Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » New Animations
Re: New Animation is Back![message #308535] Thu, 02 August 2012 18:23 Go to previous messageGo to next message
Lamach_Head

 
Messages:426
Registered:November 2008
Location: Mars


So.... implementing the 2 alternative ways of how to fire a pistol was easy. However I came to think about one thing - currently I have made it so the fast shot (holding pistol in one hand) is used when you don't use any aim clicks. But I am not very satisfied on how this benefits the gameplay. From my point of view (considering NCTH as default), it does not at all.

So I had an idea:
Seeing that scope modes made it to the SVN, wouldn't it be beter if I make the alternative weapon holding (same for firing from hip) a "scope mode"? A player could switch from one way to another at his will.
Along with it I could add a button to the interface (i.e. merc inventory) for cycling scope modes, same as there is one for cycling single/burst/auto.



Re: New Animation is Back![message #308605] Fri, 03 August 2012 23:21 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Yo Sandro, Do you mean you are not happy with the game deciding which animation to use? If yes, then for my part, I would want the animation selected by the game, either by the action I am performing, in this case aim clicks for example, or by the merc profile, for example how big mercs fire differently. For my part, I shoot so many times, I would want this automated and ideally personalized in some sense.

If the player can choose the animation, I would want that choice to be sticky to the merc, meaning the next time I start the game and load the save, it will know what animation to use.


Re: New Animation is Back![message #308696] Sun, 05 August 2012 21:32 Go to previous messageGo to next message
Lamach_Head

 
Messages:426
Registered:November 2008
Location: Mars
Well, I have made it so its behavior is configurable. You can have it as toggle-able "scope mode" - i.e. the option remains (after loading game etc.) until you change the weapon or manually change it back. OR you can change the behavior to be automatic, based on aiming levels used (with graphic indication of when it will be used and when not). OR you can turn it to be rather just a cosmetic seldomly used feature. Or turn it off completely.
From my quick testing the first option seems very good. You can ignore it, but sometimes when you really need to fire a quick shot (from hip) "between the doors with an enemy", you may recall to use it. With machinegunners, you can turn the mode on and let it so (they will fire the weapon from hip).

Nevermind, I will explain it entirely soon, when it's ready to "publish"..


Re: !New Animation![message #310043] Wed, 12 September 2012 17:36 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
PasHancock
New Animations - by [color:#FF0000]Pashancock[/color] and [color:#3333FF]Sandro[/color]

I am a young animator,who likes to draw pictures and then combine them so that we could see new animation Smile
I take requests/suggestions from everyone,as long as animation is not ultimately hard


Latest New Animation:[color:#CC0000]Prone Bandaging[/color]
Latest Updated Animation:[color:#3366FF]Firing from pistol[/color](Reg.Male)

Download latest Updated animation: http://www.megaupload.com/?d=Q7WTLGXH

You should put Updated animation to \Data-1.13\Anims\S_MERC

My developed animations that are in game :

  • Updated pistol shooting for all bodytypes
  • Using Remote Detonator(When blowing up something)
  • More fancy way of throwing knife for Big males who got Show-Off pers/Throwing skill
  • New Female Grenade throwing
  • Visible pistols when Running(all bodytypes)

Developed but not in the game :
  • Pinned down animation
  • Prone Bandaging
  • Aiming with LAW
In Development(will be created by priority):
  • Throwing Knife in crouched position
  • Binoculars animation
  • Picking up Mercs
  • Alternative weapon standing,depends on State of Awereness
  • Female Radio talking
  • LAW in prone
  • Smoking
  • Drinking

Previews

Throwing in Crocuehd

http://load.hostphotofree.com/245231e43af2445ccad4d7fbc153a8bb/firstpreview.gif


Picking up Mercs

http://load.hostphotofree.com/a243a21c5cf52faccf3a4062243ea736/EQUALS.gif


3 States of Awereness
[color:#33FF33]Green[/color],[color:#FFFF00]Yellow[/color] & [color:#FF0000]Red[/color]

http://load.hostphotofree.com/a25e111188ea091e8b83066bf4b555dc/greenstate.gif http://load.hostphotofree.com/a25e111188ea091e8b83066bf4b555dc/yellowstate.gif [img]http://load.hostphotofree.com/a25e111188ea091e8b83066bf4b555dc/red state.gif




Very good !


p.s.
some Previews - [color:#CC0000]NOT Work ![/color] (no image)

[Updated on: Wed, 12 September 2012 17:37] by Moderator

Re: !New Animation![message #310192] Sat, 15 September 2012 21:41 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
http://imgs.su/tmp/2012-09-15/1347733458-575.jpg

Ja-2 1.14 Project \ or JA-3 with new animation,
functions and graphics usign http://www.kickstarter.com ...

