Reload animations

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AtheistDane
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Reload animations

Post by AtheistDane »

Hi All,

Anyone know of a reload animation mod that fixes the jerking reload animations?

Thanks in advance,
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RebBugler
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Re: Reload animations

Post by RebBugler »

The B&F mod slows down the loading sequence making it appear less hectic. Whether this smooths it out enough for your immersion bar you'll just have to test and see. Please keep in mind that all loading sequences are abstract representations displaying an acceptable amount of frames that make the sequence appear real at a distance or at first glance. Including all the frames necessary for a 30 to 40 second loading sequence probably won't happen with this engine since it would limit the number of different sprites drastically due to the performance hit caused by the additional loading sprite frames.
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AtheistDane
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Re: Reload animations

Post by AtheistDane »

Thanks! I'll give it a try right away.
Last edited by AtheistDane on Fri Jul 21, 2017 1:32 am, edited 1 time in total.
AtheistDane
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Re: Reload animations

Post by AtheistDane »

So now I've tried the B&F mod, and it doesn't fix it.

It seems there three frames/animations that go into firing:
1. Ramming the bullet down the barrel. (reload animation)
2. Priming the weapon with a percussion cap. (priming animation)
3. Firing. (Firing animation)

The problem is that the units repeat 1 & 2 at least three times before firing.

Would it be possible to increase the amount of time the unit is reloading? How would I do that?
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RebBugler
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Re: Reload animations

Post by RebBugler »

Unitpack.csv is what I messed with...Timing column.
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TheBaymonster
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Re: Reload animations

Post by TheBaymonster »

Yeah, it seems that animation itself can be a little wonky. Either way, it does seem to go super human fast. Try adding this to your mods.


Slower Loading Animations


It slows the animation speed of the reload greatly (without changing the actual reload times), but soldiers will still do that percussion cap thing at the end. I don't think there is anything that can be done about it- regiments fire at different rates and that end sequence acts as a buffer I believe.

For example, I tried slowing the reload speed animation to a stupid slow speed, and halfway through the animation they would just stop and fire. I timed the speed to try and line up where they wouldn't do the thing at the end, but then the animation itself looked WAY too slow. Not only that, but you come again to the issue where different regiments will fire at different speeds so it never will line up perfectly.

This is the best fit I could work out. Still not great, but give it a go and you may prefer it over default.

EDIT: This will not work with the Bloodbath mod!
Last edited by TheBaymonster on Fri Jul 21, 2017 6:54 am, edited 1 time in total.
Davinci
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Re: Reload animations

Post by Davinci »

I use the following Settings...

Load - 16 Angles 8 Frames
Ready- 16 Angles 8 Frames
Fire - 16 Angles 24 Frames

With a Timing of 80 for each one of those.

davinci
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TheBaymonster
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Re: Reload animations

Post by TheBaymonster »

I use the following Settings...

Load - 16 Angles 8 Frames
Ready- 16 Angles 8 Frames
Fire - 16 Angles 24 Frames

With a Timing of 80 for each one of those.

davinci
Glad you posted this... I didn't realize the "ready" animation was that repeating loop at the end of a loading sequence :silly:. I did notice that you halved the default 16 frames to 8. What does that do? Simply cut half of them out? AtheistDane, I updated the mod above and it looks good to my eye now. Also corrected an issue where soldiers would "fire" before they raised their muskets. Here's a quick vid of what the changes look like:

Last edited by TheBaymonster on Fri Jul 21, 2017 5:05 pm, edited 1 time in total.
AtheistDane
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Re: Reload animations

Post by AtheistDane »

I use the following Settings...

Load - 16 Angles 8 Frames
Ready- 16 Angles 8 Frames
Fire - 16 Angles 24 Frames

With a Timing of 80 for each one of those.

davinci
Glad you posted this... I didn't realize the "ready" animation was that repeating loop at the end of a loading sequence :silly:. I did notice that you halved the default 16 frames to 8. What does that do? Simply cut half of them out? AtheistDane, I updated the mod above and it looks good to my eye now. Also corrected an issue where soldiers would "fire" before they raised their muskets. Here's a quick vid of what the changes look like:

Thank you! I'll give it a try right away.
Davinci
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Re: Reload animations

Post by Davinci »

I did notice that you halved the default 16 frames to 8. What does that do? Simply cut half of them out?
Negative, it is sort of hard to follow this if you are looking at the newer "Packed" Sprites.

But, before the game started packing them in the PNG format they were in plain DDS sheets.

The First and Second DDS sheet - Loads the musket and does the percussion thing.

The Third and Fourth DDS sheet - Starts the ramming process of the muskets.

The Fifth - thru - Tenth DDS sheet starts the raising and the firing of the musket.

So - there are "Ten DDS Sheets" and each one has a value of "Four" frames. Ten Sheets times Four = 40

So, all of the values below must equal "Forty" to display properly.

Load - uses two sheets - Four times Two equal Eight Frames.
Ready - uses two sheets - Four times Two equal Eight Frames.
Fire - uses six sheets - Four times Six equals Twenty-four Frames.

Now, (8+8+24) = 40

davinci
Last edited by Davinci on Sat Jul 22, 2017 6:50 am, edited 1 time in total.
The only true logic is that, there is no true logic!
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