View Full Version : 11 Teuton Units


danrell
Aug 04, 2007, 01:17 PM
http://forums.civfanatics.com/downloads/teuton_01_K6Z.jpg
http://forums.civfanatics.com/downloads/teuton_02_k98.jpg
http://forums.civfanatics.com/downloads/teuton_03_66i.jpg
http://forums.civfanatics.com/downloads/teuton_04_bzU.jpg

Enjoy :)
http://forums.civfanatics.com/downloads.php?do=file&id=6433&act=down

Axeman -----------------------------use "Warrior" animations
Archer--------------------------------use "Archer" animations
Swordsman------------------------has been included
Pikeman----------------------------use "Pikeman" animations
Spearman--------------------------has been included
Maceman---------------------------use "Swordsman" animations
Chariot------------------------------use "EgyptianWarChariot" animations
Knight-------------------------------has been included
Horseman-------------------------has been included
Crossbowman-------------------use "Crossbowman" animations
Longbowman---------------------use "Longbowman" animations

Rabbit,White 's "How to add units, a guide."
http://forums.civfanatics.com/showthread.php?t=176460

woodelf
Aug 04, 2007, 01:18 PM
More nice stuff. Thanks danrell.

GeoModder
Aug 04, 2007, 03:10 PM
Quality stuff again, danrell. :goodjob:

asioasioasio
Aug 04, 2007, 04:57 PM
As usual A+ work - Firaxis should learn from you how to make units :)

thomas.berubeg
Aug 04, 2007, 08:08 PM
beautiful...
may i use these in the arda mod?

danrell
Aug 05, 2007, 09:41 AM
beautiful...
may i use these in the arda mod?

Yes,ok------

Zuul
Aug 05, 2007, 05:58 PM
Wow those chariots are splendid :).

Chuggi
Aug 07, 2007, 09:18 AM
Great work, I love the shield you made.

esnaz
Aug 07, 2007, 08:09 PM
Those are very nice. Its interesting to compare your units to the ones in the picture you provided, and there area lot of simimlarities. Great work!

The Navy Seal
Aug 08, 2007, 10:30 AM
Wow, I'm going to be able to use these in my Earth 1000AD scenario.

jpinard
Aug 08, 2007, 07:28 PM
My goodness there units are beautiful! I'm truly in awe.

jpinard
Aug 08, 2007, 11:14 PM
danrell - I'm missing something terribly easy. I can't get my new "Celtic Swordsman" unique unit class to use your Teutonic Swordsman graphics. Well, it's not your fault. I know how to do mod nearly everything - except actually being able to get new graphics used for units.
Can you help me?

ArbitraryGuy
Aug 08, 2007, 11:19 PM
:goodjob: This makes me want to finish the Northern Crusades mod I began so long ago...

jpinard
Aug 08, 2007, 11:45 PM
As I listed a little further up - I'm just missing one detail. How to name the files and have the associated with the xml files... I've got everything else done... Help me finish! :)

http://www.jeffpinard.com/Celtic%20Swordsman%201.jpg

plays out correctly in game too (except when I go to move it locks up because of the pink guys):

http://www.jeffpinard.com/Celtic%20Swordsman%202.jpg

jpinard
Aug 09, 2007, 01:14 AM
OK.. changed the filenames back to what the were and I'm not exactly getting what is pictured. When you say use swordsman animation... are you saying copying swordsman animation files to that directory? Or just use the swordsman text from Civ4ArtDefines_Unit.xml with just the Maceman.nif renamed in the xml?

The only time I've gotten anything close to what you have is when I used xml from the Charlemagne mod. But the shield had really bad clipping over the bottom of the unit's robes. Can you please help? Maybe even post the appropriate xml section?

This is the only thing that got me close:

<UnitArtInfo>
<Type>ART_DEF_UNIT_CELTS_SWORDSMAN</Type>
<Button>,Art/Interface/Buttons/Units/Worker.dds,Art/Interface/Buttons/Charlemagne_Atlas.dds,2,2</Button>
<fScale>0.42</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Celts_Swordsman/Maceman.nif</NIF>
<KFM>Art/Units/Charlemagne_HeavySwordsman/HeavySwordsman.kfm</KFM>
<SHADERNIF/>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

and here's the result:

http://www.jeffpinard.com/Celtic_Knight.png

danrell
Aug 09, 2007, 03:25 AM
[QUOTE=jpinard;5795502]OK.. changed the filenames back to what the were and I'm not exactly getting what is pictured. When you say use swordsman animation... are you saying copying swordsman animation files to that directory? Or just use the swordsman text from Civ4ArtDefines_Unit.xml with just the Maceman.nif renamed in the xml?

The only time I've gotten anything close to what you have is when I used xml from the Charlemagne mod. But the shield had really bad clipping over the bottom of the unit's robes. Can you please help? Maybe even post the appropriate xml section?