What do you think ?

Maybe it will give a significant breakthrough in the development of all parts of
1.13 project ...

Many interesting projects have received significant investment from 50,000.00$ - to 1,000,000.00$
and above ...

Why not try it for ja2 1.13 project ?
Re: !New Animation![message #310196] Sat, 15 September 2012 21:56 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3772
Registered:July 2009
No! For reasoning, look here.

PS: There's no reason what-so-ever to post the same thing in several threads. You won't get more attention, you'll at best clutter the forum needlessly and at worst split the discussion and make it harder to follow.

[Updated on: Sat, 15 September 2012 21:56] by Moderator



Re: !New Animation![message #310222] Sun, 16 September 2012 16:17 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
DepressivesBrot
No! For reasoning, look here.
PS: There's no reason what-so-ever to post the same thing in several threads. You won't get more attention, you'll at best clutter the forum needlessly and at worst split the discussion and make it harder to follow.


I have read ...
All is so difficult ..

but I think solution can be found....


On kickstarter.com we can positioned 1.13 as a free non-commercial addition...
accordingly, we do not use the source code for commercial purposes ...

p.s.
Can't open Sir-Tech Canada web-site ..

This company still exists .. ?
Re: !New Animation![message #310223] Sun, 16 September 2012 17:07 Go to previous messageGo to next message
Hazapuza

 
Messages:263
Registered:February 2009
Location: Finland
Been dead for 9 years.
Re: !New Animation![message #310226] Sun, 16 September 2012 17:35 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3772
Registered:July 2009
Kirill
snib
You haven't actually read the thread entirely, have you? The legal aspect was more or less solved - the core issue is, those that are actually and actively involved with the project are doing it for fun and don't want to see it turned into a financed project with obligations and all the stupid arguments money brings along, it's only random bystanders who keep bringing it up. /discussion

PS: I really hope we won't get this topic every half year now, but I got a bad feeling about this.


Re: !New Animation![message #316680] Thu, 28 March 2013 18:18 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
any requests for Animations? i might have time in nearest future to make something new, but i havent done any animations for 1+ year, so i forgot everything...I just want to know if you guys have any Animation requests, no super mega epic stuff please, just something Minor Razz
Re: !New Animation![message #316683] Thu, 28 March 2013 19:17 Go to previous messageGo to next message
Thor

 
Messages:431
Registered:February 2007
Location: Belgium
What we've all been waiting for...

1-A merc dragging another one...
This takes many combinations of different body-types, though: 9. I think you are able to find appropriate animation pics in the "pick up item" and "lying unconscious" animations.

2- An alternative is a merc carrying another one. This only needs 3 variations as on the back of the carrying merc is some shapeless form of a merc... But the difficulty is higher, maybe super mega epic Razz

[Updated on: Thu, 28 March 2013 19:18] by Moderator

Re: !New Animation![message #316684] Thu, 28 March 2013 19:28 Go to previous messageGo to next message
Randok

 
Messages:302
Registered:March 2004
Location: Poland
With this in mind, that one day will be additional levels Smile :
- climbing the ladder
- rock climbing
- climbing up the rope

Swimming under water: a wavy shadow
Smile
Re: !New Animation![message #316686] Thu, 28 March 2013 20:00 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
IIRC diving has already been implemented (a few bubbles on surface or something) along with the scuba gear invention.
Re: !New Animation![message #316687] Thu, 28 March 2013 20:17 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
Randok
With this in mind, that one day will be additional levels Smile :
- climbing the ladder
- rock climbing
- climbing up the rope

Swimming under water: a wavy shadow
Smile


what purposes will be for all 3 of those?
i just dont see where and why someone should climb on a rock, rope and ladder...Unless you mean jump over Rock
Re: !New Animation![message #316688] Thu, 28 March 2013 20:25 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3772
Registered:July 2009
I guess he meant climbing cliffs. But additional levels is such a hilariously complex problem, it would be a total waste of precious time and effort to make animations for that contingency.


