View Full Version : Heavy Ironclad Battleship


GeneralMatt
Sep 25, 2007, 02:40 PM
I promised to redo this to so here it is.

It does not animate in that the recoil does not work, not o the cannons. This I cannot figure out, I put it to that I got a new version of blender and the Nif Scripts so something is messed up.
I am working on it though.

This is a two masted ship, it does not carry a turret, but it fits better with and carries more guns than the HMS Warrior which I remodeled to make this.

It uses the Frigates kfm.

http://forums.civfanatics.com/downloads//ironbattleship_xiE.jpg

Download (http://forums.civfanatics.com/downloads.php?do=file&id=7183)

Button included


Edit: Thanks to Thomas SG, this now works with animations! Applauds to him if you please! :clap:

GeoModder
Sep 25, 2007, 02:45 PM
So, the cannons do smoke when firing, but the ship doesn't recoil when they do? And the ship "wobbles" a bit on the waves like the frigate?

In any case, its a beautiful model. :goodjob:

GeneralMatt
Sep 25, 2007, 02:46 PM
Well actually I didn't see the smoke, see my current PC isn't good enough to run effects and I forget to turn them on when testing. :p But I am working on the animations..

woodelf
Sep 25, 2007, 03:01 PM
Looks great. Very nice texture. :goodjob:

avain
Sep 25, 2007, 03:25 PM
5 stars! :goodjob:

Wolfshanze
Sep 25, 2007, 10:55 PM
Cool, thanks Matt... I'm away from home on a business trip, and my old weak laptop doesn't do Civ4, so I'll check this out when I get back home!

Thanks again, looks good.

Dom Pedro II
Sep 26, 2007, 04:20 PM
Wow! This is first rate, Matt! :thumbsup:

Wolfshanze
Sep 26, 2007, 09:40 PM
Okay Matt... I've checked it out... this is a BEAUTY! Love the ship... great as-is...

As for your animation problem, your original Ironclad BB was a single-turreted unit that used the Destroyer KFM (though it "fired" from "both" turrets). Perhaps ditching the broadside and converting this unit to a double-turretted ironclad battleship (using the Destroyer KFM) might get this unit fully animated and make it all the more unique from the Warrior-based Ironclad.

While you don't need to change a thing on the appearence of the Ironclad Battleship, here's an example of a double-turretted ironclad... perhaps as a possibility, ditch the broadside and add two turrets to this vessel (using Destroyer KFM). Maybe that would help?

If it's too much work or trouble, don't bother... I love the unit as-is, but if you want to try something differant and/or fix the animation problem, this suggestion might be worth "a shot" (pardon the pun).

Here's an example:

http://www.globalsecurity.org/military/systems/ship/images/mississippi-h48145.jpg

GeneralMatt
Sep 26, 2007, 11:20 PM
Ah, very cool. I was planning on adding turrets, but I had no suitable (And could find none) That demonstrated where the turrets would be placed.. Thank you for the image.

Wolfshanze
Sep 27, 2007, 12:01 AM
Anything I can do to help fill-out the Ironclad age!

Here's an interesting page on Ironclad types:
http://www.globalsecurity.org/military/systems/ship/civil-war1.htm

Fanatic Demon
Sep 27, 2007, 03:52 AM
Whoha, that look fantastic! :eek:

Wolfshanze
Sep 27, 2007, 08:41 AM
My Wolfshanze Mod has three ironclads in it... Ironclad Gunboat, Ironclad Cruiser and Ironclad Battleship... using the default Ironclad (Gunboat), Matt's Warrior (Cruiser) and this one (Battleship)... of course, I'm in the middle of a huge upgrade on my mod, so the v1.x one posted doesn't have the current graphics, as I'm doing a MASSIVE nation-specific overhaul to my mod. May be a few more weeks till I'm done.

This is great work by Matt though... I think he's the only one doing quality Ironclads for Civ4.

MontyLaremane
Sep 27, 2007, 09:10 AM
That's gorgeous. I especially like the mean-looking prow (I use "prow" deliberately because "bow" doesn't sound nasty enough to do it justice!). Very nice indeed.