This is the only thing that got me close:

<UnitArtInfo>
<Type>ART_DEF_UNIT_CELTS_SWORDSMAN</Type>
<Button>,Art/Interface/Buttons/Units/Worker.dds,Art/Interface/Buttons/Charlemagne_Atlas.dds,2,2</Button>
<fScale>0.42</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Celts_Swordsman/Maceman.nif</NIF>
<KFM>Art/Units/Charlemagne_HeavySwordsman/HeavySwordsman.kfm</KFM>
<SHADERNIF/>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>


Just change this: <KFM>Art/Units/Swordsman/Swordsman.kfm</KFM>

jpinard
Aug 09, 2007, 03:49 AM
Perfect! Ohhhh, I was so close too! Thanks for coming in and saving my sanity. As I said in your other threads... your work is phenomenal. All rated A+

... and is that shadow file correct? <ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>

Last but not least. How did you get such a nice shot of all the spearman lined up and in formation?

danrell
Aug 09, 2007, 04:00 AM
Perfect! Ohhhh, I was so close too! Thanks for coming in and saving my sanity. As I said in your other threads... your work is phenomenal. All rated A+

... and is that shadow file correct? <ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>

Last but not least. How did you get such a nice shot of all the spearman lined up and in formation?

Use this:
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>

You can find similar unit's <UnitArtInfo>, then copy & patse to create the unit.

sorry my bad english:)

jpinard
Aug 09, 2007, 04:14 AM
Use this:
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>

You can find similar unit's <UnitArtInfo>, then copy & patse to create the unit.

sorry my bad english:)

I see your from Hong Kong. My sister lives in Suzhou and speaks Mandarin as a second language... so I understand :)

So how did you get the spearman all lined up so nicely? (see pic)

http://www.jeffpinard.com/Spearman.png

You have them in a formation I never see in-game.

danrell
Aug 09, 2007, 04:43 AM
I see your from Hong Kong. My sister lives in Suzhou and speaks Mandarin as a second language... so I understand :)

So how did you get the spearman all lined up so nicely? (see pic)

http://www.jeffpinard.com/Spearman.png

You have them in a formation I never see in-game.

You can add my CIV4FormationInfos.xml in XML\Units,
then open CIV4UnitInfos.xml to edit this:

<iGroupSize>------"how many units"
and
<FormationType>------"FORMATION_TYPE_A to FORMATION_TYPE_E"

e.g.
<UnitMeshGroups>
<iGroupSize>9</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>9</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>3</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_ENG</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_C</FormationType>
<HotKey/>

jpinard
Aug 09, 2007, 05:39 AM
Awesome. Thanks!

GIR
Aug 11, 2007, 05:00 AM
wow - just wow :eek: :goodjob:

jpinard
Aug 11, 2007, 05:24 PM
You can add my CIV4FormationInfos.xml in XML\Units,
then open CIV4UnitInfos.xml to edit this:

<iGroupSize>------"how many units"
and
<FormationType>------"FORMATION_TYPE_A to FORMATION_TYPE_E"

e.g.
<UnitMeshGroups>
<iGroupSize>9</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>9</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>3</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_ENG</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_C</FormationType>
<HotKey/>

Will your formations file make all the formations nice and cool like that? Or just the Teutonic Knights I added?

jpinard
Aug 14, 2007, 03:28 PM
Danrell - Are you sure you've got the right pikeman.nif in the zip? I feel almost positive I have everything correct and it's still showing up as the old pikeman.

Here's what I have:

* Pikeman_German folder renamed to Celts_Pikeman
* That folder is dropped in the \\CustomAssets\art\units\\ directory
* Here's the text I added for the Civ4ArtDefines_Unit.xml
<UnitArtInfo>
<Type>ART_DEF_UNIT_CELTS_PIKEMAN</Type>
<Button>,Art/Interface/Buttons/Units/Pikeman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,7,1</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Celts_Pikeman/pikeman.nif</NIF>
<KFM>Art/Units/Pikeman/Pikeman.kfm</KFM>
<SHADERNIF>Art/Units/Pikeman/Pikeman_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

Everything else is fine. It's an additional UU for the Celts, same stats as Pikeman, it shows up in the Civpedia correctly etc. Just the pikeman model is still the old one.

danrell
Aug 14, 2007, 03:36 PM
Danrell - Are you sure you've got the right pikeman.nif in the zip? I feel almost positive I have everything correct and it's still showing up as the old pikeman.

