Age of Empires II (2013)

Age of Empires II (2013)

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wundrige 1 16 Jan, 2019 @ 9:09am
animation for fire ship attack
hello, i'm working on an update for the jurassic park graphic mod.

for this i need to have some units reskinned as dinos. the units on land are no problem. they are almost finished. but, the ships ...

the fire ship: i want it to look like a crocodile. everything looks fine, it moves nice and the animation works but when it attacks the animation is f*cked up. it just shows some random sprite of the animation. i'm working with A.G.E. and there is a box where it says "sequence type" and when i changed the number there, that seemed to change something of the animation, but i'm not quite sure what it does. i tryed all the numbers from 1 to 15 and the only number here that makes the animation almost work was 7. but it's still f*cked up and i dont know why. can anybody help?

havnt found any animated reskin of any ship so i really cant look at any reference. :(

maybe somebody knows
Last edited by wundrige; 16 Jan, 2019 @ 9:10am
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Showing 1-15 of 20 comments
SpoOkyMagician 25 16 Jan, 2019 @ 7:59pm 
This may help. Making animations works requires specific naming and such.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=467467124

Edit: Just in case, read this too. Pretty useful info.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=190070326
Last edited by SpoOkyMagician; 16 Jan, 2019 @ 8:00pm
Jagulars 4 17 Jan, 2019 @ 5:54am 
Do you mean the crocodile is a random sprite or the fire ball is a random sprite?

If the crocodile is random, it could be related to the fact that ships don't have an attack animation. The projectile just appears from the still frame of the ship.
You need to change the Angle Count and Frame Counts to match so that each angle has the correct amount of attack frames.

Try to see graphic variables of attack animations of land units, which do have attack animations.
Last edited by Jagulars; 17 Jan, 2019 @ 5:57am
wundrige 1 17 Jan, 2019 @ 7:29am 
@SpoOkyMagician: thanks for that, i read them both before. i got a specific problem and i'm not sure if there is any solution to that.


@Jagulars: its a random crocodile sprite. i changed the angle count and the frame count so i really dont know what's the problem besides the fact that ships actually dont have an animation so my guess is that i's just not possible to have an attack animation for ships? but i was surprised: why doesnt it work with the attack animation but the moving crocodile and the standing crocodile are looking fine? In A.G.E. the animation looks perfectly fine but when i attack in game, the attack animation looks disordered.
Last edited by wundrige; 17 Jan, 2019 @ 7:31am
Jagulars 4 17 Jan, 2019 @ 7:57am 
Consider this:
Your attacking crocodile has 5 frames towards each direction, let's say 8 directions (normal for land units). That's a total of 40 frames.
The fire ship has 1 frame towards 16 directions. A total of 16 frames.

The fire ship has 1 frame per angle. If your crocodile is also set as 1 frame per angle it's going to look random.

Whereas a fire ship makes a full circle in 16 frames, a crocodile makes a full circle in 40 frames. However if the program thinks that the crocodile also makes a full circle in 16 frames it's going to look random. The program doesn't know how many frames there are if you don't tell it.

What you want is the program to choose a new set of frames for the croodile every 5 frames (if your crocodile has 5 frames per angle)
Last edited by Jagulars; 17 Jan, 2019 @ 7:58am
wundrige 1 17 Jan, 2019 @ 8:59am 
@Jagulars: as i said, i changed the frames per angle to the amount of the frames per angle the crocodile got. the moving fireship got only 1 frame per direction too but my moving crocodile animation looks fine. its only the attack animation that looks like a random sprite.
Jagulars 4 17 Jan, 2019 @ 9:17am 
Ah, sorry I didn't read your message with attention.

Did you also change the Mirroring Mode? If you change the amount of directions, it's necessary to also change that. I think the latest AGE will calculate the correct number for your when you hover the cursor over the Angle Count.

Also, is your crocodile a ship class? Warship (class 22 I think). It may have something graphic related hardcoding to it which causes the issue. (Many of the classes have things that dont work with other classes)

I would recommend to not use a ship as a base for your crocodile. Instead, use a land unit and give access to all terrain types so it can move on water.
wundrige 1 17 Jan, 2019 @ 9:53am 
@Jagulars: pls have a look here: https://www.youtube.com/watch?v=BWW6yLs0zRE
that's what it looks like. the moving animation looks fine, as well as the standing animation, its only the attack animation...

i took the fast fire ship as base for the crocodile, so its still class 22. also the mirroring mode is fine. as i said, the animation looks fine in A.G.E., just f*cked up in game.

i would love it to work as a reskin for the fast fire ship instead of making a new unit since there are already maps with that unit... also i cant give a land unit access to all terrain types for the crocodile. i mean, the crocodile on land looks diffrent than the crododile in water (since there is less visible of the crocodile...).

wundrige 1 17 Jan, 2019 @ 9:55am 
oh btw. i got rid of that fire, didnt wanted it to be there so i added an empty slp for the fire. but i guess that shouldnt be the problem?
Jagulars 4 17 Jan, 2019 @ 11:54am 
It's possible to also create to use a land unit and give it access only to water. Also, if your map already has units, you can replace the fire ship in the data with your new crocodile unit when all the fire ships in the map will also be replaced.

Anyway, can you post a screenshot of the AGE window with the attack graphic?
wundrige 1 17 Jan, 2019 @ 12:50pm 
ok i guess i'll give that creating-a-land-unit-and-converting-it-to-a-water-unit a try 11
gonna need some reading though. got no idea how to manage this. gonna try tomorrow

here the screenshots: https://imgur.com/k89e1Dw
actually the fireship is still the same, i replaced only the SLPs. (now called DEINO)

this is the DEINO_AN SLP https://imgur.com/JV6NxDq
Jagulars 4 17 Jan, 2019 @ 12:57pm 
Hmm, are you sure that Frames per Angle is correct? 37 for each 8 angles (3 of which are mirrored). Do you really have 185 unique frames for the attacking animation?
wundrige 1 17 Jan, 2019 @ 12:58pm 
Originally posted by Jagulars:
Hmm, are you sure that Frames per Angle is correct? 37 for each 8 angles (3 of which are mirrored). Do you really have 185 unique frames for the attacking animation?

lol yes
Jagulars 4 17 Jan, 2019 @ 1:01pm 
Alright. Then it may related to the Frame Delay in the unit data. Try setting it to 5.55

That's the amount of time it takes for a full graphic loop with the current settings.
wundrige 1 17 Jan, 2019 @ 1:03pm 
it wouldnt let me enter 5.55 there. must be whole number?
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