - 10:11 PM

Hey NDC,
I just found this thread... You were talking about the mounted Nazgûl (on horse) a few times over the last years here. Do you still work on them?
 
Okay, I don't really need it anymore, because I can't make a flying/non-flying object in BFME1 anyway.
 
Edit: RenX crashes when I try to open your uploaded "muwchkng_atnb.w3d"-file.


Hey, it is still work in progress, but if you want to do a combo flyer/non-flyer unit in BFME1, apparently there is a workaround:
https://www.the3rdag...item-70?addview

#150 Super Hippo

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Posted 29 May 2019 - 11:00 AM

Hey,

thank you for your reply. I am aware of the kill-spawn-new-option, but that is basically cheating because you for example start back at full life every time you change. But it's okay, I dropped that idea. I just need to test my mod against another human to see if nine flying heroes are too OP.



#151 Miraak5

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Posted 29 May 2019 - 11:03 AM

Ye haradrim archers ! rly great man

and you even fixed the animation for clip archer attack, awsome !


Edited by Miraak5, 29 May 2019 - 11:05 AM.

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#152 Felipe Roll-st

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Posted 11 June 2019 - 05:33 PM

yey, thank you for the haradrim archer addition m8!


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#153 NDC

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Posted 12 June 2019 - 10:17 PM

and you even fixed the animation for clip archer attack, awsome !


Yeah, it was really noticeable even in the game!

#154 Felipe Roll-st

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Posted 15 June 2019 - 06:17 PM

probably too soon to ask you but the hype is reaaaal, I'm just dying to know what could we expect next :D


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#155 Miraak5

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Posted 20 June 2019 - 11:56 AM

ye hype^^

if NDC decide to complete original bfme1 faction first then Sharku, Nazgul (foot and horse) and Gothmog (foot and warg)

 

by the way i made a small text file where i wrote all anims bfme2 added to existing bfme1 set

Attached File  new bfme2 anims.txt   1.33KB   124 downloads


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#156 NDC

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Posted 26 June 2019 - 11:07 PM

probably too soon to ask you but the hype is reaaaal, I'm just dying to know what could we expect next :D

 
 

ye hype^^
if NDC decide to complete original bfme1 faction first then Sharku, Nazgul (foot and horse) and Gothmog (foot and warg)
 
by the way i made a small text file where i wrote all anims bfme2 added to existing bfme1 set
attachicon.gif new bfme2 anims.txt


Thank you, yes I can feel the buzz as well!

I was actually thuinking about going through all new animations for BFME1 sets, so Miraak5's list will be super useful, thanks a lot, man!

Regarding Gothmog, aren't his animations just the same as the ones for Orc Warrior?

#157 Miraak5

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Posted 27 June 2019 - 12:10 AM

yes but it use a separate set (also have some uniques ones)
his warg anims are also based on warg ridder but have some cool uniques one too


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#158 NDC

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Posted 29 June 2019 - 11:51 AM

Saddle up for a ride! BFME2 Knight animations are added!

#159 NDC

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Posted 29 June 2019 - 11:54 AM

yes but it use a separate set (also have some uniques ones)
his warg anims are also based on warg ridder but have some cool uniques one too


Hmmm, I guess I'm missing something, but I couldn't find unique on-foot ones (that is, not coming ulitmately from the Warrior set).

#160 NDC

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Posted 29 June 2019 - 11:56 AM

Hey,
thank you for your reply. I am aware of the kill-spawn-new-option, but that is basically cheating because you for example start back at full life every time you change. But it's okay, I dropped that idea. I just need to test my mod against another human to see if nine flying heroes are too OP.


Ah yes, full health - I missed that one!




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