View Full Version : Something about (unit) art


The_Coyote
Mar 17, 2009, 07:02 PM
more or less this thread is thoug about unit art of the mod (to avoid using all the time a internet webhost to send maniac the files ;) ). If somebody is thinking a unit needs desperadly new art and itīs no human like model, you can also leave a comment here

to do list (Maniac - copied from Planetfall main thread 21.06.09):
Graphics Task List

* Help create recruitment posters for Planetfall!

See some examples and ideas in this thread.

* Flags for Angels, Drones, Pirates, Caretakers, Usurpers and Native Life/Barbarians

* Trench feature nif model (done by Lord Tirian [adapted Spice resource from Deliviator])

* Textures for the Spartan and Believer citysets

Should explain more...

* Angel & Drone citysets

Should explain more...

* Improvement model of two smaller greenhouses

Spoiler:
Background:

The Algae resources are enabled by the Greenhouse improvement:

On the left you see the Greenhouse. On the right a White Algae resource.

The problem is the Algae resource is hardly visible anymore when placing a Greenhouse on it.

Therefore I'd like to create a seperate improvement for enabling Algae resources, with a different graphic. Namely two somewhat smaller greenhouses, one placed on each side of the algae resource.


* Sea Fungal "Tower" unit model

Spoiler:
The land model of the fungal tower looks kinda odd on water. A possible alternative: create a version without any stalk, with only the crown. And with the tentacles on the sides pointed more upwards, so they are not hanging into the water.

This is the old post for the fungal tower model:

As for possible animations, this may just be an wild dream, but I kinda imagined the fungal tower would have a couple tentacles attached to the sides of the top (as in Units.pcx) which would move randomly in the air while simply animated, and lash out at the target like a whip while being attacked or doing its ranged strike.

Other possibility (especially for a ranged attack animation) would be a little hole opening at the center of the top of the fungal tower, and a little orange cloud (see current spore launcher animations) - representing locusts - streaming out of it and doing an attack run on the target.

* Spawning Spot improvement model

Spoiler:
A geological structure as on the right of the Cult of Planet wallpaper.

Gaian cityset models (with a different texture) perhaps could be recycled for this.
The end result could also be added as a generic cityset building for the Gaians.

* Cloudbase unit model (homeworld model atm available modified by Lord Tirian)

See Cloudbase Academy secret project movie
Plans for this unit are either a slow-moving aircraft carrier, or the last unit in a line of bunker upgrades. It should obviously not be as detailed as on the movie (which shows like half a city on the cloudbase), to save poly's.

* Create buttons for all buildings and techs

The guide is here.

* Spartan HQ building model

Let's hope woodelf re-appears...

* Subspace Generator building model

Example image: subgen_sm.pcx

* Nif of a leafy tree

For use in the Believer cityset as a generic building

* Add glow to the center of the Psi Gate building

Something similar to the FfH Inspiration spell building.

* Unity Library, Unity Cryobay, Unity Hydroponics Bay building models

Spoiler:
The current Headquarters nif model with different textures?
Instead of the faction symbols:
For the Library: the Information Networks icon.
For the Hydroponics Bay, perhaps the leaf with water inside (x1,y2) as on logo_thumbnails_v2.png
For the Cryobay, the medicine icon (x3,y3) as on logo_thumbnails_v2.png

* Unity Observation Bay building model

Perhaps a slightly damaged disc as on the button for this project, together with a small side-building for control, and a windmill for energy.

* Battle Ogre unit model

Spoiler:
As per SMAC Battle Ogre Mk1.

* Spider unit model

Spoiler:
Something like the StarCraft Dragoon.

* Progenitor Scoutship unit model

Spoiler:
The Progenitor ship which appears in the SMAX intro movie and the Progenitor victory movie.

* Aircraft Carrier unit model

Spoiler:
A futuristic version though. I'm thinking it should be a submarine carrier. It would use mass drivers to launch aircraft. No strong idea myself on how it should look. This is an option:

* Textures for the Sea Colony and Material Supplies units

For the record, IIRC someone once said there were some bugs in the nif models for these units which prevented animating them. So besides textures these models might have to be redone entirely. I don't know.

* Drop Pod animation

Spoiler:
Something like the drop pods in Starship Troopers, or like this pic and video I found on Warhammer. (The interior shouldn't have any details of course.

The drop pod could land, open its pod doors and then fade away to be replaced by the unit that just dropped.

http://www.youtube.com/watch?v=Nf157ILqJQQ


* Make the Morganic cityset use Art/Structures/Cities/all_mod_lots.dds as underground

* Empath Specialist button

Button needed for the Empath

I'd suggest using the SMAC Empath graphic for Planetfall's similarly named specialist.