Here's what I have:

* Pikeman_German folder renamed to Celts_Pikeman
* That folder is dropped in the \\CustomAssets\art\units\\ directory
* Here's the text I added for the Civ4ArtDefines_Unit.xml
<UnitArtInfo>
<Type>ART_DEF_UNIT_CELTS_PIKEMAN</Type>
<Button>,Art/Interface/Buttons/Units/Pikeman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,7,1</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Celts_Pikeman/pikeman.nif</NIF>
<KFM>Art/Units/Pikeman/Pikeman.kfm</KFM>
<SHADERNIF>Art/Units/Pikeman/Pikeman_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

Everything else is fine. It's an additional UU for the Celts, same stats as Pikeman, it shows up in the Civpedia correctly etc. Just the pikeman model is still the old one.

change this:

<NIF>Art/Units/Celts_Pikeman/pikeman.nif</NIF>
<KFM>Art/Units/Pikeman/Pikeman.kfm</KFM>
<SHADERNIF>Art/Units/Celts_Pikeman/pikeman.nif</SHADERNIF> <-----:)
<ShadowDef>

jpinard
Aug 14, 2007, 03:52 PM
Oh my goodness. I spent like 6 hours trying to figure this out and you got it in just one second. Thank you! I was getting so frustrated! I have no idea how I missed this in rabbits guide.

Know what else is funny? I made your Teutonic macemen heavy Celtic swordsman... and there's nothing in that line at all. Should there be? Here's what it looks like (but it appears to work just fine):

<UnitArtInfo>
<Type>ART_DEF_UNIT_CELTS_SWORDSMAN</Type>
<Button>,Art/Interface/Buttons/Units/Worker.dds,Art/Interface/Buttons/Charlemagne_Atlas.dds,2,2</Button>
<fScale>0.42</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Celts_Swordsman/Maceman.nif</NIF>
<KFM>Art/Units/Swordsman/Swordsman.kfm</KFM>
<SHADERNIF/>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

danrell
Aug 14, 2007, 03:58 PM
Oh my goodness. I spent like 6 hours trying to figure this out and you got it in just one second. Thank you! I was getting so frustrated! I have no idea how I missed this in rabbits guide.

Know what else is funny? I made your Teutonic macemen heavy Celtic swordsman... and there's nothing in that line at all. Should there be? Here's what it looks like (but it appears to work just fine):

<UnitArtInfo>
<Type>ART_DEF_UNIT_CELTS_SWORDSMAN</Type>
<Button>,Art/Interface/Buttons/Units/Worker.dds,Art/Interface/Buttons/Charlemagne_Atlas.dds,2,2</Button>
<fScale>0.42</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Celts_Swordsman/Maceman.nif</NIF>
<KFM>Art/Units/Swordsman/Swordsman.kfm</KFM>
<SHADERNIF/>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

I don't know also , perhaps needn't add this one ;)

thegreats
Aug 18, 2007, 11:57 PM
One question are they teuton or templar?

geminisama
Aug 20, 2007, 04:03 PM
These are amazing!

Altantis24
Aug 21, 2007, 01:04 PM
Hi, this may be a stupid question but i am kinda new to this stuff. Which one of the art files do you use for this part

<NIF>Assets/Art/Units/Archer_German/archer.nif.nif</NIF>
<KFM>Art/Units/Archer/Archer.kfm</KFM>
<SHADERNIF>Assets/Art/Units/Archer_German/MountedInfantry_128.nif</SHADERNIF>

I can figure out the NIF one but the other two I have no clue. I am using the Teuton Units but I am unable to figure out which image i am suppose to use. Can anyone clear this up for me, I would be extremly grateful. I am trying to the Archer one right now if that helps any.

Chuggi
Aug 21, 2007, 01:09 PM
<NIF>Assets/Art/Units/Archer_German/archer.nif.nif</NIF>
<KFM>Art/Units/Archer/Archer.kfm</KFM>
<SHADERNIF>Assets/Art/Units/Archer_German/MountedInfantry_128.nif</SHADERNIF>

Change to :

<NIF>Assets/Art/Units/Archer_German/archer.nif</NIF>
<KFM>Art/Units/Archer/Archer.kfm</KFM>
<SHADERNIF>Assets/Art/Units/Archer_German/archer.nif</SHADERNIF>

Altantis24
Aug 21, 2007, 01:27 PM
okay thanks alot

Altantis24
Aug 22, 2007, 02:05 PM
Okay now i have another problem, the units don't show up the way they should in the game. They look like the old ones, not the cool Teuton ones. Here is just one of my art defines xml, maybe there is something wrong...


</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_MACEMAN</Type>
<Button>,Art/Interface/Buttons/Units/Maceman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,8,5</Button>
<fScale>0.6</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Assets/Art/Units/Maceman_German/Maceman.nif</NIF>
<KFM>Art/Units/Maceman/Maceman.kfm</KFM>
<SHADERNIF>Assets/Art/Units/Maceman_German/Maceman.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/MacemanShadow.nif</ShadowNIF>
<ShadowAttachNode>LionBip Spine</ShadowAttachNode>
<fShadowScale>.6</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>

mamba
Aug 25, 2007, 12:08 PM
Thanks for these units danrell, I like them so much I started learning how to edit the CIV xml files in order to add them :)

As other people who want to use them will have to go through the same steps, I decided to post a mod here which replaces all the standard civs with alternatives which use your units.

If you are iterested in it, get it here (http://forums.civfanatics.com/showthread.php?t=240115)

All units are included, so you do not need to download them separately.