CH-47 Chinook ( helicopter)

nautil

Warlord
Joined
Feb 27, 2006
Messages
121
Location
israel,ashdod
Here is simple model of CH-47 Chinook helicopter, unfortunately, to my great frustration, i didn't managed to attach spinning rotors to this unit ,so all we have is two static semitransparent disk as a proppellers. If anyone , will be able to make this rotors twirl me, and most likely other Civ fans will be very grateful to you.
The model is about 1250 polys, i made 2 main skins - green and desert, and two bonus skin - UU and yellow, to make this unit suitable for various mods. Once again,it's a shape that there is no working rotors, but that is all i can do at the moment :sad:

P.S. How to add new units guide

P.S.S. Since this unit have no proper animation this is no quite acceptable for me, but we still need good big transport heli in game, so tonight i gonna make the huge russian MI 26, that has only one rotor and there will be no problem to animate in fittingly so we'll have sterling unit :)
 

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  • chinookdesert.zip
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Bonus skins
 

Attachments

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  • chinookyellow.zip
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  • chinUN.jpg
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  • chinyellowscreen.jpg
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Well, I think you got the aircraft market pretty much cornered, another exellent model :goodjob:

I think you gotta pick up the pace though man. With one unit per day it'll take you at least couple of years to make all the existing planes and choppers.

:joke: :D
 
so this now begs the question:

Can this transport unit be modded to land on a carrier or battleship?
 
Well done!!, Your my Hero. :king:

Please make up a B52 or long range jet bomber soon.

Many Regards

Riker13 :crazyeye:
 
JavalTigar said:
so this now begs the question:

Can this transport unit be modded to land on a carrier or battleship?

I'm pretty sure it can, just need some changes in XML file, though can't say now which file exactly you need to modify.
 
JavalTigar said:
so this now begs the question:

Can this transport unit be modded to land on a carrier or battleship?


try this. I done it so the gunship can carry artillery units:

go to civ4unitinfos.xml find battleship and change

<SpecialCargo>NONE</SpecialCargo>
to
<SpecialCargo>SPECIALUNIT_CHINOOK</SpecialCargo>

then change

<iCargo>0</iCargo>
to
<iCargo>1</iCargo> ( to carry 1 chinook or 2 to carry 2 etc)

next find the chinook and change:

<Special>NONE</Special>
to
<Special>SPECIALUNIT_CHINOOK</Special>

then save and exit that file
next find the specialunitinfos.xml file and add this to it just copy and paste from here save you some time

<SpecialUnitInfo>
<Type>SPECIALUNIT_CHINOOK</Type>
<Description>TXT_KEY_SPECIALUNIT_CHINOOK</Description>
<bValid>1</bValid>
<ProductionTraits/>
</SpecialUnitInfo>

now save exit and play if you want the chinook to go over water and land change its domain to <DOMAIN>NONE</DOMAIN> in civ4unitinfos.xml (might be a good idea if loading into a battleship save you sailing right up to the coast)

Can't wait for your F117 nautil
 
Keep in mind though that right now the AI doesn't know how to use land-based or air-based transports.
 
Question:

Using those instructions above is there a way to specify that the Gunship (in this case the Chinook) can carry only specifc units?

For example: the chinook can carry all infantry classes but not modern armor or tanks?


An interesting thought occurred. Create a Blackhawk and have it be invisible to the enemy (except air if possible) and have it only transport Speacial Forces/Navy Seals. ooooohhhhh thhe hilarity will ensue
 
Crighton said:
Question:

Using those instructions above is there a way to specify that the Gunship (in this case the Chinook) can carry only specifc units?

For example: the chinook can carry all infantry classes but not modern armor or tanks?

not sure. I mean i got me un mech infantry carrying marines and my mi24 and ka50 carrying artillery but if you want it to carry more than one type the you would just change
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iCargo>5</iCargo>

but for just the one unit just change
<SpecialCargo>NONE</SpecialCargo> text on the transporting unit and
<Special>NONE</Special> text on the unit being transported

BUT remember to add

<SpecialUnitInfo>
<Type>SPECIALUNIT_CHINOOK</Type>
<Description>TXT_KEY_SPECIALUNIT_CHINOOK</Description>
<bValid>1</bValid>
<ProductionTraits/>
</SpecialUnitInfo>

to the specialunitinfos.xml file changing where it says chinook to what ever unit you chose, but remember that the chinook can carry artillery, small tanks aswell as infantry
 
If you wanted to carry multiple unit types, wouldn't it work to add this to the special unit infos XML:
Code:
<SpecialUnitInfo>
	<Type>SPECIALUNIT_CHINOOK_CARGO</Type>
	<Description>TXT_KEY_SPECIALUNIT_CHINOOK_CARGO</Description>
	<bValid>1</bValid>
	<ProductionTraits/>
</SpecialUnitInfo>

And in the unit infos XML under the chinook unit defines change this:
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
to this:
<SpecialCargo>SPECIALUNIT_CHINOOK_CARGO</SpecialCargo>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iCargo>1</iCargo>

And in the unit infos XML under all the units that you want to be able to be transported by the chinook change this:
<Special>NONE</Special>
to this:
<Special>SPECIALUNIT_CHINOOK_CARGO</Special>
 
Darn it, matthewv already explained it. :D Well, anyway, pretty much what he said.
 
matthewv said:
If you wanted to carry multiple unit types, wouldn't it work to add this to the special unit infos XML:
Code:
<SpecialUnitInfo>
	<Type>SPECIALUNIT_CHINOOK_CARGO</Type>
	<Description>TXT_KEY_SPECIALUNIT_CHINOOK_CARGO</Description>
	<bValid>1</bValid>
	<ProductionTraits/>
</SpecialUnitInfo>

And in the unit infos XML under the chinook unit defines change this:
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
to this:
<SpecialCargo>SPECIALUNIT_CHINOOK_CARGO</SpecialCargo>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iCargo>1</iCargo>

And in the unit infos XML under all the units that you want to be able to be transported by the chinook change this:
<Special>NONE</Special>
to this:
<Special>SPECIALUNIT_CHINOOK_CARGO</Special>

lol nice one never thought of that :goodjob:

Rabbit how do i skin i got gimp and i unpacked the assets0.fpk but the dds pics for the units look fuzzy round the edges will it matter if i just paint a solid colour or do i need to make my edges fuzzy too?
 
cool!

Thanks for the help.
 
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