Re: !New Animation![message #316689] Thu, 28 March 2013 20:35 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Do we already have throwing blades while crouched (without getting up for it)?
If not, this might be something not so epic to retrain your skills, Pasha ...

Something often requested is opening doors from a tile diagonally neighbouring.
And rolling grenades around a corner ...

Smile
Re: !New Animation![message #316690] Thu, 28 March 2013 20:49 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
I believe we already have crouched throwing, not sure though. Do we have animations for eating, drinking and smoking yet? Also, a shackles animation would be nice for handcuffing someone. Not used a lot but it's a pretty cool feature nonetheless. Therefore, handcuffed enemies (hands behind back) would be pretty awesome for a visual indicator of the handcuffing action being successful. Puking. Would be a bit over the top but funny, using the injured animation and adding the vomit. Good for poison and for overfeeding. And zombies.
A "mounted" firing animation would be cool, too. Basically not resting the gun on your arm but taking your hand back to the stock. For every situation in which your gun is rested on something, indicated only by an "M" on the gun. Would be for all bodytypes, crouching and standing. Good thing is, it does not need coherence. Only crouched and only regular males would be a good start, too.
Re: !New Animation![message #316691] Thu, 28 March 2013 22:05 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
Sam_Hotte
Do we already have throwing blades while crouched (without getting up for it)?
If not, this might be something not so epic to retrain your skills, Pasha ...



ohhhh yeaah, i remember that, yeah its very easy to make Animation

and i want some Minor yet sufficient requests, something that can change Gameplay, like throwing knife while Crouching, that is game changing, while other animations are just Cosmetic ( realism adding ) animations...So if you have any requests that can change gameplay, please feel free to suggest, but not something that takes alot of time, i want to start again with Minor animations then move to bigger and bigger, and as i said, i dont know when i gonna start doing them again


Re: !New Animation![message #316692] Thu, 28 March 2013 22:08 Go to previous messageGo to next message
Flugente

 
Messages:3158
Registered:April 2009
Location: Germany
Dragging/Carrying other persons, opening doors from diagonal positions, grenade-around a corner and additional height levels are all either very hard to do or would even require a recoding of a significant percentage of the code in one case. Frankly, animations for that would be pretty wasted at the moment, as I don't see how it could be reasonably done in the near-to-medium future.

Personally I'd vote for
  • new death animations
  • prone throw animation
  • mounted rifle animation
  • shackled (hands behind back) standing prisoner
in that order, but I'll welcome any animation anyway Smile

Afaik crouched throwing is already in, this can propably easily be adjusted for knives.


Re: !New Animation![message #316693] Thu, 28 March 2013 22:12 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
Flugente

  • shackled (hands behind back) standing prisoner


that's the easiest 1 to make, but what you gonna do with it? where it's gonna be used?
Re: !New Animation![message #316694] Thu, 28 March 2013 22:17 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3772
Registered:July 2009
Well, it's obviously used for the enemy you just arrested.


Re: !New Animation![message #316695] Thu, 28 March 2013 22:18 Go to previous messageGo to next message
Flugente

 
Messages:3158
Registered:April 2009
Location: Germany
That would be pure immersion for caught soldiers and prisoners in a player's prisons. Nothing useful besides looking pretty Smile


Re: !New Animation![message #316696] Thu, 28 March 2013 22:23 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
but its kinda odd to see prisoners being shackled in Prison, UNLESS you want to make something epic, like:

If you arrested a Soldier in a Sector that has a Prison, when fight for sector is over, that soldier stands up and goes to that Prison ( with shackled animation being used ) and possibly, to make it more realistic, let 1-2 Militiamen escort him ( if there are Militiamen )

if Prison is in other sector and its not occupied by Enemies, then Soldier goes to that Sector in tactical ( again, if there are Militiamen, he is escorted, or else just goes alone )

if Prison in other sector or prison that in next sector is occupied, Soldier just disappears in Tactical and appears in Nearest Prison

If you can make that happen, i can start making this Animation ASAP

EDIT: is there a possibility for you to mess with a code and FINALLY allow Enemies to have a Medic? because if you make it happen, it will be a total game changer, because if Enemies gonna be healed, it will be alot more harder to play, especially in Mid game when they can Inject Regen booster to restore Soldiers HP and get him back on Battlefield
And let Medics to have mostly Energy/Regen boosters, 1st aid kids and minor weapons ( Pistol, SMGs ) and stay behind most of the time and if someone needs heals, they will come to Medic
And possibly allow him to Heal Dying soldiers if Medic knows its safe to do that

[Updated on: Thu, 28 March 2013 22:31] by Moderator

Re: !New Animation![message #316701] Fri, 29 March 2013 00:39 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Flugente
prone throw animation

We have prone grenade tosses, Sandro made them (I think). I hope you don't mean throwing knives from prone.

