Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » New Animations
Re: New Animations[message #320692] Fri, 24 May 2013 23:40 Go to previous messageGo to next message
Scheinworld

 
Messages:905
Registered:December 2007
Location: Baltic Sea, Germany
Hi Lexx,

Lexx
It's fine by me. Maybe the animations will get finished one day- would be super fancy.


Yes, I have the same hope (for so many unfinished files)!


Lexx
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).


Cool! Smile You can also drop me a message with the download link when you are ready, okay? It can take a few days when I can upload it, but you can be sure that it will be done!

I have no problem with using an older 1.13 build. I'm modding most of my time with older 1.13 builds myself Wink

Sch


Re: New Animations[message #320693] Fri, 24 May 2013 23:43 Go to previous messageGo to next message
Flugente

 
Messages:3097
Registered:April 2009
Location: Germany
Whoa, that looks very cool. That is awesome. Now the AI needs to learn tortoise formation! http://www.comedix.de/lexikon/db/schildkroetenpanzer_taktik.php

Though later ARs and SRs might shoot through it easily, I guess a squad of shieded bad guys storming your front could really ruin your day if you have no flankers, or are inside. Too bad some anims are still missing... this forum needs more animators!!!


Re: New Animations[message #320696] Fri, 24 May 2013 23:51 Go to previous messageGo to next message
Lexx

 
Messages:61
Registered:June 2009
Location: Germany
Yeah, I thought about tortoise formation as well. Razz

In my mind I can already hear the plonk from bullets hitting the shield since I started working on it...

Not sure how much heat a real ballistic shield can take, but I wouldn't be surprised if it breaks easily when under heavy assault rifle fire. Still, would make advancing in close combat areas a lot more interesting, imo.

[Updated on: Fri, 24 May 2013 23:53] by Moderator

Re: New Animations[message #320697] Fri, 24 May 2013 23:52 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3749
Registered:July 2009
A shielded guy in the early game would be a serious obstacle, requiring flanking or the use of precious nades and rare rifle ammo.


Re: New Animations[message #320701] Sat, 25 May 2013 00:20 Go to previous messageGo to next message
tais

 
Messages:799
Registered:February 2008
Location: NL
I still want this.. think about the safer way for opening doors now!

GIMME GIMME

So who do we need to ransom to make this happen..

☆☆M☆☆
Re: New Animations[message #320702] Sat, 25 May 2013 00:26 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3749
Registered:July 2009
Since there technically are animations, a certain someones favorite excuse doesn't work ... Very Happy


Re: New Animations[message #320711] Sat, 25 May 2013 01:34 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
This gets my mind soaring for the tactical possibilities. A shield is not overpowered at all, so it fits the general JA2 style and enhances the arsenal to provide cover in open ground encounters and enables closing gaps between hard cover points. The AI will certainly not use it like that but imagination is what counts here. This adds the element of not simply shooting whoever gets close but picking priority targets in early encounters. Nice work, the pictures look great.
Re: New Animations[message #320714] Sat, 25 May 2013 02:20 Go to previous messageGo to next message
Lexx

 
Messages:61
Registered:June 2009
Location: Germany
If a few people would each finish one animation per day, the shield would be game-ready pretty soon. Razz

I created the 4 animations above in around 4 days. It was going quite fast after I was used to the work pipeline (export all frames of one animation, line them all up on one image, place the correct shield graphic over each frame, then adjust the position, then fix the left arm). It's really not a lot work... just very tedious, as everyone who ever worked on a 2d animation with 8 directions can probably confirm.

Compared to many of the other created animations so far, it really doesn't require a huge graphical talent, to be honest.

[Updated on: Sat, 25 May 2013 02:30] by Moderator

Re: New Animations[message #320729] Sat, 25 May 2013 06:53 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
A phalanx pushing forward... Horses panicking when they run in on a wall of shields... Erm, I mean the dodging of bullets, throwing knives, blunt melee weapons, knives, and hand-to-hand...
Grenades, snipers, heavy weapons will be handy^^
Re: New Animations[message #320738] Sat, 25 May 2013 10:28 Go to previous messageGo to next message
Shano Gym

 
Messages:20
Registered:May 2013
Location: Italy (Body Building Gym...
Hi guys!
Sorry, I have not understood well this modification...
Can I defend myself from the bullets? :maskedsniper:
Re: New Animations[message #320739] Sat, 25 May 2013 10:34 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3749
Registered:July 2009
Not from those (*points at the rifle graemlin*).
But yes, we are talking about these things: http://it.wikipedia.org/wiki/Scudo_balistico
And no, it's not done yet.