A big problem though which I'm not sure how to solve:

The SMAC source material is rectangle instead of square. This didn't cause a big problem for the other specialist button, as the SMAC source's background was black anyways (so could easily be turned transparent). But it does form a problem for the Empath. The background is an integral part of the button, and without adding stuff to the left and right, the hands would look cut off. Any method to create a good looking square button from the SMAC source material? If not, any other ideas for what the Empath button can look like?


No idea how the following should look like myself:

* Sea Spawning Spot improvement model?
* Nif models, buttons and gamefont icons for the bonus resources which don't yet have any (precise list can be made if anyone is interested in doing this)
* Unit Models for four religions' Missionaries: Ascetic, Creator, Missionary, Thinker
* Unit Models for Great Person units.
* Buttons for the Missionaries of the Consciousness, Edenism and Homo Superior
* Building models for the shrines of the Edenism, Ascetic Virtues and Homo Superior religions
* Planetary Council building model
* Unity Mining Laser building model


so far the three base alien lifeforms have got 'new' art taking the afterworld boss as base and a adjusted texture. The IoD has been flatten and for the Locust a flying egg has been created [if somebody is interested all in nifscope], the mw is the base afterworld model. Pic is below of all three units

@ maniac
the centering problem can be reduced in teh xml changing the formation type to default (atm itīs animal) and for the IoD and Locust itīs good to reduce the fBattleDistance in the ArtDefines to something 0.1 (itīs godd for the IoD but for the Locust it could need a minor adjustment). And yes would be nice to use the delete link

Next in the row would be the fungal tower, spore launcher and sea lurk. While by the later two i have an good imagination how an attack could look, i have no idea what to do with the fungal tower.

Also looked at the Ice meshes to have an imagination how much work the trench would be - seems doable but a bit later (need the right mood for this, it will be mostly a texture job, and this is something iīm not really good at)

Maniac
Mar 18, 2009, 12:52 PM
Thanks for the Locust! :)

the centering problem can be reduced in teh xml changing the formation type to default (atm itīs animal) and for the IoD and Locust itīs good to reduce the fBattleDistance in the ArtDefines to something 0.1 (itīs godd for the IoD but for the Locust it could need a minor adjustment)

Done. Thanks again. :D

Next in the row would be the fungal tower, spore launcher and sea lurk. While by the later two i have an good imagination how an attack could look, i have no idea what to do with the fungal tower.

This may just be an wild dream, but I kinda imagined the fungal tower would have a couple tentacles attached to the sides of the top (as in Units.pcx) which would move randomly in the air while simply animated, and lash out at the target like a whip while being attacked or doing its ranged strike.

Other possibility (especially for a ranged attack animation) would be a little hole opening at the center of the top of the fungal tower, and a little boil of locusts streaming out of it and doing an attack run on the target.

Also looked at the Ice meshes to have an imagination how much work the trench would be - seems doable but a bit later (need the right mood for this, it will be mostly a texture job, and this is something iīm not really good at)

Really? I got the impression you were rather good at texturing. :D

The_Coyote
Mar 20, 2009, 09:30 PM
thanks for the idea, will surely help (but i think option will not be that easy possible - will go for option one). Sporelauncher finished, now some little work for you ;)


add the following lines to the Civ4Effectinfo.xml


<EffectInfo>
<Type>EFFECT_BLOOD_THRUST</Type>
<Description>Blood splatter effect</Description>
<fScale>5.0</fScale>
<fUpdateRate>0.6</fUpdateRate>
<Path>Art/Effects/NatBlood/fx_sword_hit_thrust.nif</Path>
<bIsProjectile>0</bIsProjectile>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_BLOOD_SLASH</Type>
<Description>Blood spray effect</Description>
<fScale>4.5</fScale>
<fUpdateRate>.6</fUpdateRate>
<Path>Art/Effects/NatBlood/fx_sword_hit_slash.nif</Path>
<bIsProjectile>0</bIsProjectile>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_WEAPON_SPORE</Type>
<Description>spore attack effect</Description>
<fScale>3</fScale>
<fUpdateRate>.2</fUpdateRate>
<Path>Art/Effects/NatBlood/fx_sword_hit_slash.nif</Path>
<bIsProjectile>1</bIsProjectile>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_SPOREDUST</Type>
<Description>dust for spore</Description>
<fScale>6.0</fScale>
<fUpdateRate>0.1</fUpdateRate>
<Path>Art/Effects/NatBlood/fx_sword_hit_slash.nif</Path>
<bIsProjectile>0</bIsProjectile>
</EffectInfo>


copy the effect folder from the zip in the art folder and the sporelauncher to the art\units folder

this are the xml values i used (almost the old ones - only minor changes):

