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#1 |
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aka 2late2die
Join Date: Dec 2005
Location: Toronto
Posts: 1,836
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[REQ]Riot Police (04/24/06)
This unit is based on a reskinned and modified navy seal and uses knights templar animations. It wasn't easy to make it play nice with these animations but I finally managed to get almost a perfect fit.
![]() ![]() The baton and the shield of course can be reused if you wish. One thing though, the baton uses the shield texture and is mapped roughly in the middle of the backside of the shield, just FYI if you decide to reuse and reskin those. Enjoy It seems that some people are missing the KFM file for the Templar Knight's animations, so I attached it to this post.
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The presence of those seeking the truth is infinitely to be preferred to those who think they've found it. -- From Monstrous Regiment by Terry Pratchett My Units Library thread - Last updated on July 15, 2006 - How to add units, a guide. TUTORIALS > Exporting models from 3DS MAX into Civ IV > NIF Viewer Tutorial - Part 1 > Part 2 > Part 3 MISC. GRAPHICS > Spells Promotions > Tech Icons > WH40K Tech Icons > Great Generals' Portraits > GuildWars based buttons > New Wonders Last edited by Rabbit, White; Oct 01, 2006 at 01:47 PM. |
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#2 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Very nicely done Rabbit. What mod are they for?
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#3 |
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Unit Maker
Join Date: Nov 2005
Location: I've been everywhere, man
Posts: 1,445
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This are insane!!!! By far your best work yet!
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I make units! |
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#4 |
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God-King
Join Date: Feb 2006
Location: Driving my enemies before me.
Posts: 490
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A police brute squad! This is insanely good.
Now we need banner waving peace protesters for these riot police to get stuck in to. Any plans to mod it as a special unit that decreases war weariness? |
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#5 |
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Warlord
Join Date: Feb 2004
Posts: 175
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Its like its my birthday! Congrats on two more great units Rabbit
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#6 |
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academic precarity
Join Date: Feb 2006
Location: Berlin
Posts: 4,748
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That's really a fine made unit I will love to destroy again and again
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#7 | |
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aka 2late2die
Join Date: Dec 2005
Location: Toronto
Posts: 1,836
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Quote:
? I guess to each its own ![]() Thanks everyone. @woodelf: Nothing particular 'sfar as I know, there were couple of requests in my thread plus few more I've seen floating around so I decided to give it a go. @Los Tirano: The war weariness thing is up to others, I just do the models.
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The presence of those seeking the truth is infinitely to be preferred to those who think they've found it. -- From Monstrous Regiment by Terry Pratchett My Units Library thread - Last updated on July 15, 2006 - How to add units, a guide. TUTORIALS > Exporting models from 3DS MAX into Civ IV > NIF Viewer Tutorial - Part 1 > Part 2 > Part 3 MISC. GRAPHICS > Spells Promotions > Tech Icons > WH40K Tech Icons > Great Generals' Portraits > GuildWars based buttons > New Wonders |
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#8 | |
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aka 2late2die
Join Date: Dec 2005
Location: Toronto
Posts: 1,836
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Quote:
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The presence of those seeking the truth is infinitely to be preferred to those who think they've found it. -- From Monstrous Regiment by Terry Pratchett My Units Library thread - Last updated on July 15, 2006 - How to add units, a guide. TUTORIALS > Exporting models from 3DS MAX into Civ IV > NIF Viewer Tutorial - Part 1 > Part 2 > Part 3 MISC. GRAPHICS > Spells Promotions > Tech Icons > WH40K Tech Icons > Great Generals' Portraits > GuildWars based buttons > New Wonders |
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#9 | |
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academic precarity
Join Date: Feb 2006
Location: Berlin
Posts: 4,748
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Quote:
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#10 |
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King
Join Date: Nov 2003
Location: Planet
Posts: 748
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I've been going back and forth with a guy who has an idea for a mod involving the Civil Rights Movement... a really cool "unit" would be a protestor whose "attack" is basically heaving a sign up and down or shouting on a bullhorn... Anyway this unit is awesome; in SMAC there were units that had a "police" effect so these could help us out (esp. if we can make him a wee bit more futuristic).