EDIT:
Wow! This is first rate, Matt! :thumbsup:
Was that deliberate word-play? Intentional or not, I like it!

GeneralMatt
Sep 27, 2007, 01:10 PM
Anything I can do to help fill-out the Ironclad age!

Here's an interesting page on Ironclad types:
http://www.globalsecurity.org/military/systems/ship/civil-war1.htm

Thanks..
And thanks all for the compliments, I am still trying to figure the animation problem out though. Now the Warrior does not want to animate either..

keldath
Sep 28, 2007, 05:07 AM
by far one of the best looking models on the site.

good job :)

Polycrates
Sep 28, 2007, 07:10 AM
This thing is completely fricking awesome! Fantastic stuff!

btw, is it supposed to be a specific ship?

GeneralMatt
Sep 28, 2007, 10:13 AM
Thanks guys.

Polycrates@ I Kind of based it loosely off of one, let me see if I can find the image.

Here we are, the Stonewall.
http://www.wideopenwest.com/~jenkins/ironclads/Stonewal.jpg

makrisgialos
Sep 28, 2007, 04:25 PM
i agree.
although this is a perfect unit,i think that a turret would make it a genuine"ironclad"of the 1860 era.

Gedemon
Sep 28, 2007, 04:57 PM
Thanks..
And thanks all for the compliments, I am still trying to figure the animation problem out though. Now the Warrior does not want to animate either..

Great units again !

about this animation problem, you mean the warrior does not animate in your mod, but you don't change the units model itself ?

GeneralMatt
Sep 28, 2007, 08:48 PM
Yes, it is really weird. The same with this battleship. I made it to use the Frigate's kf, and it did, but it will no longer..

Gedemon
Sep 29, 2007, 10:49 AM
I don't know what may cause this problem... I've got the same kind of weird bug with 2 of your units : the HMS Warrior and the Hood.

I know the anim work or has worked for them.

And strangest : the animation is working again if I set the <iGroupSize> to 2 in the xxx_CIV4UnitInfos.xml...

GeneralMatt
Sep 29, 2007, 05:44 PM
Hmm, that is weird. I must try that group size thing, though it is really only meant to be one ship per se..

NikNaks
Sep 30, 2007, 02:52 AM
Well, we could be back to the 'comments in XML makes things go wrong' debate. Have you tried removing any comments you might have?

GeneralMatt
Sep 30, 2007, 02:56 PM
Never thought of that. Would comments at the top of the modular XML make it go weird? And may that be the cause for the modular techs not reading the prerequisites? That is another problem I am having. The tech works fine when not modular, but it will not bring up any prereqs when modular..

NikNaks
Sep 30, 2007, 03:54 PM
No, modular techs is an SDK thing, but comments half way through files (not at the top) have been found to cause weird errors.

GeneralMatt
Sep 30, 2007, 10:45 PM
Hmm, that doesn't solve anything sorry. The only comments are at the top as I never figured out how to do them..

phungus420
Oct 08, 2007, 12:07 AM
I seem to be having trouble with this unit. It's frozen, with it's guns out, no wobble, no animation at all. Looks pretty bad that way, hoping I can fix it, because it's a good looking unit otherwise. This is what I have in the Art Defines flile:

<UnitArtInfo>
<Type>ART_DEF_UNIT_STEAM_FRIGATE</Type>
<Button>Art/Interface/Buttons/Units/steamfrigate.dds</Button>
<fScale>0.24</fScale>
<fInterfaceScale>0.5</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/SteamFrigate/ironcladbattleship.nif</NIF>
<KFM>Art/Units/Frigate/Frigate.kfm</KFM>
<SHADERNIF>Art/Units/SteamFrigate/ironcladbattleship.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/FrigateShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/water_ship_wake.dds</Texture>
<fWidth>1</fWidth>
<fLength>180.0</fLength>
<fTaper>1</fTaper>
<fFadeStartTime>.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>.3</fBankRate>
<fExchangeAngle>25.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_OCEAN2</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_OCEAN2</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
</UnitArtInfo>

So, how do I fix this?