Civ4UnitInfos


<UnitInfo>
<Class>UNITCLASS_SPORE_LAUNCHER</Class>
<Type>UNIT_SPORE_LAUNCHER</Type>
<Description>TXT_KEY_UNIT_SPORE_LAUNCHER</Description>
<Civilopedia>TXT_KEY_UNIT_SCOUT_ROVER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_SCOUT_ROVER_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_PILLAGE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_CLONING</PrereqTech>
<iCost>60</iCost>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bPsi>1</bPsi>
<iCombat>2</iCombat>
<iCombatLimit>50</iCombatLimit>
<iAirRange>0</iAirRange>
<iAirCombat>2</iAirCombat>
<iAirCombatLimit>50</iAirCombatLimit>
<bCanStrike>1</bCanStrike>
<iCollateralDamage>100</iCollateralDamage>
<iCollateralDamageLimit>50</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
<iStrikeCollateralDamage>100</iStrikeCollateralDamage>
<iStrikeCollateralDamageLimit>50</iStrikeCollateralDamageLimit>
<iStrikeCollateralDamageMaxUnits>6</iStrikeCollateralDamageMaxUnits>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<FeatureAttacks>
<FeatureAttack>
<FeatureType>FEATURE_HYBRID_FOREST</FeatureType>
<iFeatureAttack>50</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_XENOFUNGUS</FeatureType>
<iFeatureAttack>50</iFeatureAttack>
</FeatureAttack>
</FeatureAttacks>
<iAsset>3</iAsset>
<iPower>4</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.00</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SPORE_LAUNCHER</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_FUNGUS</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<Special>NONE</Special>
<Capture>NONE</Capture>
<bFood>1</bFood>
<Combat>UNITCOMBAT_NATIVE</Combat>
<bAnimal>1</bAnimal>
<bPillage>1</bPillage>
<PrereqBuilding>BUILDING_BIOLOGY_LAB</PrereqBuilding>
<iWorkRate>100</iWorkRate>
<Builds>
<Build>
<BuildType>BUILD_FUNGAL_TOWER</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<FeatureNatives>
<FeatureNative>
<FeatureType>FEATURE_XENOFUNGUS</FeatureType>
<bFeatureNative>1</bFeatureNative>
</FeatureNative>
<FeatureNative>
<FeatureType>FEATURE_HYBRID_FOREST</FeatureType>
<bFeatureNative>1</bFeatureNative>
</FeatureNative>
</FeatureNatives>
<iCultureGarrison>8</iCultureGarrison>
<iNukeRange>-1</iNukeRange>
</UnitInfo>


Civ4ArtDefines_unit


<UnitArtInfo>
<Type>ART_DEF_UNIT_SPORE_LAUNCHER</Type>
<Button>Art/Interface/Buttons/Units/SporeLauncher.dds</Button>
<fScale>0.45</fScale>
<fInterfaceScale>0.8</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/sporelauncher/sl.nif</NIF>
<KFM>Art/Units/sporelauncher/sl.kfm</KFM>
<SHADERNIF>Art/Units/sporelauncher/sl.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0.9</fShadowScale>
</ShadowDef>
<fBattleDistance>0.4</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_SPORE_LAUNCHER</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>


if you have an better idea for sounds, itīs an easy change (atm it uses the bleeder sounds from afterworld).


the funny thing was that the texture is my early working texture (quick made first version because i donīt white models when animating), but i found the texture too nice so that itīs also the final one. :lol: The effect is a recoloured version of SeZerethīs Blood splatter effect

GeoModder
Mar 21, 2009, 05:42 AM
It is a nice texture, TC. :)

Pfeffersack
Mar 21, 2009, 02:24 PM
It is a nice texture, TC. :)

I like it as well :goodjob: IMO it is even better then SMAC's original (brown fits better as colour than red).

Tssha
Mar 21, 2009, 06:15 PM
Well, I don't know. I kind of prefer red to this. Just my two bits.

The_J
Mar 21, 2009, 09:48 PM
Nice one :goodjob:.

Maniac
Mar 22, 2009, 03:04 AM
Sporelauncher finished

Thanks! :D Shuck, you even provided the unit scale. :love: (Saves me a lot of game loading and testing!)

Jusr checked it in-game as well. That spore attack certainly looks cool!

(In fact, I could also imagine that effect as a locust attack besides spores. Locusts are supposed to be very small after all. Perhaps this could be useful for fungal tower animations too in some way.)

[quote]if you have an better idea for sounds, itīs an easy change (atm it uses the bleeder sounds from afterworld).[/SPOILER]

Yeah, there you mention something. Kinda hard to find truly fitting action sounds for a bunch of tiny worms, or in this case the spore launcher. They aren't large animals which make growling noises (for which there would be plenty of sounds available).

The current attack sound doesn't sound bad to me.
But for the record, I have attached the SMAC spore launcher attack sound, and also the sound accompanying the Ensnare spell in StarCraft. Is somewhat similar. Perhaps these could be used in some way.

