Erhardt WW1 Armoured Car

snafusmith

Unit Maker
Joined
Nov 1, 2005
Messages
1,549
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I've been everywhere, man
Made for Civ1918, or any of your WW1 needs...

The WW1 German Erhardt Armoured Car:

Poly: 820
fscale: 0.45

It uses custom animations, so point to the Erhardt.kfm files in your XML.

ENJOY!

-Smitty
 

Attachments

  • Erhardt.JPG
    Erhardt.JPG
    163.6 KB · Views: 870
  • Erhardt.zip
    Erhardt.zip
    55.8 KB · Views: 267
Ah, those things. Nice.
 
It's a great model smitty, but man is that one lame looking armored car :D
 
This looks great and I want to add it to one of my unique units

however when I try to use it I get a red blot instead of the model (which means the file I am pointing to doesnt exist or work


When I changed theCIV4ArtDefines_Unit.xml

I noticed some things were missing and may cause the problem

(I also put your animation graphics in the correct folder)


Example:
<Type>(unique name)</Type>
<fScale>0.45</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/(uniquename)/Erhardt.nif</NIF>
<KFM>Art/Units/(uniquename)/Erhardt.kfm</KFM>
<SHADERNIF>Art/Units/(uniqueUnit)/(Missing filename).nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/(Missing filename).nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>(Missing # definition)</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/Erhardt.dds</Texture>
<fWidth>(Missing # definition)</fWidth>
<fLength>(Missing # definition)</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>(Missing # definition)</fFadeStartTime>
<fFadeFalloff>(Missing # definition)</fFadeFalloff>


all the red text is missing values or files


I may be missing something...

is there a "vanilla" unit I can base the missing files/values off of?


if not... can you instruct me how to successfully install your model? :confused:

it looks too good to pass up! :D

thx for your help! :goodjob:
 
This is what I have in my test XML:

<UnitArtInfo>
<Type>ART_DEF_UNIT_ERHARDT</Type>
<fScale>0.45</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<NIF>Art/Units/Erhardt/Erhardt.nif</NIF>
<KFM>Art/Units/Erhardt/Erhardt.kfm</KFM>
<SHADERNIF>Art/Units/Erhardt/Erhardt.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/tanktread.dds</Texture>
<fWidth>1.0</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.12</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
<ActionSound>AS3D_UN_TANK_FORT</ActionSound>
</UnitArtInfo>

Hope that helps.
 
snafusmith said:
This is what I have in my test XML:...
...Hope that helps.


yep that did the trick! :goodjob:


Thanks for the help

you're the :king:

keep those new units coming! :D
 
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