Large War Junk

GeneralMatt

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I though I may as well start a new thread..

Had a little time this morning, and after doing some on a thing I am supposed to be working on, I modified the last Junk I did and made this beauty. :p

Download




Edit: She does carry cannon, they are just not visible there.
 
I think this version is now a real junk, the warlords version was well meh...

I know this is nitpicky, but I think it would look better with a white or black stripe instead of the yellow/green one IMO.
 
This unit is... Well, simply awesome! :goodjob: I mean, I'm a fan of your modern ship models, but I know more about older ships then I do about the modern ones.:p Your War galley rocks as well. :)

I hope your planning to make some more wooden ships...
 
Oh, We have a Boade Laun / Boade Chan for four now! All we need is a decent turtleship/kubukseon
 
I think this version is now a real junk, the warlords version was well meh...

I know this is nitpicky, but I think it would look better with a white or black stripe instead of the yellow/green one IMO.

Afaik, the Warlords version wasn't even classified a Junk, just a Asian ship.

About the green/yellow stripe. For this model I haven't actually changes any textures much, so that is the one it came with, but I might be able to cook something up.

This unit is... Well, simply awesome! :goodjob: I mean, I'm a fan of your modern ship models, but I know more about older ships then I do about the modern ones.:p Your War galley rocks as well. :)

I hope your planning to make some more wooden ships...

Thanks. :) That is encouraging.

Eventually I want to do a ton more before steel stuff, but I have a few other requests first.

Oh, We have a Boade Laun / Boade Chan for four now! All we need is a decent turtleship/kubukseon

Hey, you still playing Pirates? ;) I am some, but the Sea Monsters kind of turned me off, and as I traded for one sub and there is no counters in my/friends collection it is a little overpowered (Seeing as it is the Nautilus).
It is too bad we didn't finish that mod for Civ 3.. Ah well, maybe someday for this one eh?
 
In this unit they do, in real life I heard they used swivel guns..
 
I tried linking this beauty to the frigate.kfm, and even tried putting all the frigate animation files in its folder but I can't get this unit to properly animate.

Please tell me how you could let it fire cannons, sway on the waves and stuff.
 
It is supposed to use the frigates animations, are you sure you got it right? Try opening it in NifSkope if you have it and attaching any one of the frigate's kfm's to see if that is the one...
 
Well, I tried linking to frigate.kfm in the frigate folder, I tried linking to a frigate.kfm when placed in the unit's folder itself. It makes no difference. The ships simply won't animate.
I have the Nifviewer, if that is the same as Nifskope, but couldn't find an option to link .kfm's to models, or even see if .kfm's are already linked to it.

In spoiler is the xml I used. Can you take a look if I did anything wrong? Normally linking the .nif model alone in the shader line is enough to let the ship appear ingame as a junk, not a frigate.
Spoiler :
<UnitArtInfo>
<Type>ART_DEF_UNIT_FRIGATE_ASIAN</Type>
<Button>,Art/Interface/Buttons/Units/Frigate.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,2,9</Button>
<fScale>0.19</fScale>
<fInterfaceScale>0.5</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Frigate/frigate.nif</NIF>
<KFM>Art/Units/Frigate/frigate.kfm</KFM>
<SHADERNIF>Art/Units/Frigate_Asian/war junk.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/IroncladShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>4.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/water_ship_wake.dds</Texture>
<fWidth>1</fWidth>
<fLength>180.0</fLength>
<fTaper>1</fTaper>
<fFadeStartTime>.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>.3</fBankRate>
<fExchangeAngle>25.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_OCEAN2</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_OCEAN2</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
</UnitArtInfo>



<UnitArtInfo>
<Type>ART_DEF_UNIT_SHIP_OF_THE_LINE_ASIAN</Type>
<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,1,12</Button>
<fScale>0.17</fScale>
<fInterfaceScale>0.5</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/ShipOfTheLine_Asian/Large War Junk.nif</NIF>
<KFM>Art/Units/Frigate/Frigate.kfm</KFM>
<SHADERNIF>Art/Units/ShipOfTheLine_Asian/Large War Junk.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/IroncladShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>4.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/water_ship_wake.dds</Texture>
<fWidth>1</fWidth>
<fLength>180.0</fLength>
<fTaper>1</fTaper>
<fFadeStartTime>.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>.3</fBankRate>
<fExchangeAngle>25.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_OCEAN1</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_OCEAN1</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
</UnitArtInfo>
 
Well, seems like your early cruiser has the same problem with animations. No cannons, no cloud when firing (invisible) guns, but there is a big explosion effect when it is sunk.