The_Coyote
Mar 24, 2009, 06:53 PM
thanks all :),

the sea lurk is a bit more troublesome than expected, especially the animation, think have to start from zero again. Also thanks for the sounds, will include them an will report back how the feeling with the standard attack sound is.

@Tssha

nothing wrong with your opinion, but iirc (with the AC art file open ;) ) the spore launcher itself is brown (not that dark like my, but brown), "only" the base part is a kind of red. Perhaps i will later add a second texture with a red base (should be an easy colour change job)

Maniac
Mar 25, 2009, 11:01 AM
For the record in case you're gonna change the spore launcher sound: the directory the original SMAC sound should be in is Assets/Sound/fx

Maniac
Apr 18, 2009, 11:55 AM
Since some suggestions were made for infantry unit art, I figured I'd make an overview of the current infantry units:

Cyborg->Grave Bringer

Plasma Throwers can upgrade to these units, but since I've had the idea to let Plasma Throwers upgrade to Helions, these two units are kinda redundant. So unless someone can think of an interesting effect for these units, I may remove them from the game.

In that case the Grave Bringer art could be used for the Mobile Infantry.

In case anyone noticed, I changed the Cyborg art in the latest patch, but I don't really like it. I just don't know of anything better.

Drop Trooper -> Mobile Infantry

These are currently using placeholder art (WW2 paratrooper). Could use different graphics, provided those graphics can use drop pod (or at least parachute) animations

Flame Thrower -> Plasma Thrower -> Helion

These units should use a weapon with a flame effect. The Flamethrower uses a good model by SeZereth. Plasma thrower and Helion use unfitting WW2 art. So here two new unit graphics are needed.

Scout Patrol -> Infantry

The Scout Patrol currently uses the Cyborg art from Next War. I think it fits because the unit has a large gasmask, which I assume the colonists would use before they have found other ways to deal with the hostile atmosphere.

The Infantry unit art is modelled after the SMAC scout patrol (white uniform), but I think it fits better somewhat higher in the tech tree, because the unit has no gasmask. It does have a mouthpiece though to breath. So this seems like a sensible evolution to more easy-to-use breathing equipment.

Marine

This is the Navy Seal art. I'm not entirely fond of it, because its camouflage seems meant for a forest environment (which is not widespread on Chiron). But it can pass sufficiently as a futuristic unit I guess.

Partisan

No specific unit art for this one at the moment.

Lord Tirian
Jun 01, 2009, 12:26 PM
Perhaps i will later add a second texture with a red base (should be an easy colour change job)Hey, as you haven't done anything on this for the last couple of weeks... I thought I could take a stab at it, because I really don't like the relatively solid brown texture. It looks a bit... bland, I thought.

So I played around with it a bit - and brown still doesn't work that well (probably because Planetfall's terrain is a bit more vibrant than the original SMAC art)... after some tweaking over the last hour, I decided to take a hint from the yellowish colours of the mindworms... and I think it's looking more interesting than the brown texture, of course, YMMV.

If you/Maniac like it, I've attached the texture in the zip-archive (right now, I'm sort of looking for stuff to retool, texture-wise, because Planetfall has a lot of "plastic-looking" boxes - and I have to satisfy my Photoshop-itch - but the UV wraps on a lot of models are a bit messy... the Spore Launcher was very nice, however).

Cheers, LT.

The_Coyote
Jun 01, 2009, 04:38 PM
itīs really nice, imo better than my :)

Maniac
Jun 02, 2009, 10:40 AM
Thanks! I'll use it in Planetfall version 9.

Lord Tirian
Jun 05, 2009, 10:03 AM
Another sore spot is the lack of a proper fungal tower art... so I tried my hand at making a model. It's far from perfect... but it's my first try at modelling - and CivIV's handling of alpha channels is... weird. And I can't do animations yet, so it's still a still model.

I'll keep working on it - and mainly try to get it animated... but I thought I might share - first of all, The_Coyote might give me some tips, if he sees it, second, it's probably still better than the current placeholder art (and if I wait with releasing it until I'm really happy - that's going to be never, because I have a perfectionist streak :blush: ).

In the screenshot, it has a fScale = 1.66, fInterfaceScale = 0.8. It's size-wise in line with most other units, but in case you think a fungal tower should indeed TOWER above other units, you might want to bump it up a bit.

Cheers, LT.

Tssha
Jun 05, 2009, 03:19 PM
It's a good start, but I dislike the colours throughout it. The colour scheme is kind of...ick. While that may partly be the desired effect, I'm sure the column part of the tower wasn't meant to clash with the bulb-like part on top.

But yeah, it may be an improvement. I wouldn't put it in the mod yet though. ;)

Lord Tirian
Jun 05, 2009, 03:30 PM
It's a good start, but I dislike the colours throughout it. The colour scheme is kind of...ick. While that may partly be the desired effect, I'm sure the column part of the tower wasn't meant to clash with the bulb-like part on top.
We-ell, I'm still working on it - and I'm going to scratch a lot - the only part I'm more or less happy about so far is the stalk itself. The bulb-shape and the proper attachment of fungal tendrils are killing me!

