[Release] Inertia's Animation Pack - Hirelings

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Inertias
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[Release] Inertia's Animation Pack - Hirelings

Post by Inertias » Sun Jan 10, 2016 2:09 am

Hi everyone, this next part of my animation pack contains 6 new hireling animations (11 total if you count the color variations for the mage)! I'm not sure how much hirelings can be modified, or what can be done coding wise for them, but these new animations make for a lot of interesting weapon and armour combinations. If not, these animations can definitely fit as monster animations or even NPC animations instead.

These animations and 3d models were ripped by a youtuber named rroobboo 999. The models and animations were taken from Heroes of Might and Magic VII and I believe Tera Online. I did the job of rendering and converting them.

Here's a preview of all the new hirelings in-game:
Image

Keep in mind that this pack does not include any animdata.d2 entries. The .COF files were fixed so that you shouldn't see blinking animations in-game, but event information will most certainly have to be tweaked.

Download: http://www.mediafire.com/download/xgc83 ... elings.rar

Enjoy!

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jetaman
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Re: [Release] Inertia's Animation Pack - Hirelings

Post by jetaman » Sun Jan 10, 2016 10:02 am

Thanks Inertia! Good job! But if you don't provide animdata entries, how should we know the number of frames per direction and trigger frames?

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Re: [Release] Inertia's Animation Pack - Hirelings

Post by kingpin » Sun Jan 10, 2016 10:06 am

Open the animations in gif animator or similar tool and you can easy check frames e.tc.

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Re: [Release] Inertia's Animation Pack - Hirelings

Post by Inertias » Sun Jan 10, 2016 12:48 pm

jetaman" wrote:Thanks Inertia! Good job! But if you don't provide animdata entries, how should we know the number of frames per direction and trigger frames?
You will have to open the .dcc files in CV5 or another .dcc editor and check fpd. I suppose I might as well provide the fpd in a .txt in future releases, as it would be more convenient.

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Re: [Release] Inertia's Animation Pack - Hirelings

Post by jetaman » Sun Jan 10, 2016 1:19 pm

Also, when making cof files did you set the trigger value and trigger frame? We also need to know that.

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Inertias
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Re: [Release] Inertia's Animation Pack - Hirelings

Post by Inertias » Sun Jan 10, 2016 1:49 pm

jetaman" wrote:Also, when making cof files did you set the trigger value and trigger frame? We also need to know that.
As I said, the .COF files were only modified to fix any blinking frames. Anything else will have to be tweaked yourself, unfortunately. This might change for future releases, but I'd rather have the animations released asap.

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Re: [Release] Inertia's Animation Pack - Hirelings

Post by Inertias » Mon Jan 25, 2016 12:00 am

I made the portraits for all hirelings. Download here: http://www.mediafire.com/download/2v2h4 ... traits.rar

Image

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Re: [Release] Inertia's Animation Pack - Hirelings

Post by saesa » Mon Jan 25, 2016 1:54 am

Sweet pictures.
PK

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Re: [Release] Inertia's Animation Pack - Hirelings

Post by Xaphan » Mon Jan 25, 2016 1:41 pm

jetaman" wrote:Thanks Inertia! Good job! But if you don't provide animdata entries, how should we know the number of frames per direction and trigger frames?
Use the tool called coftxtv2 (by Paul SIRAMY). It will read all your cof files in your mod folder and generate all animdata.txt lines for you to use and set animdata.d2 correctly :)

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Re: [Release] Inertia's Animation Pack - Hirelings

Post by jetaman » Tue Jan 26, 2016 10:40 pm

Thanks Xaphan for a handy tools, I didn't know about it.
Thanks Inertias, for your work. Nice pictures :)

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