I think this version is now a real junk, the warlords version was well meh...
I know this is nitpicky, but I think it would look better with a white or black stripe instead of the yellow/green one IMO.
This unit is... Well, simply awesome! I mean, I'm a fan of your modern ship models, but I know more about older ships then I do about the modern ones. Your War galley rocks as well.
I hope your planning to make some more wooden ships...
Oh, We have a Boade Laun / Boade Chan for four now! All we need is a decent turtleship/kubukseon
ITs the Junk-of-the-Line lol
Well, I tried linking to frigate.kfm in the frigate folder, I tried linking to a frigate.kfm when placed in the unit's folder itself. It makes no difference. The ships simply won't animate.
I have the Nifviewer, if that is the same as Nifskope, but couldn't find an option to link .kfm's to models, or even see if .kfm's are already linked to it.
In spoiler is the xml I used. Can you take a look if I did anything wrong? Normally linking the .nif model alone in the shader line is enough to let the ship appear ingame as a junk, not a frigate.
Spoiler :<UnitArtInfo>
<Type>ART_DEF_UNIT_FRIGATE_ASIAN</Type>
<Button>,Art/Interface/Buttons/Units/Frigate.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,2,9</Button>
<fScale>0.19</fScale>
<fInterfaceScale>0.5</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Frigate/frigate.nif</NIF>
<KFM>Art/Units/Frigate/frigate.kfm</KFM>
<SHADERNIF>Art/Units/Frigate_Asian/war junk.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/IroncladShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>4.0</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>
<UnitArtInfo>
<Type>ART_DEF_UNIT_SHIP_OF_THE_LINE_ASIAN</Type>
<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,1,12</Button>
<fScale>0.17</fScale>
<fInterfaceScale>0.5</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/ShipOfTheLine_Asian/Large War Junk.nif</NIF>
<KFM>Art/Units/Frigate/Frigate.kfm</KFM>
<SHADERNIF>Art/Units/ShipOfTheLine_Asian/Large War Junk.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/IroncladShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>4.0</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_OCEAN1</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_OCEAN1</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
</UnitArtInfo>
Thats cool!
Well, seems like your early cruiser has the same problem with animations. No cannons, no cloud when firing (invisible) guns, but there is a big explosion effect when it is sunk.
Your early battleship has working animations, the only weird effect there is you can see two spots of fireclouds when the turret fires.
Well I normally link both the Nif's and Shader ones to the same .nif, I guess it is because my computer is not great enough to run high settings. Other than that that looks like I did it.. maybe I should copy and paste the XML I used?