Resource icon

EE2 Future Units Kit 2016-10-05

I've considered that possibility, but I can't see anything I did wrong. :confused:

Note that you can see the correct unit graphic on the map screenshot btw.

Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_DISRUPTOR</Type>
			<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,7,11</Button>
			<fScale>0.57</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Disruptor/disari.nif</NIF>
			<KFM>Art/Units/MobileArtillery/MobileArtillery.kfm</KFM>
			<SHADERNIF>Art/Units/Disruptor/disari_FX.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/MechInfantryShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>0.8</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<TrailDefinition>
				<Texture>Art/Shared/tanktread.dds</Texture>
				<fWidth>.7</fWidth>
				<fLength>180.0</fLength>
				<fTaper>0.0</fTaper>
				<fFadeStartTime>0.2</fFadeStartTime>
				<fFadeFalloff>0.35</fFadeFalloff>
			</TrailDefinition>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.12</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
				<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
			</AudioRunSounds>
		</UnitArtInfo>
 
Yes.

May I request that someone tries to implement the unit in their game and see if it works?

With disari.nif in both the nif and shadernif tags though, to exactly replicate the nif I see.
 
Ok, I tried it for you, Maniac.
It seems there is a problem with the unit.
There's the typical missing unit interface and unit pic from the left bottom corner (this is usually a problem with the animation - not referencing the correct nifs),
but there is also a problem when exiting civ - getting a Win error message after Civ exits.

So the unit needs some corrections (both the shader and the shaderless nif)
 
Thanks!

I have now tested all units in-game, and it are the four tanks which are having problems: the Myrmidon, Paladin, Disruptor and Fusion Tank. The other units work fine. Since you mentioned animations, I tried if they would work if I set animations to <KFM/>, and they do! So it's indeed an animation problem.

For the record, the animations as instructed by The_Coyote are MobileArtillery for the Disruptor, and modernarmor animations (included in the download) for the other three.
 
:wallbash: sorry for being beta testers, (and that i forget to post the info)

Both the fusion caster & myrmidon tracks are completely pink in Scene Viewer, even if I include in the Myrmidon's folder the dds later posted by deliverator, and in the Fusion Tank folder the FusionCasterTreads.dds which was included in the original download by Deliverator, but not in the download from you. If I view the original files attached by Deliverator in SceneViewer, there the Fusion Caster does appear with tracks.

the texture i can explain, i used the the modern armor tracks (to have them animated), so you must have the textures of the modern armor in the shared folder (why i did not mentions this earlier :blush:)

A second problem: I put the Disruptor in the game. But I get C++ errors when trying to view the unit in the Civilopedia, or when I put one on the map with Worldbuilder. Any idea what could be causing this? I've also already put the Two-legged mech into the game as a test, and that one works ok, for the record. So it's not a general problem with all units.

the disrupter like said, the animation is called MobileArtillery but no idea if it is the vanilla one or another (like said earlier: vanilla or snafusmith [this were my two hot tips]), tested him with the attached animation (fx version- edit: tested both version) and it worked fine (in the zip is already a mobileArtillery.nif [the original one] just in case somebody forget to rename a nif of the disrupter to this name ) - so no idea which is the problem :confused:



what is the problem with the paladin? and all tanks use the vanilla animation, i only changed the strike so that two firing effects are used [exchange the strike of the vanilla animation with the before attached one, all other kfs and the kfm are still from the vanilla modern armor - and remember there must be a modernamor.nif in the folder with the kfm]

tested now all four critical units in game (but only fx version) and had no problems

again, sorry for the trouble (like said not tested in game) and thanks for testing
 

Attachments

  • mobile ari.zip
    mobile ari.zip
    39.5 KB · Views: 150
  • pedia.jpg
    pedia.jpg
    66.2 KB · Views: 301
the texture i can explain, i used the the modern armor tracks (to have them animated), so you must have the textures of the modern armor in the shared folder (why i did not mentions this earlier :blush:)

You did mention earlier to put the modern armor textures in the shared folder (which I did), but I thought they were for damage states, not armor tracks. To view a unit well in SceneViewer, all the required files have to be in the same folder; hence my confusion and thinking the treads were pink.

the disrupter like said, the animation is called MobileArtillery but no idea if it is the vanilla one or another (like said earlier: vanilla or snafusmith [this were my two hot tips]), tested him with the attached animation (fx version- edit: tested both version) and it worked fine (in the zip is already a mobileArtillery.nif [the original one] just in case somebody forget to rename a nif of the disrupter to this name ) - so no idea which is the problem :confused:

I didn't know there needed to be a nif with the name of the unit whose animations you're using present in the folder. Does this have to be the nif of the unit whose animations you're using, or does it have to be the new unit's nif, but renamed to the name of the kfm? I'm not sure if this lengthy sentence makes any sense.

what is the problem with the paladin? and all tanks use the vanilla animation, i only changed the strike so that two firing effects are used [exchange the strike of the vanilla animation with the before attached one, all other kfs and the kfm are still from the vanilla modern armor - and remember there must be a modernamor.nif in the folder with the kfm]

Yep, not including the modernarmor.nif was my problem. Now they all work ok. Thanks! :)

Just checking to be sure: so I need to delete the original modernarmor_md_rangedstrike.kf and rename the modernarmor_md_rangedstrike_2gun.kf you included to modernarmor_md_rangedstrike.kf ?
 