Flugente
shackled (hands behind back) standing prisoner
PasHancock
that's the easiest 1 to make, but what you gonna do with it? where it's gonna be used?
Flugente
That would be pure immersion for caught soldiers and prisoners in a player's prisons. Nothing useful besides looking pretty Smile
Nnnoooope. Since you're able to capture soldiers using handcuffs during combat, we can use a way to distinguish them from live combattants and I would want that. Wait a second, weren't you the one who even MADE that addition?

In my last fight I had reinforcements spawning next to me. One soldier next to Bull got suppressed and I wanted to test the handcuffs. Something happened, not really sure if he failed, probably did. But the soldier remained cowering on the ground until the second last person got chased down and killed. I waited for some turns, guarded him, before he recovered and tried to punch me, receiving lots of physical attention from his guards in return.
A clear visual indicator of someone being "out" would be very useful in that case. I would want them to be separated from the active enemies.

I have no intention of seeing them shackled in prison.

PasHancock
if Prison in other sector or prison that in next sector is occupied, Soldier just disappears in Tactical and appears in Nearest Prison
Isn't that basically like what we have now? Capturing soldiers and sending them to a prison under your control?

We can use handcuffs or zippers to capture an overwhelmed enemy. Feature: Taking Prisoners.
Re: !New Animation![message #316718] Fri, 29 March 2013 15:27 Go to previous messageGo to next message
Flugente

 
Messages:3158
Registered:April 2009
Location: Germany
Allowing the AI to be medics would require widespread use of regen boosters. Surgery would be a bit more difficult, as this would require the AI use an action continously instead of fighting, depending on other soldiers. Both is possible, but
  • widespread distribution of regen boosters leads to the player having access to tons of the stuff, which would dumb down the need of doctors - bad.
  • Gettting the AI to do surgery is possible, but would make the AI less threatening as a whole (doctor is no combat skill, doctors would have to ignore combat to help comrades).

Hmm. Perhaps we have a misunderstanding here. By shackled I meant prisoners to be visibly handcuffed, not attached to a wall with chains Smile.

Any soldier you capture has the Status 'CAPTURED' instead of 'HEALTHY' or 'WOUNDED', so there already is a definite sign on that. Same for the prisoners of war, who are called, if I recall, 'PRISONER'. But this would look much nicer.

Also note that there is one very obscure code bit that already allows the AI to stop its bleeding. Without bandages. In the AI decision making routine itself :uhh:


Re: !New Animation![message #316720] Fri, 29 March 2013 16:02 Go to previous messageGo to next message
Zombiehunter

 
Messages:149
Registered:March 2011
Location: Franconia, Germany
About the prone grenade throwing position I just read about, make sure to reduce the accuracy and throwing distance at least by half.
Talking from my personal military experience grenade throwing while in prone position is no fun, your throwing distance and accuracy is greatly reduced. You only throw Nades while prone, when pinned down by superior firepower and even then I for myself would think of another way to break the enemies superiority, than to waste some Frags by throwing too short (and maybe even too close to my buddies and me)

Just sayin' ^^

[Updated on: Fri, 29 March 2013 16:03] by Moderator

Re: !New Animation![message #316721] Fri, 29 March 2013 16:06 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3772
Registered:July 2009
It's probably most useful for deploying a smoke to cover your retreat. Although nowadays you can just smoke your own position.


Re: !New Animation![message #316723] Fri, 29 March 2013 16:16 Go to previous messageGo to next message
Zombiehunter

 
Messages:149
Registered:March 2011
Location: Franconia, Germany
DepressivesBrot
It's probably most useful for deploying a smoke to cover your retreat. Although nowadays you can just smoke your own position.