However, the colour scheme... is strongly derived from the original scheme of a full-fledged tower - fungus "crown" and a yellow-white stalk in the middle. But I'm working on it - first of all, I need to hit the fungus colour used in Planetfall better, second, I need to adjust it "until it looks good", after all Planetfall isn't a clone of SMAC, but inspired by it. Should apply to art as well.

Cheers, LT.

Pfeffersack
Jun 05, 2009, 04:19 PM
The stalk is too bright for my taste and maybe some more tendrils could be added (the two current ones looked for me like a strange circle on the first glance). Also the contures are too sharp (its current form reminds me a bit of an airport control tower), I imagine fungals towers having a rather blurry and fuzzy surface (kind of hairy). But as this is a work in progress, I'm sure in the end we will get another great model :)

Maniac
Jun 05, 2009, 04:56 PM
Thanks, Lord Tirian! I'll include it in the next patch (it was posted too late to include in version 9). But as you say yourself, in it's current state it is a better graphic than the previous one, but still a placeholder.

Since we're all giving comments :D my biggest peeve at the moment is the length (in height) of the crown. It should be reduced IMO. At the moment it looks too much like a regular mushroom. Of course, mushrooms *are* a fungus, but... ;)

Lord Tirian
Jun 05, 2009, 06:29 PM
At the moment it looks too much like a regular mushroom. Of course, mushrooms *are* a fungus, but... ;)You can't believe how often I thought that... even more when I started and just cobbled some basic shapes together! :D

Cheers, LT.

Lord Tirian
Jun 06, 2009, 06:18 AM
The stalk is too bright for my taste and maybe some more tendrils could be added (the two current ones looked for me like a strange circle on the first glance). Also the contures are too sharp (its current form reminds me a bit of an airport control tower), I imagine fungals towers having a rather blurry and fuzzy surface (kind of hairy).Okay, making it fuzzy is hard, because alpha channels behave weirdly - but I think I know how to keep track of them now - so my initial attempts at hairiness, a slightly updated colour scheme (I think it's too dark now...), more tendrils and a thinner bulb - but feedback please, I'm not too sure about it.

Cheers, LT.

Maniac
Jun 06, 2009, 07:43 AM
Wow, that looks much better!

The crown looks great now IMO. And the extra swirl in the tendrils make them seem more life-like.

One issue though... The model has a large file size. 100+ kb. AFAIK file size is an indicator of poly count (can this be seen somewhere in SceneViewer or NifSkope?), which slows down the game. The_Coyote managed to create a spore launcher, which also has many tubular structures, of only 23kb. he used hexagons for circles. Would it be possible to also reduce the poly count for your model?

I see for instance that (in the nif you attached earlier) the top of the stalk is a half sphere, which requires a lot of sides. Why not turn it into a flat top in hexagon form? From what I can judge from the SMAC fungal tower, that one in fact has a flat top as well!

Lord Tirian
Jun 06, 2009, 08:23 AM
I see for instance that (in the nif you attached earlier) the top of the stalk is a half sphere, which requires a lot of sides. Why not turn it into a flat top in hexagon form? From what I can judge from the SMAC fungal tower, that one in fact has a flat top as well!Well, right now, it is huge - I get a lot of polys from the tentacles. But the sphere is out - I used it before because I messed up the order of the alpha channels in the nif. Now I sorted that out, I can try to be a bit more efficient!

EDIT: A quick test has shown that I can push the filesize to just below 100 kb and a polycount of 500-600 without any remarkable loss in quality. If I remove the tendrils, the filesize instantly drops to something 30ish kb... Perhaps I'm going to cut one (going from six to five shouldn't look much worse, I hope) - well I'm off to tinker with it a bit more.

Cheers, LT.

Pfeffersack
Jun 06, 2009, 09:01 AM
Okay, making it fuzzy is hard, because alpha channels behave weirdly - but I think I know how to keep track of them now - so my initial attempts at hairiness, a slightly updated colour scheme (I think it's too dark now...), more tendrils and a thinner bulb - but feedback please, I'm not too sure about it.

Cheers, LT.

Looks much better now :goodjob: The top of the stalk is still a bit disturbing (it looks rather artificial if the stalk in different colour show up on the top again - the "umbrella" part of the mushroom appears then as a kind of seperated ring around it instead of being a part of one organism), but everything else...number of tendrils, fuzzyness, colour is fine for my taste :)

Lord Tirian
Jun 06, 2009, 10:43 AM
it looks rather artificial if the stalk in different colour show up on the top again - the "umbrella" part of the mushroom appears then as a kind of seperated ring around it instead of being a part of one organism...well, the separated stalk is also visible in the original art:
http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/units.gif
And in general, I like that, because otherwise, it looks like a giant mushroom! But I tried to integrate the stalk a bit more seamlessly into the top.