GeneralMatt
Oct 08, 2007, 02:13 PM
I know, I have been haing that problem to and I have not figured it yet, sorry. :( The way I did it used to work so I have no idea what is up..

Thomas SG
Oct 09, 2007, 03:21 AM
Please, make the animations work soon. :cry: We want to use one of your Ironships in the "[CCV] Community Civ V" - Projekt. But it must be animated! And your models are the best I've seen. :goodjob:

But without animations they are at the moment a little bit useless. :(

Thomas SG
Oct 09, 2007, 04:01 AM
By the way - can you combine two animations? We need a new attack-animation for the guided missile because we want a tactical missile in our mod.

So we need:
flight of the missile + detonation of a nuke

and maybe the typical glow

GeneralMatt
Oct 09, 2007, 07:41 PM
Yeah, I will give them another go when I get over the newness of my new PC. :)

And I think you can combine animations, but I do not know how sorry. :p

phungus420
Oct 10, 2007, 01:54 AM
Yeah, I will give them another go when I get over the newness of my new PC. :)

Awesome I will be waiting (in)patiently for your animated version of the Ironclad battleship. It really is a pretty unit, and I can't find any other unit like it to fill that era of warships, so hopefully you can get it to work.

GeneralMatt
Oct 10, 2007, 05:48 PM
I did do one a while back, but it was not nearly as good.. (Model/texture wise)

phungus420
Oct 10, 2007, 07:17 PM
If you're talking about the Warrior, it's only 2 .dds files. I need a .nif to use, so that's actually pretty useless for most "basement" modders like myself.

On a related note, why does almost no one include a button (thanks to those who do, it makes modding my game sooo much easier) with their unit graphics. I litterally spend most of my time adding units and modding my game trying to find apropriate buttons, would be nice if I could just use an included .dds file with the downloads. Am I missing something here, like is there an easier way to "make" buttons, or is scouring the web looking for apropriat .dds files the only way?

Thomas SG
Oct 11, 2007, 04:23 AM
Dear GeneralMatt,

I'm going crazy. What I am doing wrong? I know there is still a problem with the animation, but I got more problems.

In my game the cannons are all pink! And in the civiliopedia the ship is very, very dark and blue! I made some screenshots.

Can you tell me what's going wrong?

I also tried to open the unit with nifskope - no chance, only this message:

"failed to load block number 3 (NiNode) previous block was NiCollisionData"
"failed to load nif from 'C:/Spiele/Civilization 4 - Das Original/Beyond the Sword/Mods/CCV Versionen/Community Civ V/Assets/Art/Units/Ironfrigate/ironcladbattleship.nif'"

And why is the only entry "0 NiNode battleship.nif"?

GeneralMatt
Oct 11, 2007, 03:05 PM
The pink cannon are because the texture is missing. I was sure I included it, is there a frigate.dds in the folder?

The civelopedia is just the reflection off the water, or more the simulated reflection.

And because I did some stuff with the bones makes it unreadable by NifSkope. Try NifViewer if you really need to look at it..

Thomas SG
Oct 11, 2007, 04:52 PM
Is it possible to kill the reflection?

I deleted the frigate.dds. Sorry, my mistake.

GeneralMatt
Oct 11, 2007, 09:41 PM
No, I think the reflection is deletable afaik, do not worry too much about how it looks in the pedia.. ;)

About the .dds, yeah, just use the generic one, it is the same.

Refar
Oct 12, 2007, 04:30 AM
It seems to me, like the guns are hidden (~ animate correctly) in the pedia screenshot - no pink there... Cann you tell me (short version) how you export/animate the unit ? I looked over it in NifViewer and found nothing wrong, but something must be causing the animatino mess up...

Another thing i am curios about is - is it possible to add Bones/Skin in blender ? If yes, there might be a easy way to make the unit having a FX shade with Gloss - i think for the metal ship this would be a gret improvement.

GeneralMatt
Oct 12, 2007, 03:53 PM
Basically, for animating I do this.
I export the hull separately. I then import say the Frigates hull into Blender, move around the cannons and copy/paste to make new ones. I line them up with the ones on the hull of the ship. I also delete the entire frigate mesh, save the cannon.