I agree on the first one but on the second, no (thinking) soldier would do that, because you'd just mark your own position, you got an enemy with a heavy weapon, preferably machine gun in this case, he'd just spray into the smoke and he'd be sure to score some kills. (Not to mention that it would kill your own visibility and there is a rare chance that some of your buddies are confused after being pinned down and start running in the wrong direction, it seems unlikely but I actually saw this happening)
Re: !New Animation![message #316724] Fri, 29 March 2013 16:17 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3772
Registered:July 2009
:shrug:
It's very useful in the game.


Re: !New Animation![message #316729] Fri, 29 March 2013 17:46 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Truth. As for grenade throwing on short ranges, parts of the German army are still taught how to defend a fortified position against an overwhelming enemy (teh Russianz ^⁻^) rushing in. As futile as it may seem, the saying is that once the enemy is in throwing range (and starts throwing grenades as well), grenades are popped out of the fortification. Little to no harm being done to allied soldiers behind the line and in cover but a chance of taking out a large part of the incoming bunch of soft targets. Also, since everyone is going to die anyway, the grenades aren't really wasted.

We're even still teaching prone over-shoulder-throws. At about 15m range from behind cover and quite accurately. It works. You just pop up a little.

And since we're talking about overwhelming enemy numbers Russian rushing in in JA2, this isn't quite bad like Brot said. But this requires prone throwing. I've seen the prone throwing animation already in some thread. Where is it?
Re: !New Animation![message #316742] Fri, 29 March 2013 20:16 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Speaking of new animations, prone bandaging seems to be broken. Game doesn't know what to do.

Re: !New Animation![message #316743] Fri, 29 March 2013 21:27 Go to previous messageGo to next message
Flugente

 
Messages:3158
Registered:April 2009
Location: Germany
Prone bandaging? I can't remember that ever existing. Then again, I never try, because I 'know' it doesn't exist.


Re: New Animations[message #316745] Fri, 29 March 2013 22:15 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
PasHancock
Developed but not in the game :
  • Pinned down animation
  • Prone Bandaging
  • Aiming with LAW


Pinned down is in now and so is prone bandaging, the latter being broken.

Re: New Animations[message #316756] Sat, 30 March 2013 01:24 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn

Flugente
Allowing the AI to be medics would require widespread use of regen boosters. Surgery would be a bit more difficult, as this would require the AI use an action continously instead of fighting, depending on other soldiers. Both is possible, but
  • widespread distribution of regen boosters leads to the player having access to tons of the stuff, which would dumb down the need of doctors - bad.
  • Gettting the AI to do surgery is possible, but would make the AI less threatening as a whole (doctor is no combat skill, doctors would have to ignore combat to help comrades).

Hmm. Perhaps we have a misunderstanding here. By shackled I meant prisoners to be visibly handcuffed, not attached to a wall with chains Smile.

Any soldier you capture has the Status 'CAPTURED' instead of 'HEALTHY' or 'WOUNDED', so there already is a definite sign on that. Same for the prisoners of war, who are called, if I recall, 'PRISONER'. But this would look much nicer.

Also note that there is one very obscure code bit that already allows the AI to stop its bleeding. Without bandages. In the AI decision making routine itself :uhh:


Ok, ok but what about allowing AI to Crawl? because it would be nice if they could at least crawl instead of standing up, running, and going to Prone/Crouch position again IMO
Re: New Animations[message #316761] Sat, 30 March 2013 01:45 Go to previous messageGo to next message
Flugente

 
Messages:3158
Registered:April 2009
Location: Germany
I recall the AI did that very well in Callahan's Demise of Man. No idea how easy/hard this would be to add to the trunk, as the AI is propably quite a bit different to back then. You could ask him if it's possible.


Re: New Animations[message #316807] Sat, 30 March 2013 18:46 Go to previous messageGo to next message
Thor

 
Messages:431
Registered:February 2007
Location: Belgium
Prone bandaging would be nice if it could be (re)introduced.
Maybe some variant of the cowering image can be used for bound prisoners? May be easy to tweak it a bit..

Ha, Flugente, something that bothers me is when you are prone /sitting and you ALT-LMB you crawl/crouch backwards, but not if you try it diagonally... Then you turn around. Can something be done that you can also crawl/crouch backwards diagonally? Guess I'm not the only one who thinks it's "disturbing"...

How about picked up mercs, can't they be treated like an object, an LBE item like a backpack or something? Must be some way to do it... Don't play many other games, but I remember UFO / XCOM treated it very simple, but more or less effective...

Quote:
new death animations
prone throw animation
mounted rifle animation
shackled (hands behind back) standing prisoner


I like these as well..