Anyway, I played around with the model a bit more, changed the texture from a 512x512 to a 256x256 one, cut one tentacle - and the size is now a bit more than 25 kB for the model, a bit more than 85 kB for the texture! And only a bit less than 500 polys!

The change of texture size, however, affected the fuzziness around the top a bit... if that's okay, I'll upload it - otherwise, feedback, guys! :)

Cheers, LT.

Maniac
Jun 06, 2009, 12:38 PM
I love it! Would love to have a nif.

How many polys was the model you attached before btw? Can this be seen somewhere in SceneViewer or NifSkope?

Lord Tirian
Jun 06, 2009, 12:46 PM
Can this be seen somewhere in SceneViewer or NifSkope?If you open it in SceneViewer, in the right column, it should list "faces" - that's your polycount. I don't remember what it was for the first model - but probably something retarded, because I only looked at the face count in Blender - but exported it in a fashion that produces more counts. :blush:

Well, that's learning by try-and-error for you - the attached file, however, should be a bit more sane...!

Cheers, LT.

Maniac
Jun 06, 2009, 01:34 PM
Thanks!

I don't see any faces anywhere. I discovered a View/Performance Statistics menu however, and there it states 495 triangles and 342 vertices. Is 'poly count' the sum of those?

Lord Tirian
Jun 06, 2009, 02:01 PM
I don't see any faces anywhere. I discovered a View/Performance Statistics menu however, and there it states 495 triangles and 342 vertices. Is 'poly count' the sum of those?Just the triangles.

(short explanation: face/polygon count denotes the number of little filled areas - usually, these polygons are triangles, hence the term in the scene viewer, though you can have different shapes in certain formats (Blender, for example, can have little quads); vertices are the little position dots, demarcating the corners of the faces - though neighbouring areas share their position dots, hence you get more faces than vertices)

Cheers, LT.

The_Coyote
Jun 08, 2009, 07:06 AM
@ Lord Tirian

great work with the fungal tower :)

Lord Tirian
Jun 08, 2009, 08:55 AM
@ Lord Tirian

great work with the fungal tower :)Thanks! :)

It's, however, really messy to animate, even with your tutorial. Whenever I try to get the model into an existing nif with skeleton (and then rig it), the resulting nif seems to make the Civ4 engine unhappy, really unhappy (i.e. it crashes) - any off-hand idea why? :confused:

Cheers, LT.

The_Coyote
Jun 08, 2009, 10:07 AM
one quick idea, if you rig your unit in Blender and do not deactivate "Create SkinPartition" the unit is exported with a shader SkinPartition and you have to set the shader info (and this can causes crashes or at least grafical problems)

[best try to export without this option and test the result - you will need a non sahder version for maniac]

Lord Tirian
Jun 08, 2009, 10:54 AM
one quick idea, if you rig your unit in Blender and do not deactivate "Create SkinPartition" the unit is exported with a shader SkinPartition and you have to set the shader info (and this can causes crashes or at least grafical problems)That was the reason! Thanks! Now it's alive! It moves! In-game! And I already finished a full set of (rough) animations! :thanx:

Now I only have to find some fitting sounds and effects and tweak it a bit until I'm happy with it, but the most frustrating part is done! :goodjob:

And I have to stop cackling and shouting "Es leeeeeebt! It's aliiiive!"...

Cheers, LT.

Maniac
Jun 08, 2009, 01:06 PM
I've noticed that most Firaxis made unit have 800 triangles. If the Fungal Tower only has 500, perhaps this leaves room to expand on the tendril stuff? :D (At least if that wouldn't make all animations so far useless)

If more long tendrils take up too much polygons, perhaps a couple short ones could be added, consisting of two animation bones? They would constantly move up and down. (Or would that eat lots of graphical/processor memory?) It would even further transmit the idea of a living organism, and show that these tendrils grow longer and longer... :scared:

That was the reason! Thanks! Now it's alive! It moves! In-game! And I already finished a full set of (rough) animations! :thanx:

Now I only have to find some fitting sounds and effects and tweak it a bit until I'm happy with it, but the most frustrating part is done! :goodjob:

Weeeee! :D
What animations does the unit all have? Perhaps I can help with ideas for sounds.
Is there anything fitting in this download?
http://forums.civfanatics.com/showthread.php?t=318342

Lord Tirian
Jun 08, 2009, 01:32 PM
It would even further transmit the idea of a living organism, and show that these tendrils grow longer and longer... :scared:Even the longest animation is only ~2 seconds long, so there's not a lot of growing in there, unless you start working with different models (with the promotions art change, one could do larger towers for higher moral promotions).
What animations does the unit all have? Perhaps I can help with ideas for sounds.
Is there anything fitting in this download?Well, it basically has idle animations (so far a subtle movement of the tentacles and slight twisting of the cap), a strike animation (lashing out with a tentacle), getting hit (looks more like twitching) and dying (slowly sinking into the ground) - but very much a work in progress, obviously!