I then export the guns and bones of the frigate, and open it in NifViewer. I then add the hull mesh and attach it to the right bone. I then play around with the numbers to make it all sit right.

The funny thing is that it used to work but now it doesn't.

And yes, you can add textures and bones in Blender, not sure how to add more than one though. But I know you can add new textures through 'Viewer.

Refar
Oct 12, 2007, 05:14 PM
I think what need to be checked is, if after editing the cannons the vertices are still assigned to correct bones. Depending on how Blender handels envelopes (or however it is called there) this might not be the case, when you copy/paste parts of the mesh. All the gus vertices need to have Vertex Weight of on with either DUMMY_Guns_Port or DUMMY_Guns_Starboard bone.

I know you have have done this before, and it did work, but apparently something changed in the new version of the plugin you use.

Maybe the Frigate mesh is broken while importing already - have you tried just import the frigate, do nothing then export it again ? If everything works correctly, the frigate should stay animated...

Unfortunately i can not import your unit in max to take a look myself :(

GeneralMatt
Oct 13, 2007, 04:21 PM
Hmm, I cannot remember if I did the frigate by itself as it has been a while since I have done anything really. (Done to much playing you know. :P).

Yeah, I think it is the new plugin, do not know why but I do. I do kind of remember doing something with the weight painting, I guess I should look again.

Thanks for mulling it over with me. ;)

Thomas SG
Oct 18, 2007, 03:52 PM
Hello.

While I was waiting for a working animation I started an experiment this evening. And I could improve the situation a little bit.

My cannons are firing now! It's maybe not perfekt, but much better than a static ship. :rolleyes:

Just use my new frigate.nif and point in the ArtDefines to frigate.nif instead of ironcladbattleship.nif. That's it! Still use the frigate.kfm.

Have fun.

Refar
Oct 18, 2007, 04:12 PM
Would be nice to know, what exactly you did :D Might help finding out what causes this.

Thomas SG
Oct 18, 2007, 04:30 PM
Is it working right?

Refar
Oct 18, 2007, 04:59 PM
Well i do not see the cannons at all now... But my computer is known for all kinds of weird grafical mess ups... :(

Thomas SG
Oct 18, 2007, 07:07 PM
Sorry, it's not your computer - it's a part of the solution. :(

Wolfshanze
Oct 18, 2007, 07:11 PM
Sorry, it's not your computer - it's a part of the solution.
I tried it out... both the Battleship and Cruiser (Warrior)...

Both now have working cannons which is good! :goodjob:

However, I did notice a slight issue... the ships no longer "sway" in the water...

It's a minor thing, and I suppose having working cannons with no sway is better then sway with no cannons, but is there anyway to get the sway and the cannons?

Thomas SG
Oct 18, 2007, 07:56 PM
It seems as if I've got good news,guys. I can repair the ship! :D

At the moment I've got a test-version that:

- shows the cannons
- shows smoke of the cannons when firing
- recoils when firing

:eek:


Maybe, but only maybe, even the chimney will smoke. :crazyeye:

But if I have not enough time tomorrow it will be next week. Sorry. :blush:

GeneralMatt
Oct 18, 2007, 09:08 PM
Wow, thanks so much for your efforts!!!

I will edit it into the first post, or even upload it instead of the other with your name in it!

Thanks you so very much!

Wolfshanze
Oct 18, 2007, 10:05 PM
Wow, thanks so much for your efforts!!!

I will edit it into the first post, or even upload it instead of the other with your name in it!

Thanks you so very much!

Not complaining... but the rocking-sway motion is gone in this new version... mind you, I'd rather have no-sway with firing guns then sway without firing guns, but it'd be nice to have both.

GeneralMatt
Oct 18, 2007, 10:06 PM
Not complaining... but the rocking-sway motion is gone in this new version... mind you, I'd rather have no-sway with firing guns then sway without firing guns, but it'd be nice to have both.

