Author Topic: Updated Megapack Animations  (Read 3689 times)

tiger

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Updated Megapack Animations
« on: 10 November 2013, 05:55:53 »
While playing a few games of Megaglest today I noticed something.
Many of the Animations in some of the megapack factions are pretty bad.
The ones that stuck out the most were.

-Egypt working dying
-Egypt anubis warrior dying and walking
-Roman archer attack
-Magic Summoner dying
-and many dying animations were played to slow. (the animation was fine just not the speed)

So I'm wondering if  anyone has a problem if I update a few of the animations. I don't see why you would care (unless I do a really bad job) so please let me know.
Thanks.

filux

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Re: Updated Megapack Animations
« Reply #1 on: 10 November 2013, 07:52:34 »
I also, noticed something like that, but... in my opinion is worth wait with implement these changes until the stable release.

I would also like to mention the obvious thing, that the acceleration of animation results in greater demand for "PC resources" so you have to do it in moderation.


tiger

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Re: Updated Megapack Animations
« Reply #2 on: 10 November 2013, 16:02:05 »
Changing animations will not effect the games stability at all. All it would do is increase the quality of the game.

filux

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Re: Updated Megapack Animations
« Reply #3 on: 10 November 2013, 16:58:17 »
:) It is obvious, but the question is whether the implementation of any minor importance changes may help or hinder to acceleration of emergence of a stable version.

tiger

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Re: Updated Megapack Animations
« Reply #4 on: 10 November 2013, 19:58:01 »
Changing animations will not hinder anything because I kept the animations around 10 frames per g3d which is the same at it is now. It will only enhance the animation quality from unrealistic to realistic. Also Titi, you have any thoughts? Not sure if you have read this thread yet.

Coldfusionstorm

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Re: Updated Megapack Animations
« Reply #5 on: 10 November 2013, 21:08:58 »
As long as it does not perform worse, im all in for better animations.
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tiger

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Re: Updated Megapack Animations
« Reply #6 on: 11 November 2013, 00:48:39 »
Well I think everyone is. Wheres Titi? Is He ok with it?

ElimiNator

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Re: Updated Megapack Animations
« Reply #7 on: 11 November 2013, 01:25:03 »
I redid the Roman archer (and others) and it will be in MG soon.
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tiger

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Re: Updated Megapack Animations
« Reply #8 on: 11 November 2013, 03:12:20 »
I also redid some of the roman animations.
All I wanted to know is if I can edit the other factions as well.

Coldfusionstorm

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Re: Updated Megapack Animations
« Reply #9 on: 11 November 2013, 06:20:15 »
There is a problem with the stable release, so the devs are currently working on fixing it.
It's a FPS problem. so.
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tiger

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Re: Updated Megapack Animations
« Reply #10 on: 11 November 2013, 19:30:05 »
Not sure how many times I have to say it. "The New Animations Will Not Effect ANYTHING at all"
all they do is make the game look beter. NOTHING ELSE.

This has nothing to do with the FPS at all it will effect nothing.
The animations are the exact same accept for 1 difference
-Old animations are unrealistic
-New animations are realistic.
That is it.

ElimiNator

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Re: Updated Megapack Animations
« Reply #11 on: 11 November 2013, 20:22:01 »
Yup, its just as hard for the game to play a unrealistic animation as a realistic one.
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filux

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Re: Updated Megapack Animations
« Reply #12 on: 11 November 2013, 21:29:28 »
Not sure how many times I have to say it. "The New Animations Will Not Effect ANYTHING at all"
all they do is make the game look beter. NOTHING ELSE.
...This has nothing to do with the FPS at all it will effect nothing...
  :o If you you really believe in what you wrote, then maybe you shouldn't to do that.  :-\
A lot of things have an impact on the amount of FPS and on 101% everything related with animation.
...I would also like to mention the obvious thing, that the acceleration of animation results in greater demand for "PC resources" so you have to do it in moderation...
...but maybe if you can write it with larger font and more red then I'll believe it.  :P

For me it is completely incomprehensible with whom you are trying to argue.
Did so far someone wrote that it is unnecessary and you shouldn't to do that?  :confused:
Until now, you could did prepare a patch and paste it here, which allowing it to tests for others,
and probably most of testers will write that you have done a good job.  :thumbup:

At the moment I have a feeling that discussion in this thread will continue until at least the appearance of stable version 3.18.0  :-X


tiger

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Re: Updated Megapack Animations
« Reply #13 on: 11 November 2013, 21:34:02 »
As a animator I know how the animations effect gameplay. I'm trying to explain it to everyone else.
So I'll get together a small techtree and post a download for you guys to test. And you can see how it works.