[Updated on: Sat, 30 March 2013 19:19] by Moderator

Re: New Animations[message #320371] Thu, 23 May 2013 23:56 Go to previous messageGo to next message
Lexx

 
Messages:62
Registered:June 2009
Location: Germany
Wasn't around for a while...

Last time I had been working on a small project, which I first wanted to finish before posting about it... but I probably won't finish it in the sooner future, so instead of sitting on the files, I wanted to release what is done.


I love riot shields and ballistic shields and I would love to see them in JA2... like many other folks. But instead of just requesting it (or suggesting.. which was done already often anyway), I started to work on new animations for shield items.

Currently I have finished 4 animations for S_MERC:
- Change stance, standing -> crouching
- Ready weapon and open fire while standing (thought I finished the fire animation for crouching too, but either I just dreamed it or I lost the file)
- Standing idle / breathing
- Aimed walking

Examples:
http://i.cubeupload.com/lDqI40.gif http://i.cubeupload.com/4Oo66n.gif http://i.cubeupload.com/fqB7au.gif http://i.cubeupload.com/v6vGRX.gif

Animations still needed:
- Crouch-walking with shield
- Walking without raised shield? (optional)
- Running with shield (even more optional. Though, probably one of the easier animations, and the pistol doesn't need to be visible)
- Shoot pistol while crouching (not too hard, just c&p of the right arm from the standing animation)
- Big dude and female animations. : /

My original idea has been:
- Attack only possible with pistol in hand.
- weapon / shield must be in "ready" / aim stance to fire the weapon.
- Standing / crouching animation + walking animations, crawling is not possible.
- Pistol is placed in first, shield item in the second hand slot.
- If in standing stance, legs aren't covered by the shield.
- Shield always only protects from the direction it is pointing to.
- If hit by a heavy blow, shield is dropped to ground.
- Purely artistic: Some enemies in cavern / tunnel maps, airports, big military facilities and prison complex like Tixa could be equipped with ballistic shields.

I've put my raw *.psd files into the package. Technically, all shield item orientations are already created. So what is now left to do is to c&p these into the remaining frames and adjust the upper body of the figure. Really not a hard task... just so god damn time consuming.

Screenshots:
http://i.cubeupload.com/mTK2Lu.pnghttp://i.cubeupload.com/34m2qa.png
(I actually created the crouching idle animation twice. The above one and a new one, where the shield is always placed in front of the critter. I thought that this stance would make a lot more sense, also it supports faster pistol aiming... and less fiddleing with creating the pistol aim & attack animation..)


Get the files here:
http://ul.to/b45cswjl

If you c&p the finished animations into the Data/Anims/S_MERC/ folder and equipe a pistol, you'll see it in the game. It still needs some tweaks, I'll guess. I am not the best pixel art dude around.

Not sure when I will start working on it again... It probably will take a very long time (right now, the above files are around 9 months old). So if anyone wants to continue the job or wants to do whatever else with it, please go for it.

[Updated on: Fri, 24 May 2013 00:53] by Moderator

Re: New Animations[message #320452] Fri, 24 May 2013 03:17 Go to previous messageGo to next message
Thor

 
Messages:431
Registered:February 2007
Location: Belgium
Nice animations you've got there so far! Smile
Re: New Animations[message #320674] Fri, 24 May 2013 21:48 Go to previous messageGo to next message
Scheinworld

 
Messages:907
Registered:December 2007
Location: Baltic Sea, Germany
Hallo Lexx,

I've uploaded your animation work to the archive as backup and for an easier download. I hope that's okay for you (if not just drop me a line).

http://kermi.pp.fi/JA_2/Mods_v1.13/New_Animations/

Thank you for your work!

Do you plan to release your really good-looking work on your Metavira mod for JA2 1.13 yet? I think it would be a pity to lose this data and maybe you are interested in seeing it hosted on Kermi's FTP as well?

Well, in best case you can finish your promising mod of course! Smile


Best regards; Schein


Re: New Animations[message #320686] Fri, 24 May 2013 23:24 Go to previous messageGo to previous message
Lexx

 
Messages:62
Registered:June 2009
Location: Germany
It's fine by me. Maybe the animations will get finished one day- would be super fancy.

I will upload my Metavira mod in the coming days. The data folder is 122mb right now, and it's running on a quite old 1.13 build (by now).
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