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Landsknecht-Doppelsoldner - Uploaded 2017/1/7 animation update

zwei833

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Thanks for all modder who have help me! Now I converted my first unit--Doppelsoldner.
This this an alter weapon version of the original Landskencht in Civ5, using zweihander or German two-handed sword. There are two versions of the unit having different body texture and using different sword.
I use it to simply replace the original Landsknecht model, but it is also suitable to be a UU model if making a Germany/Holy Roman Empire/Austria mod.

Update 2014/11/14

- new hat for both model.
- now both model use the "breastplate" version of body model, the reason why I totally abondon the original landsknecht body model is more than "armours are cool", the most important reason is that the landsknecht body model become angular(less smooth) and ugly through import and re-export and this is a problem can't be solve.
- this will be the final version of Doppelsoldner unit model.

1_PNu.jpg

2_ME6.jpg

2014_11_14_00003_h28.jpg

2014_11_14_00011_Mi8.jpg


Download: http://forums.civfanatics.com/downloads.php?do=file&id=23000

--------------------------

As some people prefer the old version of Doppelsoldner model with the Landsknecht body, I will upload a slightly modify version of old models.


dopp_Ua7.jpg

dopp2_1ya.jpg

2015_05_01_00002_xAE.jpg


Download: http://forums.civfanatics.com/downloads.php?do=file&id=23914
 
The model currently using the Longswordsman animation. However I want to replace all IdleB-related animation by IdleA related animation which is more suitable for a Doppelsoldner, how can I achieve this without any bug?
 
Great work! Just in time for my plans to give my Holy Roman Empire a much needed face-like with the Doppelsoldner. Much appreciated :)

It is my honor that the model can be use in your mod. And I am also a fan of your series of new Civiliaztion mod:)
Awaiting the HRE mod.
 
That guy looks brilliant! I wish I had thought to use the Landsknecht model for Warhammer Empire instead of a reskinned Musketeer... but this is the Greatsword model right here, let me tell you that.
Congratulations on getting him converted Zwei! Isn't he your first Civ5 unit?
 
That guy looks brilliant! I wish I had thought to use the Landsknecht model for Warhammer Empire instead of a reskinned Musketeer... but this is the Greatsword model right here, let me tell you that.
Congratulations on getting him converted Zwei! Isn't he your first Civ5 unit?

Civtar, do you know how to modify animation? The model currently using the Longswordsman animation. However I want to replace all IdleB-related animation by IdleA related animation which is more suitable for a Doppelsoldner, how can I achieve this without any bug?
 
However I want to replace all IdleB-related animation by IdleA related animation which is more suitable for a Doppelsoldner, how can I achieve this without any bug?
It's a simple change to the .fxsxml by doubling up on the event codes. For example, in your .fxsxml you have:
Code:
	<Animation file="Longswordsman_IdleA.gr2" ec="1000"/>
...
	<Animation file="Longswordsman_IdleB.gr2" ec="2000"/>

You can delete the line referencing the IdleB animation, and add the event code to the IdleA animation:
Code:
	<Animation file="Longswordsman_IdleA.gr2" ec="1000, 2000"/>
 
It's a simple change to the .fxsxml by doubling up on the event codes. For example, in your .fxsxml you have:
Code:
	<Animation file="Longswordsman_IdleA.gr2" ec="1000"/>
...
	<Animation file="Longswordsman_IdleB.gr2" ec="2000"/>

You can delete the line referencing the IdleB animation, and add the event code to the IdleA animation:
Code:
	<Animation file="Longswordsman_IdleA.gr2" ec="1000, 2000"/>


I know this, however, how to deal with some IdleB-related animations such as:
Code:
	<Animation file="Longswordsman_IdleA_Trans_IdleB.gr2" ec="1020"/>
...
	<Animation file="Longswordsman_FidgetB.gr2" ec="2040"/>
	<Animation file="Longswordsman_IdleB_Trans_IdleA.gr2" ec="2020"/>
...
	<Animation file="Longswordsman_Stop_Run_Trans_IdleB.gr2" ec="2440"/>
...
	<Animation file="Longswordsman_Death_IdleB.gr2" ec="2220"/>
 
Just switch those to the IdleA related ones, except Death_IdleB since that is not related to IdleA but to DeathB.
IdleA_Trans_IdleB becomes FidgetA, IdleB_Trans_IdleA as well, FidgetB too, Stop_Run_Trans_IdleB becomes Stop_Run, and Death_IdleB you should leave alone (it's the animation for the fading out from dying).
 
