This might do. on a tablet right now, so cant say for sure. You will have to f6 build the project, then copy the sprites folder from the release you posted the pic from, to the bin/debug and release folders to match what you already have. This should work. Get it now.
You will have to download Calibans animations directory from totalwar fansite. Or you can use the mtw2 unpack tool to extract the animations that are already part of the game. The previous total war rome used .cas as the format for it's models, so be careful, as mtw2 uses them for the strat map models. The typical name for an animation as example> sword_att_fail or something like that. I am on tablet right now, so i cant be exact. I think main_general refers to a strat map model.
Oh, i should probably add in step 3 you are adjusting the position to center the model, because the animation will translate the model away from center.
Here are a couple of programs I googled to help make sprites. Check them out.
Fragmotion I don't know how much it costs, but it can be used for free. It has a window that you have to type the Lord's prayer in. That will unlock the program for a week. It has a builtin function for creating sprites, just mess around with it and see.
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SpriteForge I think this one was easier to create sprites with, but the free version will only let you create one 50 x 50 sprite at a time. However, you can do all of the directions at once, you just have to combine them into one sheet.
Since you have permission to use models from the Call of Warhammer mod, try this:
Follow these steps to get a new sprite into the game
1. convert model to ms3d format with Mesh_2_ms3d_beta_1_8 if converting RTW model, use GOAT_version1_1, and do not use Knight errant skel.
2. use GOAT_version1_1 Animerge function to add a Mtw2.cas animation to the model for this to work, the model filename must end in _lod0 !!!
3. import in fragmotion and add the textures, setting the emissive color to white cycle through the anim, using export pose on wanted frames to .b3d before export, adjust the model positions
4. import .b3d anim in spriteforge set fullbright-ignore lighting set zoom--center the model and zoom to fill the window set output to size 50,50 and frames 1,1 no footer
5. use spritesheeteditor(google it) to combine frames make sure first spr is facing up, then rest rotate to the right save as png
6. open png in pdn, using wand to select whitespace, and delete it, then save also, fix any spots that look wrong
Sorry to hear that. Here is the last update for a while. Now, you can toggle the drawing of the debug info with the space key. It only draws one chunk of the regions at a time, which you can increment with the B key. Get it while it's hot. Will take it down soon.
And here is the source for my game project. Something in it might be useful for someone to make an editor. I don't have Rob's files in yet, so this project really shouldn't be shared, because I currently convert the DarkOmen assets to a different format. Not currently using the PRJ terrain and attribute data, I couldn't get them to work right, so I rolled up the .map you can see in the b101 folder. I ended up having to do raycasts on the terrain to generate heightmap data. The shaders don't have any lights, but it should be easy to add Phong, etc. There is a lot wrong with it, and a LOT to do, but it's better than nothing I guess. No docs, and no help. Sorry. To use, you need Visual Studio 2010(Express is fine and free) and the full XNA framework 4.0.
Oops! I was in a hurry and made a serious mistake. The path to get the arm files was still hardcoded, so the last listing will crash and make you mad. Delete that, and use this instead.
Here are some projects for loading the dark omen files. Be warned, I am not a qualified software engineer, so if they cause a Conflagration of Doom on your house, don't blame me.
To run these projects, you will need Visual Studio 2010. The Express edition is fine.
ParsePrj This MIGHT need the terrain and attribute blocks fixed. Export images of them to see. Modeled after the files in the do projects from your tools section. However, this does not match the .cs files from the earlier post. So, check it out, and post if you find out.
ParseBtb
ParseShd can export images of shd files
unitcreator load arm files. when saving, the file size is the same, but the file is a little different because of junk in the strings. I did not fix because i planned on making my army file format a little different.
These projects don't do much other than save and load the dark omen files, but they should be a good start. olly, can you post this zip in your tools section?
Here is a 2d project I am using to help me figure out Astar pathfinding. It looks like I will need to use multiple grid sizes for the regiments. In addition to VS2010, for this you need to have XNA GameStudio 4.0 refresh. If I left the files in the bin\Release folder, you can just get the XNA 4 redist to run(assuming you have DotNet 4.0).
Here is a sample of my current progress. Yes, the camera is jerky, and there are garbage collection stalls, but I am in the middle of another disaster, so they will have to wait. You need the XNA 4 redist to run.
Thanks for the other projects. They will be a lot of help. I was surprised to see that they might have used boids in DO, that would have been new stuff at the time.
For the base mesh I set the effect for the meshpart based on the texture name, and it works ok. The problem I was having was easily solved once I added the textures to the project again. XNA4 uses premultiplied alpha by default, and I had a texture set to turn that off, which caused the weird looking render. Tore my hair out for a week before I figured that out. Going forward, the easiest fix for that and the trees would be to keep clipping the black (0,0,0) and change the color of the black I want to keep to a different shade like (8,8,8).
Clipping out black leaves the top see-through, and I have no idea what is causing that line on the edge. I am currently changing the technique according to the texture name, because I don't want to see through the black on the base.
I have a few questions for the author of the Map Viewer(Rob?). I have been messing around, trying to get a C# engine going, and I am having problems rendering. Using your tools and looking at your project, I still cant get the base to look right.
In b101, for the tree groups are you using the mesh part's texture name to toggle the color keying? Can you describe how you render the base, _gtregp1 in particular. The black color key is giving me trouble. How do you handle the transparency?
Are you using the shd file in the map viewer to draw the shadows on the base? Or the heights and macroblock from the prj terrain section?
The attr block is listed as being packed 2 to a byte. Can you post a pic of your attr block and terrblock (as bmp?) so I can compare? My attr doesn't look quite right.