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Lol Ploep, if you guys add every single unit I make, everytime I make it, you'll never release the next version of WHFB and people might start demanding I stop making units.Ploeperpengel said:It also will be in what you see below
heh, I know I started and just can stop now. Currently it's harder to decide what to leave out than what to put in. But for putting in 180 MB of unitart into xml two or three more units really don't cause much more delayRabbit said:Lol Ploep, if you guys add every single unit I make, everytime I make it, you'll never release the next version of WHFB and people might start demanding I stop making units.
Hehe, npseZereth said:Thank you rabbit for giving me a scout using archer animation
Prestidigitator said:Quite good White Rabbit!
Wyz_sub10 you mentioned 'will be included' does that mean it's not already implemented in the your mod?
Do you mean the Ethnically Diverse Units mod? No, I haven't included it there because the only African (or at least African and dark skinned) civ in already has a replacement for Archers - Mali Skirnisher.Prestidigitator said:Quite good White Rabbit!
Wyz_sub10 you mentioned 'will be included' does that mean it's not already implemented in the your mod?
Prestidigitator said:Sorry guys , I meant the Babylonian Bowman, is this already implemented in the CivGold mod?
Well, at this point the unique looks of of units are like styles, like the ones for buildings (that were in civ3 and are half-way there in civ4), so they aren't unique per civ but rather a group of civs that share a style. I feel that it's the best way to handle this because putting unique looking unit for each civ would be a big strain on the computer. On the other hand it gives plenty of variety. Add to that true unique units, as well mods that add 2nd and maybe 3rd UU and you've got plenty of variety to go around without making the game unplayable on slower systems.Prestidigitator said:Sorry guys , I meant the Babylonian Bowman, is this already implemented in the CivGold mod?
And White Rabbit...
Do you plan to elaborate more on your Ethnically Diverse mod? It is *amazing* already but would you include ethnically diverse units for other civilizations too? like the Nubians or any Mesopotamian civ?
This would come handy when Warlords wouuld be released, and adding more civs into the game (meaning >18) would be easy.
<UnitArtInfo>
<Type>ART_DEF_UNIT_NUBIAN_COMP</Type>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/Nubian_Archer/nubian_archer.nif</NIF>
<KFM>Art/Units/Archer/Archer.kfm</KFM>
<SHADERNIF>Art/Units/Archer/Archer_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0.85</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
Well of course it's not showing up, you didn't change the shadernif tag. You need to point it at the same file as the nif tag.thamis said:Hmm... I can't get it to work. It shows up as a normal archer. Here's the ArtDef code:
Code:<NIF>Art/Units/Nubian_Archer/nubian_archer.nif</NIF> <KFM>Art/Units/Archer/Archer.kfm</KFM> <SHADERNIF>Art/Units/Archer/Archer_FX.nif</SHADERNIF>
Well, there is no FX file as such (which is why I say this unit doesn't support team color), and so you use the same file for both tags. You can do that with any unit (including vanilla) but if the unit is suppose to support team colors then in game they will always show red.thamis said:Ah so the FX file is Art/Units/Nubian_Archer/nubian_archer.nif? How strange... To me at least, I don't know anything about 3d graphics.