Re: New Animations[message #320750] Sat, 25 May 2013 12:11 Go to previous messageGo to next message
Shano Gym

 
Messages:20
Registered:May 2013
Location: Italy (Body Building Gym...
Very Beautiful!!! It's very realistic!
Thanks for the italian link :goodnews:
.....
P.S. But it will be quite resistant against one of my fists? :karate: (One of my mercenaries after the training in gym]
http://imageshack.us/a/img849/7316/screenshot008r.jpg
http://imageshack.us/a/img811/6311/screenshot009jn.jpg
http://imageshack.us/a/img5/6681/screenshot0010y.jpg

[Updated on: Sat, 25 May 2013 12:14] by Moderator

Re: New Animations[message #320786] Sat, 25 May 2013 16:09 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Stephen_Gym

P.S. But it will be quite resistant against one of my fists? :karate: (One of my mercenaries after the training in gym]

Yes - Unless you named your merc "Chuck Norris" ... Wink
Re: New Animations[message #321024] Mon, 27 May 2013 22:25 Go to previous messageGo to next message
tais

 
Messages:799
Registered:February 2008
Location: NL
something like this?
http://img.taisdev.nl/anim/runshield_ne1.gif
http://img.taisdev.nl/anim/runshield_n.gif http://img.taisdev.nl/anim/runshield_ne.gif http://img.taisdev.nl/anim/runshield_e.gif http://img.taisdev.nl/anim/runshield_se.gif http://img.taisdev.nl/anim/runshield_s.gif http://img.taisdev.nl/anim/runshield_sw.gif http://img.taisdev.nl/anim/runshield_w.gif http://img.taisdev.nl/anim/runshield_nw.gif

P.S. I hate this work already...

☆☆M☆☆
Re: New Animations[message #321035] Tue, 28 May 2013 00:10 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Wow. On the one hand, I'd say the shield should be moving with the arm. On the other, this actually looks better than expected. Not bad.
Re: New Animations[message #321045] Tue, 28 May 2013 04:00 Go to previous messageGo to next message
pheloncab

 
Messages:269
Registered:August 2004
Location: So. Cal. or texas
Once all those cops in UC get this, they really are going to slow down the take over of towns.
Should really make it fun.
Re: New Animations[message #321074] Tue, 28 May 2013 16:22 Go to previous messageGo to next message
Lexx

 
Messages:61
Registered:June 2009
Location: Germany
Yeah. The first 4 directions will need some work on the left arm (it should stick to the shield, not move as normal) but other than that, it's mighty fine.
Re: New Animations[message #321076] Tue, 28 May 2013 16:40 Go to previous messageGo to next message
tais

 
Messages:799
Registered:February 2008
Location: NL
I've actually been thinking about the sheer amount of work that this is gonna be, honestly you haven't even touched the base of what's gonna be needed.
How about death animations, shields don't just disappear when someone gets killed.
Once you equip a shield it will have to be in every animation, from throwing grenades to using the radio to bandaging...

☆☆M☆☆
Re: New Animations[message #321077] Tue, 28 May 2013 17:06 Go to previous messageGo to next message
Lexx

 
Messages:61
Registered:June 2009
Location: Germany
The shield is dropped to the ground, just as is with the weapons. My list above covers at least all mus-have animations for the feature to work in the game. Everything else is just bonus.

radio animation can be skipped, just as bandaging can be disallowed if shield is in your hand (try to bandage someone with a shield on your arm anyway).

[Updated on: Tue, 28 May 2013 17:09] by Moderator

Re: New Animations[message #321078] Tue, 28 May 2013 17:18 Go to previous messageGo to next message
tais

 
Messages:799
Registered:February 2008
Location: NL
Oh well gonna be fixing the arms on the first four directions now, looking into the crouched walking next

North
Before and After
http://img.taisdev.nl/anim/runshield_n1.gif http://img.taisdev.nl/anim/runshield_n.gif

☆☆M☆☆
Re: New Animations[message #321095] Tue, 28 May 2013 21:23 Go to previous messageGo to next message
Slax

 
Messages:1438
Registered:July 2006
Location: People riding polar bears...
Some arm/shield movement would probably make it look more natural.
http://i.imgur.com/rWkngeS.png