And thanks for the sounds, they're positively icky, perhaps I can do something with them! :D

Cheers, LT.

Maniac
Jun 08, 2009, 01:52 PM
Even the longest animation is only ~2 seconds long, so there's not a lot of growing in there, unless you start working with different models (with the promotions art change, one could do larger towers for higher moral promotions).

I mean merely the presences of tentacles of different length would show the growth cycle of the fungal tower. I don't mean a tentacle itself growing.

Well, it basically has idle animations (so far a subtle movement of the tentacles and slight twisting of the cap), a strike animation (lashing out with a tentacle), getting hit (looks more like twitching) and dying (slowly sinking into the ground) - but very much a work in progress, obviously!

Sounds cool!

Lord Tirian
Jun 09, 2009, 10:10 AM
I mean merely the presences of tentacles of different length would show the growth cycle of the fungal tower. I don't mean a tentacle itself growing.Ah, I see what you mean - but adding new tendrils and so on would, right now, mess up the animation I have... so no changes to the model for the time being - sorry, but I have to admit, that I need to take a break from working on the same model over and over again! :blush:

I have, however, finished the animations up the a point where I'm happy with them - and they have sounds and effects and all - I've attached it. In the zip is a txt-file, where I explained all the additions, so you can integrate it easily.

Cheers, LT.

Maniac
Jun 09, 2009, 11:36 AM
I've put them in the game right away! Thanks for the animations! :D

I noticed a problem with the sound though.

First, in your provided XML all three new sounds pointed to the flamethrower sound. I changed this.

In-game however I get the attached error messages. Do you think there's a problem with the sound files themselves provided, or there is a problem in the kf files?? :confused: Did you test it succesfully in-game?

Lord Tirian
Jun 09, 2009, 12:13 PM
First, in your provided XML all three new sounds pointed to the flamethrower sound. I changed this.Aaaahhh... too many folders, I'm juggling around! :crazyeye:

Sorry, just delete the mp3's from the "sounds\units\" folder and replace them with the attached wavs, then it works! Was a problem with the sound files.

EDIT: Removed files, as they're downloaded now.

Cheers, LT.

Maniac
Jun 09, 2009, 12:42 PM
Thanks - they work now! :D

GeoModder
Jun 14, 2009, 02:48 PM
Wow, I really need to get the latest version before I start my vacation. ;)

Lord Tirian
Jun 19, 2009, 12:34 PM
So... in the graphics tasklist, there is a request for a sealurk texture? Okay, here you go! Added a texture, animations and sound to the old model, screenshot and files attached.

Cheers, LT.

Pfeffersack
Jun 19, 2009, 02:21 PM
Beautiful, I like it! :)

Tssha
Jun 19, 2009, 02:51 PM
Looks just like the old one did!

Although, if I had to critique something, I'd say the spots are a little too big. Or there's too many of them...not sure which. Definitely the spots seem too prominent.

Anyway, looks great otherwise!

The_Coyote
Jun 19, 2009, 04:21 PM
So... in the graphics tasklist, there is a request for a sealurk texture? Okay, here you go! Added a texture, animations and sound to the old model, screenshot and files attached.

Cheers, LT.

:) great and thank you, you removed my nemesis from the 'to do' list

Maniac
Jun 19, 2009, 04:23 PM
Awesome! Now all native life has graphics. :D

Lord Tirian
Jun 19, 2009, 04:32 PM
Awesome! Now all native life has graphics. :DThat's why I did it - no bright white untextured models during the game any more! :D

And... I can be a bit of a perfectionist, so I also added a fx shader to the model (finally figured out how to do this without causing crashes!), so people with shaders get a wet glistening version of it - I attached to this post (it also updates the texture slightly, but only to change a little issue with the shader version, otherwise there's no difference) - just dump it into the same folder.

Cheers, LT.

Maniac
Jun 19, 2009, 06:01 PM
Thanks for the update!

That's why I did it - no bright white untextured models during the game any more! :D

Well there are still the untextured sea colony pod and material supplies models, also by The_Reckoning. Though IIRC someone (The_Coyote, Deon?) once said there were some bugs in the nif models for these units which prevented animating them. So instead of just textures these models might have to be redone entirely. I don't know.