I was thinking of the below version when I posted that. :p

As it semms I've got good news,guys. I can repair the ship! :D

At the moment I've got a test-version that:

- shows the cannons
- shows smoke of the cannons when firing
- recoils when firing

:eek:


Maybe, but only maybe, even the chimney will smoke. :crazyeye:

But if I have not enough time tomorrow it will be next week. Sorry. :blush:

GeoModder
Oct 19, 2007, 10:41 AM
Maybe, but only maybe, even the chimney will smoke. :crazyeye:

That would be the cherry on the cake. :D

Thomas SG
Oct 19, 2007, 06:55 PM
Hello. :hatsoff:

I'm proud to tell you that it is done! The ship is now animated! :rotfl:

The ship has now the following effects:

- the cannons are shown
- there are three smokes when the ship attacks
- the ship recoils when it attacks
- there are two hit effects
- there is a death hit effect
- the ship sways when it sinks
- there is smoke from the chimney when it runs

But there are still problems!

- no support for team color
- no damage states
- still looks blue in the civiliopedia
- there are two cannons missing!!!

Dear GeneralMatt, please make if possible a new >NiTriShape "Frigate_Hull"< with the two missing cannons (or more ). :rolleyes:


The "new" Heavy Ironclad Battleship comes along with it's own animations. The animations are different from the animations of the original ironclad although they have the same name! Don't delete files. Don't point to the original files. That will cause mistakes like only one smoke instead of three!

Wrong:
<KFM>Art/Units/Ironclad/Ironclad.kfm</KFM>

Right:
<KFM>Art/Units/Ironcladbattleship/Ironclad.kfm</KFM>


Your ArtDefines should be similar to this:
<UnitArtInfo>
<Type>ART_DEF_UNIT_IRONCLADBATTLESHIP</Type>
<Button>,Art/Interface/Buttons/Units/Ironcladbattleship.dds,Art/Interface/Buttons/Custom_Unit_Atlas.dds,x,y</Button>
<fScale>0.11</fScale>
<fInterfaceScale>0.98</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Ironcladbattleship/Ironcladbattleship.nif</NIF>
<KFM>Art/Units/Ironcladbattleship/Ironclad.kfm</KFM>
<SHADERNIF>Art/Units/Ironcladbattleship/Ironcladbattleship.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/FrigateShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0.12</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>.3</fBankRate>
<fExchangeAngle>25.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_OCEAN2</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_OCEAN2</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
</UnitArtInfo>

Maybe the scales won't fit to your game because I rescaled all my ships with the help of the wikipedia and a calculator! ;) I gave them more realistic dimensions! So the most of my ships are smaller now but it looks much better in a battle! Believe me. But do as you want to.

I hope you all like the animated ship! :wavey:

Wolfshanze
Oct 19, 2007, 07:14 PM
Is the HMS Warrior getting the same treatment?

Wolfshanze
Oct 19, 2007, 09:00 PM
Maybe the scales won't fit to your game because I rescaled all my ships with the help of the wikipedia and a calculator! I gave them more realistic dimensions! So the most of my ships are smaller now but it looks much better in a battle! Believe me. But do as you want to.

I hope you all like the animated ship!
I'd like to enjoy this download, but I've tried it multiple times (downloading,etc) and it's either corrupted or something weird is happening, but the file won't uncompress... I've tried both WinZip and WinRAR.

Anyone else having problems with this download?

GeneralMatt
Oct 19, 2007, 09:07 PM
Wolfshanze:

Looks fine for me.

Thomas SG: Thank you so very much! I will upload it to the database, replacing the one there now and giving you credit!

Would you be willing to explain how you fix it so I someday might be able to do it without reinventing the wheel so to speak?

Wolfshanze
Oct 19, 2007, 09:16 PM
Wolfshanze:

Looks fine for me.
Well I'm left out in the cold then... I can download it, but it always errors-out when trying to extract the files... both in WinZip and WinRAR.

Guess I'll never get to use this... http://forums.profantasysports.com/images/smiles/SAD2.GIF

GeneralMatt
Oct 19, 2007, 09:28 PM
Try Ultimate zip.. that is what I use.
I didn't try unzipping though, let me look.
Edit: Ahh, that did it. Hmm, problem there to.

