New Unit: Atlantian Tridentman(1/30/2006)

Sword_Of_Geddon

Arbiter of the Sword
Joined
Dec 21, 2003
Messages
14,184
Location
New England, USA
Finally a UU for Atlantis...

I hope everyone enjoys. Next I'm back to riflemen...this time Russian...

I've uploaded a new attack for the people who want a more agressive attack...:)
 

Attachments

  • Atlantian Tridentman.zip
    Atlantian Tridentman.zip
    423.1 KB · Views: 502
  • AtlantisNewAttack.zip
    AtlantisNewAttack.zip
    70.9 KB · Views: 375
  • AtlantisAttack.gif
    AtlantisAttack.gif
    82.5 KB · Views: 1,901
Some suggestions make the sheild look better right now it looks like a dark circle. Also the attack looks too weak like he is only poking something rather than thrusting to kill.
 
Sounds good I would go with a crouch one leg forward then thrust as he stands back up it will be more dynamic and fluid and add more interest.
 
he doesnt look like he would get any power from his attack. Also he shouldnt be holding a shield, if someone attacks him the shield would move around too much. It should be attached to his arm. Also the reason why most soldiers were right handed is because if you are going to build a fiecesome army you want them all to look alike. So you want them all to have the shield and weapon in the same hands(most people are right handed). If you are in line and the person next to you is left handed their shield is now in the way of your shield. Also in ancient Japanese and medievil to industrial Europe it was seen as not proper and sometimes evil to be left handed.
posesshields.JPG
 
I've uploaded the new attack, its fairly close to the Spearman I think. One thing I should add is that since I accidently closed poser before I could render all the directions(and forgot to save the attack animation) I had to redo the animation, hense the western and southwestern attack looks slightly different.
 
Sword_Of_Geddon said:
I had to redo the animation, hense the western and southwestern attack looks slightly different.
If this were my unit, such an error would be an automatic re-render.
I think every animation should have the same color, lighting, perspective, etc. To achive this you should use the same animation/poser settings for every single frame of a unit. There can be variation from one unit to the next, but there should never be variation within a unit.
On a happier, kinder note. I do like the unit model. The original animation featured in the previews should probably be updated to reflect this new one. I hope you update the fortify animation to bring him from his run/default pose to the crouched + arm cocked attack animation. Also, the animations that follow the attack should begin on the same frame that attack ends on.
So death frame 1 = same as attack frame 16 (or what ever the final one is)
and Victory frame 1 = same as attack frame 16 (or what ever the final one is), also victory should have as the final frame the same pose as default frame 1.
 
Bjornlo said:
Also, the animations that follow the attack should begin on the same frame that attack ends on.
So death frame 1 = same as attack frame 16 (or what ever the final one is)
and Victory frame 1 = same as attack frame 16 (or what ever the final one is), also victory should have as the final frame the same pose as default frame 1.

I would have to disagree here. Doing it this way will cause the animation to mommentarily stop while being played, I believe. (The last attack frame and the first death/victory/attack frame would look identical; the same image would be displayed twice in a row.) At game-speed, however, it may not matter.

In my units, the first frame of the attack, death, and victory animations are the same. The last frame of the attack animation is going to be close to the first frame, but not exactly the same. Essentially it's as if when creating the animation, the attack sequence had an extra frame, which would be identical to the first frame. But, this last frame is cut off to prevent the double image display. The last victory frame is done the same way--only the extra frame which gets cut off is the first frame of the default. Of course, the death animation ends with the unit on the ground somehow.
 
utahjazz7 said:
I would have to disagree here. Doing it this way will cause the animation to mommentarily stop while being played,

Good point. The problem is there is little continuety from animation to animation within this unit. The result is the unit jumps from pose to pose, which is certainly worse then a fraction of a second delay (or whatever frame rate the animations play at in game). I just thought it might be easier to follow the frame=frame adivce instead of the frame = almost-frame advice.
Either way, so long as the animations loop from one to the next (and when needed from within the animation, such as the attack anim)
 
I got no suggestions on attacks or whatever, but the one in the gif does look more like a fidget. I like the unit concept, though. I like his outfit and especiallly his hat. It would be fun to have an Atlantean civ or unit in the Archaic Iron Age or whenever! I wonder who I'd give it to in my epic mod, though? The Greeks? I'm already using Kinboat's "Achilles" unit as a Mycenean Hero...Hmmm... Maybe a GW or something? I could call it "Plato's Critias" or something! ;)
 
Back
Top Bottom