3D Leader Test (issues)

It doesn't support the following shader types yet:

Leader_Velvet
Leader_Masked
Leader_Masked_Hair
Leader_Opaque_Matte

There may also be some other exotic ones I haven't discovered yet.
 
Ah sorry, I didn't make the file public. Try again.
 
No, I don't know what's going on there. I didn't modify it. Just overwrite it with a copy from the SDK and see if that works.
 
What I did was create a Mali folder under the DLC Expansion folder. I then changed a leader's scene file to point to my MUSA.fxsxml ( thats in the zip) instead of the regular leader.fxsxml

I tried this technique but I could get anything to show up. Did you just do this?

Code:
<LeaderScene FarClip="100000" lights ="Austria_Maria_Theresa_Lights.gr2" camera="Austria_Maria_Theresa_Camera.fxsxml" ColorKey="Maria_COLORKEY.tga" cubemap_prefix ="maria" FallbackImage="MariaTheresa.dds">
 
<DOFSettings max_width="1.63" blur_distance="690" ramp_distance="350"  ></DOFSettings> 

 <LeaderObject  model="[COLOR="Red"]Musa_noAnim.fxsxml[/COLOR]"> </LeaderObject>
<BackgroundObject model="Austria_Maria_Theresa_Scene.fxsxml" ></BackgroundObject>
<BackgroundObject model="Austria_Maria_Theresa_Scene_VFX.fxsxml" ></BackgroundObject>

</LeaderScene>

Where exactly did you put your fxsxml?
 
I set up something like danrell did for his improvements then i modified a scene.xml to point to my fxsxml.

I'm still not able to get this to work.

I copied your Musa folder to:
C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\Expansion\DLC\Expansion\Musa

And then edited C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\Expansion\Leaders\Austria_Maria_Theresa_Scene.xml as shown above but nothing displays in game.

I'd like to figure this out as at the moment I can test any 3D Leader stuff. Is there a easy way to do this via a mod?
 
I'm still not able to get this to work.

I copied your Musa folder to:
C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\Expansion\DLC\Expansion\Musa

And then edited C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\Expansion\Leaders\Austria_Maria_Theresa_Scene.xml as shown above but nothing displays in game.

I'd like to figure this out as at the moment I can test any 3D Leader stuff. Is there a easy way to do this via a mod?


I put the MUSA folder in the leaders folder. But I didn't think folders matter.


EDIT:

Danrell had this note in his tileimp

Code:
Please put the folder "Expansion" to :
C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\Expansion\DLC\[B]Expansion\Test_Improvement\Airfield_Model     [/B]<---must not be wrong
then open the game you can test it !
(delete or move it if you don't use it)

the stuff in bold are the folders he created. I think its something with the DLC structure.

but putting your MUSA folder in "leaders" should work and you should copy the Austria scene then edit that one.
 
So I decided to start with Simon Bolivar. One of my first leaders for Civ4 so I thought -out of tradition - to do it with Civ5.


My model made it in game but as you can see its deformed.

Don't mind the texture I just did a quick merge to get a solid mesh in game.

I think its deformed because either the fbx->gr2 exporter (but it looked fine in granny viewer) or its an issue with adding vertices in blender. In my case I took a mesh with a skeleton and moved it to the civ5 skeleton. It no longer had the root skeleton but all the vertices remembered. So this could have the deforming effect.

Don't worry I'll keeping trying just letting people know that work is being done.

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I think its deformed because either the fbx->gr2 exporter (but it looked fine in granny viewer) or its an issue with adding vertices in blender. In my case I took a mesh with a skeleton and moved it to the civ5 skeleton. It no longer had the root skeleton but all the vertices remembered. So this could have the deforming effect.

Getting there! You probably want to make sure all your vertices are properly assigned to vertex groups that actually exist in the skeleton.

I've found these two extensions for Blender 2.6 handy in debugging vertex group stuff recently:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/Select_Vertex_Groups

http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/Show_Vertex_Group_Weights
 
For those following this - the exporter is a real pain. I'm looking forward to Deliverator's new script

For now I cant get a clean export


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Haile Selassie, beard champion of Civ V 2013.
 
I'm looking forward to Deliverator's new script.

I'm in the endgame on this.

I've got my first non-FBX imported Unit working in game. It's so much nicer working with something that gives exactly the same result every time.

Still have some rigging issues to sort out with Leaders.

Here is my latest test with the Wu leader. These are the steps in my test:

1. Export Wu Leader to .nb2 from Nexus Buddy 2.
2. Import .nb2 into Blender.
3. Changed Wu's hairstyle.
4. Exported to my new .br2 format from Blender.
5. Opened .br2 in Nexus Buddy 2. Note - perfect meshes! :)
6. Assigned materials and textures then save.

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You can see the rigging issues when I test in Nexus 3D Viewer. It should be possible to fix this.

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I'll see if I can fix these rigging issues and then I'll upload a new Nexus Buddy 2 and scripts.
 

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The rigging problems were a red herring - I realised that not even the vanilla leaders animate properly in Nexus 3D Viewer.

Anyway, I have a working technique now. I realised rather than trying to calculate all the skeleton stuff accurately, I could just overwrite the mesh data in any existing .gr2.

My new technique is similar to before but I'm only taking the mesh data from my .br2 file:

1. Export chinese_wu.gr2 to .nb2 from Nexus Buddy 2.
2. Import .nb2 into Blender.
3. Changed Wu's hairstyle.
4. Export to .br2 format from Blender.
5. Make a copy of the vanilla chinese_wu.gr2 and open in Nexus Buddy 2.
6. Use new Overwrite Meshes from BR2 function to replace all existing mesh data with the data from the .br2.
7. Assign materials and textures and save.

You can test Leader animations in Granny Viewer if you open and save the animation .gr2 in Nexus Buddy. So I've tested that my modified Wu animates correctly.

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I'm going to do an in-game test next.
 

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She works in game too. :)

A few issues with the shaders/textures - I was trying to use all the same ones as the original Wu - but the main thing is the 13 meshes are all good and animates properly in game.

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Edit: The original for comparison:

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Wow, that's as close as this issue ever was, amazing work Deliverator!
 
What if I add a mesh? Does it look for a set number like skeleton appending?

I should be able to allocate new memory so that you can have as many meshes as you like - I'm doing that already in lots of places in my code. I'll try and get that working before I upload the new tool.
 
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