I didn't know there needed to be a nif with the name of the unit whose animations you're using present in the folder. Does this have to be the nif of the unit whose animations you're using, or does it have to be the new unit's nif, but renamed to the name of the kfm? I'm not sure if this lengthy sentence makes any sense.

normally there must be a nif with the same name like the animation (unless somebody makes a bad joke when creating a custom animation). The kfm requires a master nif, where the game (i think) looks after the general structure and the name of the bones, for vanilla units both, the kfm and the master nif, have the same name beside the ending.

It must no necessary be the original nif, but it must a nif with the same internal structure (but tbh i never tested what happens if not), so no problem if your rename the paladin.nif to modernarmor.nif

A good test ist to open the kfm with nifskope, if you see an unit, the needed nif is there, if you don´t see an unit, the nif is missing

and like you see, your sentence and questions makes absolut sense

Just checking to be sure: so I need to delete the original modernarmor_md_rangedstrike.kf and rename the modernarmor_md_rangedstrike_2gun.kf you included to modernarmor_md_rangedstrike.kf ?

correct, more or less i prepared the nifs and this kfm with two effect to make it easier to add later slightly more futuristic weapon effects to the weapons (you still see now a difference, but it´s still only two times the vanilla modern armor effect to the same time)

And glad that now all units work :)
 
I thought I'd put up the 20th Century EE2 units that were requested in this thread. Here's what's included:

attachment.php


attachment.php


26. RPG Striker
27. Sensor Destroyer
28. Humvee Striker
29. AA Halftrack (not sure I've seen any Halftracks around...)
30. Jagdpanther (this is the best model/texture I've seen for this)
31. Self-Propelled Artillery (I am informed this is a US Army 8 inch M110 Howitzer)

Same deal as the other units - they need animation to work in game. See attached zip for the files.
 

Attachments

  • ee_20c_rel1.jpg
    ee_20c_rel1.jpg
    85 KB · Views: 16,176
  • ee_20c_rel2.jpg
    ee_20c_rel2.jpg
    44.9 KB · Views: 14,804
  • EE2_20thCenturyPack1.zip
    EE2_20thCenturyPack1.zip
    986.6 KB · Views: 127
Thanks for the info The_Coyote!

Deliverator, could I convince you to do a no_fx version of the missile chopper you processed?
 
I do intend to convert that chopper properly at some point for dune wars - so I can easily enough do a no fx version then. It could be a while as I have quite a bit on my list at the moment...
 
Thanks Deliverator for the SP Artillery!

It is based on the M110 A2 SP 8in Howitzer which has nostalgic value for me. (The U.S. Army phased them out in the 1990's although they remain in use with dozens of countries throughout the world.)

I'll use it for a proportion template to create a new model as I want my unit to have a low poly count. (That oversized gun tube is a bit of an eyesore. lol)

(Of note to unit makers, if you look closely at the road wheel polygons on this model you'll see a good example of a method the modeller used to reduce poly count.)
 
No problem. You could easily scale the gun tube in Blender (S key). Plus try Remove Double on the mesh in Blender to drastically reduce polycount on all these units for (usually) minimal visual impact.
 
No problem. You could easily scale the gun tube in Blender (S key). Plus try Remove Double on the mesh in Blender to drastically reduce polycount on all these units for (usually) minimal visual impact.

Yes, but I intend to make an entirely new model and will only use the artillery model for a template to get the proportions right. So it will be low on poly count.
 
I just revamped whole future era tech tree in my Rise of Mankind mod and now when looking for stuff to fill all those new techs, I noticed this thread. All of those units look fantastic and I think I could use most, if not all, those scifi units in my mod so I'll be testing them soon... :)
 
Coyote, I know you've done a lot already but could you be persuaded to convert one last one - 6. Heavy Missile Helicopter. I think you'll do better/quicker job than me.

If you could do both an fx version and the nofx version Maniac requested, that would be fantastic! I'll understand if you have had enough of converting... :)
 
It's kinda slowed up, but it doesn't stop.
BTW I have choosed the wrong smiley.
 
Back
Top Bottom