Requested Bombard (8-01-06)

woodelf

Bard
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Gunner requested this in the units request thread so I whipped it up. No animations. Here's the same render pic from that thread.



For some reason we can't upload zips anymore except the file database, so this unit is there. Enjoy.

edit - new file here, animated and a new skin by C. Roland.
 

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Wow looks great! How do you whip these models up so fast :eek:

Are you going to put some guy behind it?

Maybe you should use cannon animations for it
 
I think a guy behind it would add a butload of polys, but that should be possible via the nifviewer.

It's grey solely because the pic Gunner had showed the barrel grey. His next gun will be bronze. :)
 
Great job woodelf! Thank you so much.

I think you should be promoted to a 3ds max noob lvl2 now ;)


About the barrel color, bronze is definitely more correct up to say the mid 16th century or so. From there the current color is ok too. Since I'm going to be using both I plan on just changing the skin to a bronze color for one of them. Should take about 2 minutes.
 
You're welcome Gunner. The pic was a huge help. It should be easy to skin, but if not let me know. I'm still learning the unwrapping and texturing.

Maybe tomorrow I'll go to lvl2, but I'd feel wrong jumping from noob to lvl2 in 1 day! ;)
 
Gunner - let me know how this looks in game. My lvl2 hinges on whether or not I remembered to rotate the final model. It might end up 90 degrees off and be pointing to the right or left instead of straight. :lol:
 
Well it seems that there is a bit of a problem. I'll just give you some pictures:

[IMG=middle]http://img283.imageshack.us/img283/222/bombard2jl9.jpg[/IMG]

I set it to use the artillery animations and sounds. Here is the relavent xml code I used:
Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_BOMBARDI</Type>
			<fScale>0.65</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<NIF>Art/Units/Bombard I/Bombard.nif</NIF>
			<KFM>Art/Units/Artillery/Artillery.kfm</KFM>
			<SHADERNIF>Art/Units/Bombard I/Bombard_FX.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/ArtilleryShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<TrailDefinition>
				<Texture>Art/Shared/wheeltread.dds</Texture>
				<fWidth>1.0</fWidth>
				<fLength>180.0</fLength>
				<fTaper>0.0</fTaper>
				<fFadeStartTime>0.2</fFadeStartTime>
				<fFadeFalloff>0.35</fFadeFalloff>
			</TrailDefinition>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop>LOOPSTEP_ARTILLERY</AudioRunTypeLoop>
				<AudioRunTypeEnd>ENDSTEP_ARTILLERY</AudioRunTypeEnd>
			</AudioRunSounds>
			<SelectionSound>AS3D_UN_ARTILLERY_FORT</SelectionSound>
			<ActionSound>AS3D_UN_ARTILLERY_FORT</ActionSound>
		</UnitArtInfo>
Code:
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.25</fMaxSpeed>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BOMBARDI</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>

Maybe I did it wrong. Woodelf, could you try to get it in the game yourself and see if it turns out the same?
 
:hmm: this certainly puts a damper on level 2. ;)

Are both dds files in the Bombard folder you must have created? I'm not sure about ShadowDef and TrailDefinition since I don't recall ever using them. I'll be home in 2 hours to try it.
 
Both .dds files are in the folder. What I did was copy the xml entries for the artillery and then just replace the <NIF> and <SHADERNIF> with your nif.

I've looked through for typos and such but haven't found any so far. Even so, there is a very good chance that I messed up somewhere.
 
Gunner, can you try this:

Change:

<SHADERNIF>Art/Units/Bombard I/Bombard_FX.nif</SHADERNIF> to

<SHADERNIF>Art/Units/Bombard I/Bombard.nif</SHADERNIF>

Maybe removing that _FX will help. I seem to remember that being an issue with new models.
 
Boy, I hope you don't change your vote on me being lvl2 worthy Gunner, but this was my fault. :sad:

Here's a pic in game



I'll exchange the old d/l in the file database with the correct, turned version. :)
 
woodelf said:
Boy, I hope you don't change your vote on me being lvl2 worthy Gunner, but this was my fault. :sad:

Here's a pic in game



I'll exchange the old d/l in the file database with the correct, turned version. :)
What did you do wrong?
 
And now you better do some animations for this thing and afterwards you create the Mortar for the WH mod, then I´ll directly vote for you to be promoted to Lvl 3 ;)

Now I got an idea, maybe I´ll start a new thread where people can vote if you should be promoted :lol:
 
Duke van Frost said:
And now you better do some animations for this thing and afterwards you create the Mortar for the WH mod, then I´ll directly vote for you to be promoted to Lvl 3 ;)

Now I got an idea, maybe I´ll start a new thread where people can vote if you should be promoted :lol:
That already happend.
 
Hadrean said:
What did you do wrong?

Forgot to hit an opaque as Alpha button in the materials or something close to that.

And Duke, TheLopez already did that! Unless you mean promoting me lvl3 now. :)
 
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