***

Another matter which perhaps you might find interesting: I looked at the graphics of the Mars Now! mod to see if they included any useful graphics, and I found a model (attached) which may serve as the Cloudbase. One problem: the model somehow has 8000 polygons! Do you think it is possible to reduce this to 2000- somehow?? :confused:

Lord Tirian
Jun 19, 2009, 06:42 PM
Well there are still the untextured sea colony pod and material supplies models, also by The_Reckoning. Though IIRC someone (The_Coyote, Deon?) once said there were some bugs in the nif models for these units which prevented animating them. So instead of just textures these models might have to be redone entirely. I don't know.Right, but these units aren't seen that often, that's why it sort of slipped my mind - but I can probably try to do something on that.
Another matter which perhaps you might find interesting: I looked at the graphics of the Mars Now! mod to see if they included any useful graphics, and I found a model (attached) which may serve as the Cloudbase. One problem: the model somehow has 8000 polygons! Do you think it is possible to reduce this to 2000- somehow?? :confused:It has such a high polycount, because it uses TriStrips instead of TriShapes - the former is more efficient, but has a higher count. But I doubt that the efficiency gain though the Strips is enough to offset the massive count. Converting it will immediately reduce the count, I think - also, there are a couple of useless faces, those pointing directly downwards aren't visible in Civ4 anyway, so there are another couple of polys one could shave off.

EDIT: Also, seeing how it's only seen from above... it's a bit boring. But turned upside down, it suddenly becomes awesome! Perhaps it should be turned upside down? Because then it's still round, but has a nice tower-like structure on top of it - which looks more cloudbase-like, I think.

I'll take a stab on that later, if possible. Right now, I'm working on something else (also Planetfall- and unit-related), but I don't know how this is going to turn out... so wait a bit.

Cheers, LT.

Maniac
Jun 21, 2009, 02:13 AM
EDIT: Also, seeing how it's only seen from above... it's a bit boring. But turned upside down, it suddenly becomes awesome! Perhaps it should be turned upside down? Because then it's still round, but has a nice tower-like structure on top of it - which looks more cloudbase-like, I think.

Great idea! :D

In the same spirit, as you wouldn't see much of it anyways, the now bottom side could be made much more flat, further saving on polygons.

Perhaps, as in the Cloudbase movie, a couple long pipes could then be attached to the flatter bottom.

Lord Tirian
Jun 21, 2009, 07:12 AM
Great idea! :D

In the same spirit, as you wouldn't see much of it anyways, the now bottom side could be made much more flat, further saving on polygons.
Done both - it's now down to "just" 1300ish polygons. I have to say it's mostly a hackjob - the original nif was a conversion from Homeworld 2 already, so it was a bit messy already and my edits didn't made it any cleaner/neater - so in some places the texture looks a bit odd, but the result now is basically the best I could do for now without trying to redo it from scratch.

Cheers, LT.

Maniac
Jun 21, 2009, 03:21 PM
Thanks, downloaded - I'll check it out!

Lord Tirian
Jun 24, 2009, 03:08 PM
Hey, Maniac - when I looked through the logs (because of the promotions error in the v10 feedback thread), I caught a little error in my fungal tower model - one of the animations is pointing to the wrong file. I don't think this has anything to do with the promotions bug - but I still think you probably want to have a corrected file, so I attached it. Just replace the old KFM-file with it.

Cheers, LT.

Maniac
Jun 25, 2009, 10:50 AM
Thanks, included in patch c!

Lord Tirian
Jul 22, 2009, 08:46 AM
...and some additional unit art. Added a spread effect to the acolyte, so you can now see a Voice of Planet icon during the spread... it's fun!

Also took the Christian missionary, recoloured him a bit to make him look more friendlier and removed the silly cross from his staff. Then replaced the cross with the Edenism globe, put a little globe on top of his staff... and here's an Edenist! Also with spread effects. :)

Just for a little change - I needed to do something on units again - even if it's just something minor as that.

Cheers, LT.

Maniac
Jul 22, 2009, 01:28 PM
Thanks I'll include it in the next patch.

The_J
Jul 22, 2009, 03:06 PM
The units look really nice :goodjob:.

Maniac
Aug 31, 2009, 10:45 AM
The next patch will include a new Hyperian unit, available at Biofuel. It's basically the same as the Plasma Thrower, except it has an extra point of strength and starts with the Empath Song ability for free. Placed at Biofuel this means the unit can be easily researched by both Hybrids and Terraformers.

Anyway, the problem is I don't know what graphic to use. There are now four flamethrower-like units, but only three available graphics. And two of those graphics are the same except for the suit colour (plasma thrower & helion). Does anyone have any ideas?

TC01
Sep 03, 2009, 08:19 PM
I guess this is the thread where this goes: can I use the Locust of Chiron graphic for my FFH 2 new civ? I really like it and I think it fits my unit perfectly (which is, ironically, a swarm of locusts).

Maniac
Sep 05, 2009, 02:40 PM
You'd have to ask the unit's creator The_Coyote. Personally I don't mind.

The_Coyote
Sep 05, 2009, 05:45 PM
Personally I don't mind.

i too ;)