MoLAoS

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Re: Updated Megapack Animations
« Reply #14 on: 11 November 2013, 22:17:56 »
Not sure how many times I have to say it. "The New Animations Will Not Effect ANYTHING at all"
all they do is make the game look beter. NOTHING ELSE.
...This has nothing to do with the FPS at all it will effect nothing...
  :o If you you really believe in what you wrote, then maybe you shouldn't to do that.  :-\
A lot of things have an impact on the amount of FPS and on 101% everything related with animation.
...I would also like to mention the obvious thing, that the acceleration of animation results in greater demand for "PC resources" so you have to do it in moderation...
...but maybe if you can write it with larger font and more red then I'll believe it.  :P

For me it is completely incomprehensible with whom you are trying to argue.
Did so far someone wrote that it is unnecessary and you shouldn't to do that?  :confused:
Until now, you could did prepare a patch and paste it here, which allowing it to tests for others,
and probably most of testers will write that you have done a good job.  :thumbup:

At the moment I have a feeling that discussion in this thread will continue until at least the appearance of stable version 3.18.0  :-X

It seems like you are the one he is talking to. He isn't "accelerating" the animation, so your comment is irrelevant. Realistic animations are not so much about the number of frames or speeding them up as creating movement that properly follows real human movement. He is saying he will make animations where the body parts move in a more correct manner, which will have no effect on performance since each animation is the same number of frames and has an almost identical amount of data to process as the current animations.

filux

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Re: Updated Megapack Animations
« Reply #15 on: 11 November 2013, 23:11:49 »
...It seems like you are the one he is talking to...
Good to know, thx.  :)

...He isn't "accelerating" the animation, so your comment is irrelevant...
...and many dying animations were played to slow. (the animation was fine just not the speed)...
Some animations in Megapack are poor (e.g. Indian's Axe thrower which wagging a hammer) and some of them are too slow and some too fast.

Work comes down to change the animation or speed or both of them.
Well done and optimized able to improve the quality and even at the same time can affect the minimum amount of FPS improvement.


tiger

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Re: Updated Megapack Animations
« Reply #16 on: 12 November 2013, 01:49:59 »
Finally! Someone who knows what he's talking about! Thanks MoLAoS.  :)

titi

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Re: Updated Megapack Animations
« Reply #17 on: 12 November 2013, 21:52:12 »
I got mixed up a bit with the latest changes made in Romans. Please don't change the other techtrees ( at least not now before the release ).

If you want to improve something in roman techtree:
1. convert all textures to png ( MegaGlest can do this for you via commandline parameter! )
2. change walk animation speed for Gladiator, currently its MUCH too fast
3. make a new walk animation for :
General ( this is really the worst of all, look at it form the front )
Wartime Mechanics ( bad from the front too )
Archer ( not as obvious as the other two, but not really good )
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

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Re: Updated Megapack Animations
« Reply #18 on: 12 November 2013, 22:36:18 »
I redid most of the textures and animations in Romans, and modified some the models.

The update will be done for the release hopefully.
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Coldfusionstorm

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Re: Updated Megapack Animations
« Reply #19 on: 12 November 2013, 22:56:52 »
Should the animation not be bind-to-anim-progress
??
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titi

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Re: Updated Megapack Animations
« Reply #20 on: 13 November 2013, 16:25:43 »
a hint for the buildings:
If all the roofs are made with the same texture it looks a bit boring and too similar. Better use different ones.
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Re: Updated Megapack Animations
« Reply #21 on: 13 November 2013, 17:20:26 »
What roofs? the houses in the forum?
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tiger

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Re: Updated Megapack Animations
« Reply #22 on: 23 November 2013, 19:27:57 »
Ok Titi. Is it ok to add my new animations into Egypt now?

titi

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Re: Updated Megapack Animations
« Reply #23 on: 24 November 2013, 17:23:09 »
Sorry no, at least don't check in such stuff. The release is still not final in my eyes and I bet we will release one or two compatible patch versions soon. CHanging data at the moment will break compatiblility, so no , no changes now.
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tiger

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Re: Updated Megapack Animations
« Reply #24 on: 24 November 2013, 18:37:27 »
Ok then. Let me know when it is ok to add them in.

 

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