Sir... I thank you for giving my work so much attention. I truly hope you enjoy working on my projects as much as I have always enjoyed building them.
When I first started building models, I never dreamed that so many of you would grab them up and give them so much life. One of the things that keeps me going is... I only start a book, it is guys like you that write the chapters of where the book goes.
Bravo my friend. I hope to see more of your excellent work. Consider this post the 'breaking of the bottle' as I christen and you launch your ship for its first and very long voyage.
British infantry: 1. New test infantry unit. Amplifies their heavy weapons infantry platoon. Armed with a 2-inch mortar (50.8 mm). Has a double set of battle (18 mines). He collected an individual sprite animation. The game comes as a single unit (in real life was a mortar unit incorporates 2 people - arrows and carriers ammunition).
2. The second is a machine-gunner (Bren). He remade animation - now he's shooting while standing. The rest remained the original animation sprites. (In your machine-gunner is my version XML - it is not necessary to install)
If you look at the happy face of British arrow in the photo above. He result of the use of 2-inch mortar is very happy. Probably a good thing for the near-and mid battle and fight in urban environments.
Great and interesting work! I think this close to our (me and stanenberg) "Panzerfaust" project. I made german soldier with 2 weapons, MP40 and Panzerfaust. Soldier normally shoot from MP40 but when he see tanks (or something like that) he will switch to Panzerfaust and take it down. However Panzerfaust just replace AT Grenade. I need new animation for this. Is it possible somehow?
Keyboard warrior, armchair general, Infidel Division
SVKblitz, For this we need to redraw the sprites (draw Panzerfaust instead grenade). A minimum of 16 new sprites for the summer skins. If you take the same position for shooting while standing (in a trench) and lying down.
If you draw these sprites, it is desirable to infantryman with Mp43. Trunk rack (when shooting) in these sprites take a soldier with a Panzerschreck. And the Panzerfaust take a Soviet infantryman with RPG
I've been thinking about the question for a couple of hours. Keep in mind, I don't have access to my files at the moment.
One issue that immediately comes to mind is a soldier carrying both the MP40 and the Panzerfaust. I concur with gagarin's MP43 as the starting point.
The issue I have is how do you add the 2nd weapon. The addition of the weapon file to the Soldiers 1.xml is not an issue. I'm talking about the sprites. While the panzerfaust was not a bulky weapon, it was significant as to being carried. It would have been slung over the back, or carried over the chest so the primary weapon (MP 40) could be readied for use. The Panzerfaust would not be the first weapon of choice unless it was required, so the first choice would be the MP40.
So if we want the sprites to appear accurate, we need to do extensive work on the MP43 Soldier, by adding the Panzerfaust on his back.
I agree that the needed sprites for Firing the panzerfaust already exist, although in another weapon form. The issue is then merging them into the MP 40 Soldier File, adjusting the images to match color/tint and alignment. Alignment may be mostly correct but we may need to add a transitional image for the animation sequence.
The next issue that is going to draw attention to this soldiers is when he changes the weapon from the MP40 to the Panzerfaust. This is where things may go wrong. Because we are adding another firing image animation sequence, how will the game engine know to use the panzerfaust weapon? It won't. Not without significant change to the weapon file. In effect, the game engine looks for 'firing' or 'throwing' to select weapons; i.e. rifle versus grenade. But I think this can be overcome if the soldier is changing the fired weapon to increased AP, but only with exaggerated values. The game engine is incapable of replacing a shoulder-fired weapon with another shoulder-fired weapon without some nudging.
I worked on this particular issue over the last many years on the US Bazooka. Those guys also many times carried a Garand or Colt. While I did have success, it required reducing the effect of the 'rifle' and boosting the Bazooka. The game only reads fired or thrown, so you must have a 'power' reason for a weapon switch that the engine can read. I never released this soldier because i was not satisfied with the weapon switch animation.
That is the final issue to solve. Does the soldier just magically switch to the panzerfaust without any kind of animation that shows the switch. The if we use the same modified back carried panzerfaust, we must replace it with the MP40, or the question is, where does the MP40 go? And then, you must animate back to the MP40 again. Without the animated weapon transition, even a single frame, it falls apart because the soldier seems to jump in place. It must be very smooth.
I created new animations for my Bazooka Guy and merged with the Thompson. I like gagarin expected 16 to 20 sprites when I started, but this quickly became over 80 modified sprites. Even if you do solve the dual weapon issue, the animations are going to make you pull your hair out.
Do not think that I am advising you to abandon this project. I'm certainly not doing that. I encourage anyone to pursue ways to solve things that have escaped our abilities thus far. So, please do pursue this if you are up to it. I'm only pointing out it is not simple, and should not be considered a walk in the park.
Having said that... I am not in anyway the best Infantry Sprite Builder in the Community. But I have worked on them for a long time. There have been masters in this specific area that have since left our ranks. My hope is if you guys work on this, you become the best of the best, and solve issues that have caused strokes and memory loss.
It's about time someone steps forward and does it.
Yes, a lot of issues and problems in creating the animation. Some issues can be resolved. Time and need a lot of nerves. With my bad English I explain the details just can not. Just so there is need to spend a single soldier so many times? Will have to draw in a lot of micro-scale parts.
Post by keepitsimple on Nov 2, 2013 15:06:20 GMT 1
Downloaded your new mortar and bren soldier and tested them. They look great! Very well done.
For those of you how also what to add the new humans by Gargarin a tip.
I added the new mortar soldier GB_2inch_Mortar to the folder human\allies in my mod. In a squad the correct name for allies soldiers is allies_Bren , allies_Officer. Although in the folder human\allies the name is just Bren or Officer. So you might think the correct name is allies_GB_2inch_Mortar, this it not. The correct name is simply GB_2inch_Mortar. It took me a hour to get this right.