Re: New Animations[message #321099] Tue, 28 May 2013 22:17 Go to previous messageGo to next message
grim

 
Messages:290
Registered:July 2006
Location: France
Actually, i don't think so. Tais' animation fix looks very natural to me. When holding a riot shield, or any other large or rather heavy object, you don't move your arm that much.
Re: New Animations[message #321313] Sun, 02 June 2013 22:55 Go to previous messageGo to next message
tais

 
Messages:799
Registered:February 2008
Location: NL
full set for standard male running, if anyone has complaints I'd like yo refer you to the "do it yourself" department, they'll be glad to help you there
http://img.taisdev.nl/anim/runshield_n.gif http://img.taisdev.nl/anim/runshield_ne.gif http://img.taisdev.nl/anim/runshield_e.gif http://img.taisdev.nl/anim/runshield_se.gif http://img.taisdev.nl/anim/runshield_s.gif http://img.taisdev.nl/anim/runshield_sw.gif http://img.taisdev.nl/anim/runshield_w.gif http://img.taisdev.nl/anim/runshield_nw.gif

I'm now gonna go on a well deserved holiday (work), more will be done later

☆☆M☆☆
Re: New Animations[message #321319] Mon, 03 June 2013 05:29 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Aaaaawesoooome! Needs a charging shield bash tackle animation with +3 to stun and -1 to keeping your teeth. Grand.

Ever felt so vulnerable while going for a jog? Say no to pesky wounds to the chest from your left side with a comfortable Wound-No-More exercise shield. Warning, may cause injury or asphyxiation when swallowed by children under the age of 3. Does not make you Spartan.
Re: New Animations[message #321320] Mon, 03 June 2013 10:10 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3749
Registered:July 2009
Of course it doesn't make you Spartan, silly, it makes you Roman!
http://www.historynotes.info/wp-content/uploads/2011/12/spartan-shield.jpghttp://www.infuzija.org/pics/content/galerije/11_694/pics/roman_shield_35-002.jpg


Re: New Animations[message #321347] Mon, 03 June 2013 23:27 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
I can see this transforming into an ja2 800 bc mod! or ja2 middle ages, search for the saint graal! Smile)
Re: New Animations[message #321355] Tue, 04 June 2013 12:09 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
Do archers next ..... Razz


Re: New Animations[message #321365] Tue, 04 June 2013 17:04 Go to previous messageGo to next message
Slax

 
Messages:1438
Registered:July 2006
Location: People riding polar bears...
...crossbow animation. :naughty:

Re: New Animations[message #321366] Tue, 04 June 2013 18:33 Go to previous messageGo to next message
jay.pea

 
Messages:26
Registered:March 2009
Location: Munich, Germany
...slingshots :crazy:
Re: New Animations[message #321367] Tue, 04 June 2013 20:00 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
Spear chuckers ....


Re: New Animations[message #321370] Tue, 04 June 2013 20:53 Go to previous messageGo to next message
Slax

 
Messages:1438
Registered:July 2006
Location: People riding polar bears...
...spear suckers?

http://i.imgur.com/uHhl1PR.jpg

Re: New Animations[message #321374] Tue, 04 June 2013 21:57 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
Good grief ..... Surprised Very Happy


Re: New Animations[message #330302] Tue, 04 February 2014 09:57 Go to previous messageGo to next message
fallschirmjager

 
Messages:42
Registered:June 2005
Location: Darwin, Australia

What program(s) are used for the construction of animations?
Re: New Animations[message #333595] Tue, 10 June 2014 09:41 Go to previous messageGo to next message
KindlyOne

 
Messages:21
Registered:October 2011
Location: New South Wales, Australi...
This might be a silly question, we're talking about new animations here, but has anyone added martial arts animations for the regular female body type? It would be really cool to see a female martial artist with proper animations in the game.

Maybe the coders could go all CAPCOM-KOF style and use Deidranna's "Slap Elliot" animation as a special attack for female martial artists. Smile
Re: New Animations[message #348261 is a reply to message #333595] Sat, 14 January 2017 13:21 Go to previous message
Hawkeye

 
Messages:1605
Registered:October 2005
Location: Australia
Is anybody still doing any animations?

I noted tonight there is no animations for the enemy to talk into radio when standing in water, currently it jumps up a handful of pixels showing his feet rather than have them submerged in the water.


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