Civinator
Oct 19, 2007, 10:56 PM
Try Ultimate zip.. that is what I use.
I didn't try unzipping though, let me look.
Edit: Ahh, that did it. Hmm, problem there to.


It can be that Thomas SG has used the newest version of winzip (winzip 11?).
We had a similar problem with a Civ 3 scenario with the same errors. The newest version of winzip canīt be opened with winrar, too. I canīt proof this with this zipfile, as I have deleted my free test-version of the new winzip-version after the free testphase has expiered.

GeneralMatt
Oct 19, 2007, 11:17 PM
Hmm, that might be it. I use ultimate Zip myself..

Thomas SG
Oct 20, 2007, 02:48 AM
Hi.

Yes, I used WinZip 11 with the highest compresion to get the file under 300kb.

Thomas SG
Oct 20, 2007, 03:23 AM
Here is a new zip-version packed by 7zip.

Civinator
Oct 20, 2007, 03:23 AM
Hi.

Yes, I used WinZip 11 with the highest compresion to get the file under 300kb.


Unfortunately at present it seems, that files zipped with WinZip 11 can only be unzipped with that programm.

And of course:Thank you Thomas SG for your assist with this unit. :)

Wolfshanze
Oct 20, 2007, 08:28 AM
Here is a new zip-version packed by 7zip.

Thanks... that did the trick. Most people now have broadband anyways, so I doubt anyone is going to complain about a file at 294kb vs a file at 310kb.

Just use a compression program everyone else can use with various decompressors and I think everyone will be happy!

Thanks again!


P.S.
Is the HMS Warrior update pending?

GeneralMatt
Oct 20, 2007, 08:35 AM
Thanks Thomas. :) I will update it now.

Thomas SG
Oct 20, 2007, 10:17 AM
The problem was the upload-limit of the forum! You may just upload zip-files with a maximum of 300kb. And I didn't want to splitt the files. ;)

But it seems to be okay now. Right?


I will also animate the HMS Warrior for you, but it will only be a modification of the ironcladbattleship. That will save me a lot of time, but the nif of the "new" HMS Warrior will be called ironcladbattleship.nif, too! That doesn't look nice but it should be no problem in the end.

It will need two days or less. Bye.

And I will also tell you later what I did.

Wolfshanze
Oct 20, 2007, 12:23 PM
The problem was the upload-limit of the forum! You may just upload zip-files with a maximum of 300kb. And I didn't want to splitt the files. ;)

But it seems to be okay now. Right?
Ah... I see... but yes, I got the download and extracted it just fine... thanks!

I will also animate the HMS Warrior for you, but it will only be a modification of the ironcladbattleship. That will save me a lot of time, but the nif of the "new" HMS Warrior will be called ironcladbattleship.nif, too! That doesn't look nice but it should be no problem in the end.

It will need two days or less. Bye.
That's fantastic... I care-not what the name of the file is, as long as it all works in the end! I'll name it what I please in-game, the ArtDefine name doesn't matter to me.

Look forward to an update to the HMS Warrior!

GeneralMatt
Oct 21, 2007, 12:49 PM
Yes, thank you for doing that and the promise of an explanation!
I look forward to it very much!

Thomas SG
Oct 21, 2007, 06:43 PM
Dear GeneralMatt,

can you help me? I'm looking for someone to create a missile launcher. I need a unit that can carry tactical weapons over land.

Could you modify the mobile-sam for me? I've got a .3ds modell of a scud-missile launcher. It's very similar to the unit I'm looking for. Maybe this is a good start.

Can you make a working civ4 unit from a .3ds model? Is it much work?

Can you help me? Please. I don't know how to do it. Please. :cry:

Regards
Thomas

Thomas SG
Oct 22, 2007, 04:28 AM
And as I promised here is the invention of the wheel. :lol:

I started with two simple tests.

1. test:
Is the ship perhaps working with another .kfm? Yes, it recoils when using ironclad.kfm!