It's too bad the XML value is bMilitaryHappiness and not iMilitaryHappiness.
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Planet Roanoke : a SMAC tribute and remix (Sci-Fi Mod) In the early years of human interstellar colonization, accidents are bound to happen. But is the crash-landing of Mayflower II really an accident? |
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#11 |
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FFH Art team member
Join Date: Nov 2005
Location: Quebec
Posts: 2,112
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Nice again !
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Learn how to create and export your custom 3d model in Civ 4 with a free program : Blender Learn how to Import/Modify/Export animated 3d LeaderHead Part 2 (Shaded LH) With Ploeperpengel An easy way to create noshader units from your unit with shader in 6 Steps Fall From Heaven II(Forum)...........Fall From Heaven II(Download) |
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#12 |
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Emperor
Join Date: Feb 2004
Location: Riga/Montreal
Posts: 1,253
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cool idea
going to add it into my mod for the next release
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CivHub on Facebook |
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#13 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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THANK YOU THANK YOU THANK YOU
you remembered me and that makes me happy! now USA has a unique unit! |
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#14 |
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Gun Mage
Join Date: Mar 2005
Location: The Gateway to the West
Posts: 492
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Very, very good work!
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UNITS: <Red Mage> <Link> <Blaster Master Tank> <Forest Dragon> <Moon Robot> <TIE Fighter> <TIE Interceptor> <TIE Defender> <TIE Raptor> <TIE Avenger> <TIE Bomber> <A-Wing> <X-Wing> <Y-Wing> <B-Wing> <E-Wing> <Z-95 Headhunter> <Magitek Armor> <Air Armor> <Slime> <Iksar Warrior> <Iksar Unit Pack> BUILDINGS: <Sci-fi/Fantasy Buildings> MODS: <Shinto Religion> <SG1 Civ> <Transformers Civ> |
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#15 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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hey can someone please link me to the thread where i can get the animation files from. i can't find this "crusader" "knights templar or lost units mod
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#16 |
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Black Dragon
Join Date: Nov 2005
Location: Munich, Germany
Posts: 1,742
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You have to unpack your art files. Its under /art/units/scenario/knights_templar/
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Working on: Beholder Finished: Lots of units and buildings for Fall from Heaven IIß (Link to the FfH Forum) |
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#17 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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ok then i must already have it lol
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#18 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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sorry ive never installed a composite of 3 units before, could you look at my artdefines and maybe instead, give me yours please
Code:
<UnitArtInfo> <Type>ART_DEF_UNIT_POLICE</Type> <fScale>0.44</fScale> <fInterfaceScale>1.0</fInterfaceScale> <NIF>Art/Units/police/riotpolice.nif</NIF> <KFM>Art/Units/police/knightstemplar.kfm</KFM> <SHADERNIF>Art/Units/police/riotpolice_fx.nif</SHADERNIF> <ShadowDef> <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF> <ShadowAttachNode>BIP Pelvis</ShadowAttachNode> <fShadowScale>1.0</fShadowScale> </ShadowDef> <fBattleDistance>0.35</fBattleDistance> <fRangedDeathTime>0.05</fRangedDeathTime> <bActAsRanged>1</bActAsRanged> <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound> <AudioRunSounds> <AudioRunTypeLoop/> <AudioRunTypeEnd/> </AudioRunSounds> </UnitArtInfo>
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#19 |
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Black Dragon
Join Date: Nov 2005
Location: Munich, Germany
Posts: 1,742
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Im not at home, but that looks quite good.
just make sure its indeed knightstemplar.kfm . I thought its knights_templar.kfm . And make sure you have copied all .kf and the .kfm files form the knight_templar folder into your police folder. Edit: and you want to set <bActAsRanged>1</bActAsRanged> to <bActAsRanged>0</bActAsRanged>
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Working on: Beholder Finished: Lots of units and buildings for Fall from Heaven IIß (Link to the FfH Forum) |
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#20 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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i got it working a little better with the integer change. the file names are correct though (if thats the one that needs to be there!) im am going to look for mor .kf files
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