Your early battleship has working animations, the only weird effect there is you can see two spots of fireclouds when the turret fires.
 
Well, I tried linking to frigate.kfm in the frigate folder, I tried linking to a frigate.kfm when placed in the unit's folder itself. It makes no difference. The ships simply won't animate.
I have the Nifviewer, if that is the same as Nifskope, but couldn't find an option to link .kfm's to models, or even see if .kfm's are already linked to it.

In spoiler is the xml I used. Can you take a look if I did anything wrong? Normally linking the .nif model alone in the shader line is enough to let the ship appear ingame as a junk, not a frigate.
Spoiler :
<UnitArtInfo>
<Type>ART_DEF_UNIT_FRIGATE_ASIAN</Type>
<Button>,Art/Interface/Buttons/Units/Frigate.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,2,9</Button>
<fScale>0.19</fScale>
<fInterfaceScale>0.5</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Frigate/frigate.nif</NIF>
<KFM>Art/Units/Frigate/frigate.kfm</KFM>
<SHADERNIF>Art/Units/Frigate_Asian/war junk.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/IroncladShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>4.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/water_ship_wake.dds</Texture>
<fWidth>1</fWidth>
<fLength>180.0</fLength>
<fTaper>1</fTaper>
<fFadeStartTime>.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>.3</fBankRate>
<fExchangeAngle>25.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_OCEAN2</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_OCEAN2</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
</UnitArtInfo>



<UnitArtInfo>
<Type>ART_DEF_UNIT_SHIP_OF_THE_LINE_ASIAN</Type>
<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,1,12</Button>
<fScale>0.17</fScale>
<fInterfaceScale>0.5</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/ShipOfTheLine_Asian/Large War Junk.nif</NIF>
<KFM>Art/Units/Frigate/Frigate.kfm</KFM>
<SHADERNIF>Art/Units/ShipOfTheLine_Asian/Large War Junk.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/IroncladShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>4.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/water_ship_wake.dds</Texture>
<fWidth>1</fWidth>
<fLength>180.0</fLength>
<fTaper>1</fTaper>
<fFadeStartTime>.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>.3</fBankRate>
<fExchangeAngle>25.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_OCEAN1</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_OCEAN1</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
</UnitArtInfo>

Well I normally link both the Nif's and Shader ones to the same .nif, I guess it is because my computer is not great enough to run high settings. Other than that that looks like I did it.. maybe I should copy and paste the XML I used?

Thats cool!

Thanks

Well, seems like your early cruiser has the same problem with animations. No cannons, no cloud when firing (invisible) guns, but there is a big explosion effect when it is sunk.

Your early battleship has working animations, the only weird effect there is you can see two spots of fireclouds when the turret fires.

With the early cruiser I didn't have the needed ability to add that stuff in, I was planning to do that when I get around to releasing a new version.

About the battleship: That is probably because I used the Destroyer's animations and it has two guns. But as aforementioned I cannot run it normally on such settings to see that cool stuff..
 
Well I normally link both the Nif's and Shader ones to the same .nif, I guess it is because my computer is not great enough to run high settings. Other than that that looks like I did it.. maybe I should copy and paste the XML I used?

Please do, I like to compare it.
And on your computer both junks are playing their animations? Cannons pop out when it goes to fight or heals or guards a tile? It sways a bit on the sea when on a tile?
 
Ok, I will get that for you.

Yep, the guns pop out and all, at least as far as I remember they do..
 
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