Ok, I do this:
Code:
	<Animation file="Longswordsman_IdleA.gr2" ec="1000, 2000"/>
	<Animation file="Longswordsman_FidgetA.gr2" ec="1040"/>
	<Animation file="Longswordsman_FidgetA.gr2" ec="1020"/>
	<Animation file="Longswordsman_FidgetA.gr2" ec="2040"/>
	<Animation file="Longswordsman_FidgetA.gr2" ec="2020"/>
	<Animation file="Longswordsman_Fortify.gr2" ec="1500"/>
	<Animation file="Longswordsman_Fortify_Idle.gr2" ec="1520"/>
	<Animation file="Longswordsman_Fortify_Idle_Fidget.gr2" ec="1540"/>
	<Animation file="Longswordsman_Fortify_Idle_Trans_Combat_Ready_Idle.gr2" ec="1560"/>
	<Animation file="Longswordsman_Fortify_Idle_Trans_IdleA.gr2" ec="1580"/>
	<Animation file="Longswordsman_Combat_Ready.gr2" ec="1600"/>
	<Animation file="Longswordsman_Combat_Ready_Idle.gr2" ec="1620"/>
	<Animation file="Longswordsman_Combat_Ready_Idle_Trans_IdleA.gr2" ec="1640"/>
...


However, this cause bug. Sometimes when I move the unit, some of the soldiers run as normal, but some will keep the idle/Fidget posture and move by "slip"( see the picture).
attachment.php

attachment.php

And when I order them to attack, some soldiers have already rush to the ememies as normal, but some still stay there not to attack until they finish their fidget animation.

I guess this is because the the length of time of the animations are different. Someone know how to deal with this?
If this bug can't be fixed, I will prefer still to use the original Longswordsman animation.
 

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Ok, I do this:
Code:
	<Animation file="Longswordsman_IdleA.gr2" ec="1000, 2000"/>
	<Animation file="Longswordsman_FidgetA.gr2" ec="1040"/>
	<Animation file="Longswordsman_FidgetA.gr2" ec="1020"/>
	<Animation file="Longswordsman_FidgetA.gr2" ec="2040"/>
	<Animation file="Longswordsman_FidgetA.gr2" ec="2020"/>
	<Animation file="Longswordsman_Fortify.gr2" ec="1500"/>
	<Animation file="Longswordsman_Fortify_Idle.gr2" ec="1520"/>
	<Animation file="Longswordsman_Fortify_Idle_Fidget.gr2" ec="1540"/>
	<Animation file="Longswordsman_Fortify_Idle_Trans_Combat_Ready_Idle.gr2" ec="1560"/>
	<Animation file="Longswordsman_Fortify_Idle_Trans_IdleA.gr2" ec="1580"/>
	<Animation file="Longswordsman_Combat_Ready.gr2" ec="1600"/>
	<Animation file="Longswordsman_Combat_Ready_Idle.gr2" ec="1620"/>
	<Animation file="Longswordsman_Combat_Ready_Idle_Trans_IdleA.gr2" ec="1640"/>
...


However, this cause bug. Sometimes when I move the unit, some of the soldiers run as normal, but some will keep the idle/Fidget posture and move by "slip"( see the picture).
attachment.php

attachment.php

And when I order them to attack, some soldiers have already rush to the ememies as normal, but some still stay there not to attack until they finish their fidget animation.

I guess this is because the the length of time of the animations are different. Someone know how to deal with this?
If this bug can't be fixed, I will prefer still to use the original Longswordsman animation.

You should never use multiple references to the same animation; simply append the event codes together:

Spoiler :

<Animation file="Longswordsman_IdleA.gr2" ec="1000, 1020, 2000, 2020, 2440"/>
<Animation file="Longswordsman_FidgetA.gr2" ec="1040, 2040"/>


The idle transfers should also be referenced to IdleA and not FidgetA.

My tutorial explains .fxsxml and .ftsxml files in greater detail if you are ever interested in custom animations.
 
-----------Updated 2014/7/19------------
In this updated, I slightly adjust the location of the weapon and add a Katzbalger (a kind of short sword which landsknechts often carried) to the waist of the unit model.
civ5screen0029_Zbr.jpg


And also add the .BLEND files in the pack.