2. test:
Is it possible to make the unit working by using the original frigate and "the skin" of the new ship? Yes and no. There will be smoke from the cannons, but the cannons itself can't be imported to the frigate.nif. The ship doesn't recoil anymore! I don't know why. This was the first result I gave you.

Question:
Why is there no smoke when using ironclad.kfm?

Answer:
GeneralMatt forgot all effects! Open the old and the new ironcladbattleship.nif or HMS Warrior.nif. with Gamebryo Scene Viewer. You will see the difference. Now there are EFFECTS like CANNON_1, HIT_1,...

These effects are taken from the ironclad.nif! The rest is rescaling and replacing.

Oh, the animations of the ironclad are not perfekt. For example the ironclad has only one firing cannon although there are three effects in the nif. But you can use other strikea for example from the frigate. Just rename and replace the files.

So, now you know why the wheel is rolling. :crazyeye:

GeneralMatt
Oct 22, 2007, 02:11 PM
Ah, thank you very much, must have messed something up.. now that I think of it maybe I did use the Ironclad model, hmm.

Anyways, thank's a million!

makrisgialos
Oct 23, 2007, 08:31 AM
Admiral Matt,

so the problem was after all the compress procedure/size?:confused:

Thomas SG
Oct 23, 2007, 01:38 PM
No. The problem was a wrong .kfm and missing animations in the .nif!

The problem you are talking about was a problem with the first zip I gave you. The first was compress with winzip11 because my older winzip created a zip-file with more than 300kb. But you can't upload zips with more than 300kb. :( I didn't wanted to splitt, so I used winzip11. But you can unpack such zips only with winzip11. But only a few people seem to use it. So the new files were made with the free 7-zip.

makrisgialos
Oct 25, 2007, 08:48 AM
HELP!PLEASE HELP!

i dont know if this is a problem created by the unit,but when i m importing it into a mod,and try to use it,the health bar of the unit(the green one)appearing very large,starting from one side of the monitor,and ending almost in the other!i dont know what to do!what have i done wrong?is there any way to fix this throught the xml or the art defines xml?:( :confused:

Thomas SG
Oct 25, 2007, 09:25 AM
I think you don't need help! :lol: I think that everything is okay. ;)

Try this! Start a game and open worldbuilder. Add the unit. Now there will be a very large green health bar! Right? Okay, now add other very strong units - for example a modern tank and a battleship? Did the bar became much smaller? Okay? :eek:

If not please take a screenshot and post again. We will try to help of course. :king:

makrisgialos
Oct 25, 2007, 10:21 AM
well,

you might be right.to be honest,when i m adding a new unit into the mod,i m starting it from the beggining,to see that this unit is working properly.for example:
when i have added the ironclad battleship,i gave it no tech requirements,resourses,and only 4 hammers to complete to be available just as a settler.then,i have started a new game,which this unit could be available from the beggining,to see them how they move,if there is something wrong,etc.the result was that they move just fine,but the health bar appears 3 times larger than the ship's size.i hope to be this you claim,that is too stronghowever,i think that another way to test it,it to give it strenght only 3 like a caravel.i ll test it tonight,with both ways.thanks for the good will to help me.:)
i ll let you know whta has happened.

GeneralMatt
Oct 25, 2007, 12:18 PM
Yes, the health bar size is determined by it's power in relevance to other units in the game. That is why Warriors in the beginning have larger ones then they would have say in the middle ages.

makrisgialos
Oct 29, 2007, 06:44 PM
lol,i m glad to see that you were both right and i m thankfull for this!

now,i m wondering if you can give me an advice about another thing:
i m playing currently a mod in warlords(amra's mod).this mod supports stealing tech whenever you re taking over an enemy city,something i dont want to loose.but,there is no promotion for air units,something that they fixed in BTS.however,is it possible to create a new class"air"units,in warlords and give them promotions as well?fighter,jet fighters,deserve to be there but they are not.is there any way to fix thsi in the warlods?any ideas?:(

GeneralMatt
Oct 29, 2007, 08:00 PM
There is TheLopez's Air force mod that covers air units really well for Warlords.
You should look it up..

