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  1. SaibotLieh

    Graphics Modification Requests Thread

    If the guy should use the CEO animation, this should probably work. :)
  2. SaibotLieh

    Graphics Modification Requests Thread

    I put together some simple version of an abacus and a spyglass with Blender, hope they work well for you. :)
  3. SaibotLieh

    Unit requests thread

    Funnily enough, the anti tank infantry has no missiles as well, so this was, in fact, a rather bad example to give... Anyhow, I have now botchers something together which looks alright for a 10 minute job I think. Additionally to the attached files, since I found no fitting missile animation...
  4. SaibotLieh

    Unit requests thread

    If I remember correctly, for the rocket to appear you need to add the effect to the strike kf file. Also, you will need a node in the unit nif from where the rocket will start flying. The anti tank infantry is a good example for this: As for the lifting animation, there are ways to tinker...
  5. SaibotLieh

    Unit requests thread

    Maybe adding the Antitank Infantry rocket animation to the attack could work. Should be doable with NifSkope.
  6. SaibotLieh

    Unit requests thread

    As far as I can see the unit works correctly, but only after a nif file named "WehrmachtBiker" is added to the folder. This is a quirk with the kfm file, which needs a nif file of the same name in its folder. The content of that file is not important (as far as I know).
  7. SaibotLieh

    Unit requests thread

    No worries. Just dropping in from time to time to see if there is some quick I can help with. :)
  8. SaibotLieh

    Unit requests thread

    I made a Bone Weight Copy via Blender which seems to be working fine in NifSkope. Only problem was that the Jihadist model has much shorter arms than the biker, so the result is a rather buff rider. Hope it works for you.
  9. SaibotLieh

    How to import rigged models and getting the Civ 4 rig on meshes?

    Would also not know how integrate an animated texture file into Civ4. If you are okay with a static image for each "mood" of the leaderhead, you could try out this: https://forums.civfanatics.com/resources/variable-static-leaderhead.17343/
  10. SaibotLieh

    How to import rigged models and getting the Civ 4 rig on meshes?

    Most of what you need to know speficially for Civ4, you should be able to find 'somewhere' within the tutorial subforum, but it is certainly scattered. This In general, it depends what kind of software you want to use. For 3ds Max, this tutorial should be helpful...
  11. SaibotLieh

    [BTS] Does anyone know how to change sounds like promotion sounds or Unit sounds?

    Instead of replacing a sound file I would rather add the audio xml files to your mod and change the paths within these files to point towards your mod files. Replacing the original files can work at times, but you can run into problems with the fpk package files. Single files should normally...
  12. SaibotLieh

    Question: Can I save RAM usage if I use static leader head?

    From my experience with modding units and leaderheads, the game needs to be restarted to make changes in unit files appear, while for leaderheads the changes already apply when the leader it displayed anew. So, I would guess that the game loads all unit graphics into memory when started, while...
  13. SaibotLieh

    Quick Modding Questions Thread

    To try ti answer the question itself: I would not know that there is any setting in the xml that can influence the speed of a specific animation of a specific unit or how fast the unit is moved during the run animation (CIV4ArtDefines_Unit.xml would be the place to go). What can be done is to...
  14. SaibotLieh

    Unique unit I created keeps crashing when I try to build one

    Might be a classic basically everyone of us ran into at one point: Try removing the comma in the <Button> line, so <Button>Art/Buttons/Units/Gogmonster-Hunter.dds</Button> instead of <Button>,Art/Buttons/Units/Gogmonster-Hunter.dds</Button>
  15. SaibotLieh

    How to alter CIV4ArtDefines_Unit to prevent unit graphic change

    I am not sure if it is handled in the Planetfall Mod like in vanilla Civ, but there the graphical change due to promotions is handled in the "CIV4PromotionInfos.xml" file by the <LayerAnimationPath> entry. That entry leads to an entry in the "Civ4AnimationPathInfos.xml", which in turn leads to...
  16. SaibotLieh

    Beastmaster (Warlord)

    Okay, so for some reason my beastmaster unit is not properly imported back into Blender, moving the left leg onto the right one. Anyhow, I did a workaround by importing your Lafitte onto an unmodified Ancient Warlord skeleton in Blender and then nifswapped the export into the beastmaster nif. I...
  17. SaibotLieh

    Beastmaster (Warlord)

    Strange, maybe post your mesh here and I can have a look.
  18. SaibotLieh

    Beastmaster (Warlord)

    Hm, good question, never seen that error before. Only thing I could think about at the moment is that it is important to always import the unit last of which you want to use the skeleton. So, in this case, make sure that the beastmaster is the last part you import to Blender. I have seen...
  19. SaibotLieh

    Converting Civ V Units to Civ IV

    Since you have no skeleton to worry about with this, you can work around the problem by exporting the mesh as obj file, re-import that file into Blender and then save as nif.
  20. SaibotLieh

    Saibotlieh's Leaderhead Collection

    Sure, no worries. If you can freely decide between making units or making LHs for now, I certainly would advice to start with units, since they are a less complex to rig due to the smaller number of bones. For both units and LHs, the "Bone Weight Copy" function...
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