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.
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