Wolfshanze
Oct 29, 2007, 08:50 PM
lol,i m glad to see that you were both right and i m thankfull for this!

now,i m wondering if you can give me an advice about another thing:
i m playing currently a mod in warlords(amra's mod).this mod supports stealing tech whenever you re taking over an enemy city,something i dont want to loose.but,there is no promotion for air units,something that they fixed in BTS.however,is it possible to create a new class"air"units,in warlords and give them promotions as well?fighter,jet fighters,deserve to be there but they are not.is there any way to fix thsi in the warlods?any ideas?:(
How do you make it possible to steal techs when taking a city?!?!?

GeneralMatt
Oct 29, 2007, 09:14 PM
It was probably python or SDK work as he mentioned it was from a mod..

makrisgialos
Oct 30, 2007, 09:16 AM
well,

Admiral Matt thanks for the info regarding the air forces mod.Unefortunately i m not so sophisticated like you or lopez to fix it my own,as my knowledge reavhes only editing xml and nothing more.Another idea that i have,is to change all units into helicopter units,and with this way,if they can intercept they can gain experience,but dont know if this will work.Another idea is to find out in the BTS where the classes of units are categorized and then add this to the warlords amra s mod...

GeneralMatt
Oct 30, 2007, 12:16 PM
Actually, I know nothing of python or SDK myself. If you download that mod, it is all ready to play, so you do not to do anything.

bmarnz
Oct 31, 2007, 03:48 PM
How do you make it possible to steal techs when taking a city?!?!?

Grave has a tech conquest mod for bts: here (http://forums.civfanatics.com/showthread.php?t=245593)

makrisgialos
Nov 03, 2007, 09:36 AM
Admiral Matt,

Is it easy for you to provide uas a dds button for this magnificent unit?:)

GeneralMatt
Nov 03, 2007, 10:32 AM
Should not be too hard, need one myself as a matter of fact..

Wolfshanze
Nov 03, 2007, 04:28 PM
Admiral Matt,

Is it easy for you to provide uas a dds button for this magnificent unit?:)
Both already have buttons in my Wolfshanze Mod... :crazyeye:

makrisgialos
Nov 04, 2007, 08:53 AM
oauou!
thank you!!!!!!!!n1:goodjob:

makrisgialos
Nov 04, 2007, 04:58 PM
wolf you ve got some other buttons?
regarding light cruisers or armoured cruiser?

Wolfshanze
Nov 04, 2007, 05:02 PM
I have buttons for Armored Cruisers and Heavy Cruisers, but no Light Cruisers. Basically I have buttons for whatever is in my Wolfshanze Mod.

makrisgialos
Nov 05, 2007, 03:00 AM
:( problem!

i tried to put the dds button to amra's mod.it workded!
then,i tried to put it to the BTS(original files).it failed!
the game rebbots by it self,when i m trying to select the unit!
can you please be kind enough and tell me what exactly should i type in the interface button?

Wolfshanze
Nov 05, 2007, 12:54 PM
:( problem!

i tried to put the dds button to amra's mod.it workded!
then,i tried to put it to the BTS(original files).it failed!
the game rebbots by it self,when i m trying to select the unit!
can you please be kind enough and tell me what exactly should i type in the interface button?

Well, you need to change the address in the Civ4ArtDefines_Unit.xml for the buttons.

By default, the button line for Ironclads is:
<Button>,Art/Interface/Buttons/Units/Ironclad.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,8,9</Button>

Change it to something like this:

<Button>Art/Interface/Buttons/Units/IronBB.dds</Button>


In other words, remove the "," at the beginning of the line and everything past the ".dds" extension (it's not needed). You need to place the dds button in the right spot in your mod folder (Art/Interface/Buttons/Units).

It's NOT a good idea to mess-around with the default files of the game... if you're going to modify something, you should do it in a Mod folder where it's safe to alter stuff.

makrisgialos
Nov 05, 2007, 01:27 PM
IT WORKED!IT WORKED!
thsnk you woolf!!!!

i did exactly as you said:i copy this path from your post,then created a folder "units" and dds buttons placed them:goodjob: :goodjob: there!
THANK YOU!!!!!!