Download: http://forums.civfanatics.com/downloads.php?do=file&id=23000
 
-----------Updated 2014/8/06------------
Modified the animations. Now the unit all use the IdleA standing animation rather than IdleB. In IdleA, they carry their swords on their shoulders, which is more suitable for Doppelsoldners.
The animations are not perfect but I think it is better than before.
civ5screen0063_g6F.jpg




Download: http://forums.civfanatics.com/downloads.php?do=file&id=23000
 

Could you provide a copy of your unit art defines? I'm having some trouble getting the unit graphic to mix both textures in one, and rather than struggle with it, thought that just asking for what you have would make things go quicker. Thanks :)
 
Could you provide a copy of your unit art defines? I'm having some trouble getting the unit graphic to mix both textures in one, and rather than struggle with it, thought that just asking for what you have would make things go quicker. Thanks :)

Well, I don't know what is "art defines" exactly, Do you mean the code in the Civ5ArtDefines_UnitMembers.xml like this?
Code:
  <UnitMemberArtInfo>
    <Type>ART_DEF_UNIT_DOPPELSOLDNER_A</Type>
    <fScale>0.14</fScale>
    <Granny>Assets/Units/dopp/dopp_a.fxsxml</Granny>
    <Combat>
      <Defaults>ART_DEF_TEMPLATE_SOLDIER</Defaults>
      <bReformBeforeCombat>1</bReformBeforeCombat>
      <Weapon>
        <WeaponTypeTag>METAL</WeaponTypeTag>
        <WeaponTypeSoundOverrideTag>SWORD</WeaponTypeSoundOverrideTag>
      </Weapon>
      <Weapon>
        <Usage>Vs_City ShortRange</Usage>
        <fVisKillStrengthMin>10.0</fVisKillStrengthMin>
        <fVisKillStrengthMax>20.0</fVisKillStrengthMax>
        <WeaponTypeTag>FLAMING_ARROW</WeaponTypeTag>
		<fMissTargetSlopRadius>10.0</fMissTargetSlopRadius>
      </Weapon>
    </Combat>
    <MaterialTypeTag>CLOTH</MaterialTypeTag>
    <MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
  </UnitMemberArtInfo>
------------------
  <UnitMemberArtInfo>
    <Type>ART_DEF_UNIT_DOPPELSOLDNER_B</Type>
    <fScale>0.14</fScale>
    <Granny>Assets/Units/dopp/dopp_b.fxsxml</Granny>
    <Combat>
      <Defaults>ART_DEF_TEMPLATE_SOLDIER</Defaults>
      <Weapon>
        <WeaponTypeTag>METAL</WeaponTypeTag>
        <WeaponTypeSoundOverrideTag>SWORD</WeaponTypeSoundOverrideTag>
      </Weapon>
      <Weapon>
        <Usage>Vs_City ShortRange</Usage>
        <fVisKillStrengthMin>10.0</fVisKillStrengthMin>
        <fVisKillStrengthMax>20.0</fVisKillStrengthMax>
        <WeaponTypeTag>FLAMING_ARROW</WeaponTypeTag>
		<fMissTargetSlopRadius>10.0</fMissTargetSlopRadius>
      </Weapon>
    </Combat>
    <MaterialTypeTag>CLOTH</MaterialTypeTag>
    <MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
  </UnitMemberArtInfo>

P.S.1. Please always use the full path of the unit graphic .fsxml like Assets/Units/landsk/dopp_a.fxsxml rather than just dopp_a.fxsxml
P.S.2. It shouldn't be any difference between single-texture unit model and multi-textures unit model, what problem do you have?
P.S.3 You do not need to mix both textures in one.
 
That was--sort of--what he was asking, but your method wouldn't work in a mod. Replacing the art defines files in their entirety was once the only way to add new unit art, but now that method doesn't work at all (in a modding context; you're apparently editing the base game files). The syntax of the civ5artdefines files differs from the database (because it's driven by a template system), so it's better to start with whoward69's art define templates which have been exported from the database.
 
Ah, I thought there was some complicated, extra process that I needed to do to get a mixture of different unit graphics in one define, but it doesn't seem that way. I must've done something else inherently wrong that is causing my problem then.
 
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