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#1 |
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Warlord
Join Date: Jan 2007
Location: Hong Kong
Posts: 113
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11 Teuton Units
![]() ![]() ![]() ![]() Enjoy http://forums.civfanatics.com/downlo...=6433&act=down Axeman -----------------------------use "Warrior" animations Archer--------------------------------use "Archer" animations Swordsman------------------------has been included Pikeman----------------------------use "Pikeman" animations Spearman--------------------------has been included Maceman---------------------------use "Swordsman" animations Chariot------------------------------use "EgyptianWarChariot" animations Knight-------------------------------has been included Horseman-------------------------has been included Crossbowman-------------------use "Crossbowman" animations Longbowman---------------------use "Longbowman" animations Rabbit,White 's "How to add units, a guide." http://forums.civfanatics.com/showthread.php?t=176460 Last edited by danrell; Mar 06, 2008 at 06:46 AM. |
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#2 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,034
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More nice stuff. Thanks danrell.
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#3 |
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Lunar Resident
Join Date: Nov 2005
Posts: 5,187
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Quality stuff again, danrell.
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#4 |
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Fallout Scrubber
Join Date: Mar 2006
Location: Poland, EU
Posts: 2,893
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As usual A+ work - Firaxis should learn from you how to make units
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#5 |
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Divine Wrath of Junil!
Join Date: Aug 2006
Location: The 'Wood
Posts: 3,673
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beautiful...
may i use these in the arda mod?
__________________
Minds are like parachutes: Just because you've lost yours doesn't mean you can use mine FFHNES II, Amurites and it's Sequel, Empire of the Fading heavens, House Klorin Come see the Arda Mod! for CIVBTS FFH Modmods to play: RiFE and ORBIS/LENA |
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#6 |
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Warlord
Join Date: Jan 2007
Location: Hong Kong
Posts: 113
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#7 |
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Mod lister!
Join Date: Nov 2005
Location: Sweden
Posts: 1,109
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Wow those chariots are splendid
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#8 |
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Espada
Join Date: Jan 2007
Location: Hueco Mundo
Posts: 2,363
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Great work, I love the shield you made.
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#9 |
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King
Join Date: May 2006
Location: USA
Posts: 708
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Those are very nice. Its interesting to compare your units to the ones in the picture you provided, and there area lot of simimlarities. Great work!
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#10 |
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?¿ Why so serious ¿?
Join Date: Aug 2006
Location: New York
Posts: 1,685
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Wow, I'm going to be able to use these in my Earth 1000AD scenario.
__________________
I'm busy with RL so if you need me to reply to ya quickly send me a PM and I'll see what I can do. ![]() My MOD Component thread My Site ![]() |
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#11 |
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Martian
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
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My goodness there units are beautiful! I'm truly in awe.
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#12 |
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Martian
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
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danrell - I'm missing something terribly easy. I can't get my new "Celtic Swordsman" unique unit class to use your Teutonic Swordsman graphics. Well, it's not your fault. I know how to do mod nearly everything - except actually being able to get new graphics used for units.
Can you help me? |
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#13 |
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Rusty Shackleford?
Join Date: Jul 2003
Posts: 864
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This makes me want to finish the Northern Crusades mod I began so long ago...
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#14 |
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Martian
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
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As I listed a little further up - I'm just missing one detail. How to name the files and have the associated with the xml files... I've got everything else done... Help me finish!
![]() ![]() plays out correctly in game too (except when I go to move it locks up because of the pink guys):
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#15 |
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Martian
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
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OK.. changed the filenames back to what the were and I'm not exactly getting what is pictured. When you say use swordsman animation... are you saying copying swordsman animation files to that directory? Or just use the swordsman text from Civ4ArtDefines_Unit.xml with just the Maceman.nif renamed in the xml?
The only time I've gotten anything close to what you have is when I used xml from the Charlemagne mod. But the shield had really bad clipping over the bottom of the unit's robes. Can you please help? Maybe even post the appropriate xml section? This is the only thing that got me close: Code:
<UnitArtInfo> <Type>ART_DEF_UNIT_CELTS_SWORDSMAN</Type> <Button>,Art/Interface/Buttons/Units/Worker.dds,Art/Interface/Buttons/Charlemagne_Atlas.dds,2,2</Button> <fScale>0.42</fScale> <fInterfaceScale>1.0</fInterfaceScale> <bActAsLand>0</bActAsLand> <bActAsAir>0</bActAsAir> <NIF>Art/Units/Celts_Swordsman/Maceman.nif</NIF> <KFM>Art/Units/Charlemagne_HeavySwordsman/HeavySwordsman.kfm</KFM> <SHADERNIF/> <ShadowDef> <ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF> <ShadowAttachNode>BIP Pelvis</ShadowAttachNode> <fShadowScale>1.0</fShadowScale> </ShadowDef> <fBattleDistance>0.35</fBattleDistance> <fRangedDeathTime>0.31</fRangedDeathTime> <bActAsRanged>0</bActAsRanged> <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound> <AudioRunSounds> <AudioRunTypeLoop/> <AudioRunTypeEnd/> </AudioRunSounds> </UnitArtInfo>
Last edited by jpinard; Aug 09, 2007 at 02:16 AM. |
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#16 |
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Warlord
Join Date: Jan 2007
Location: Hong Kong
Posts: 113
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[QUOTE=jpinard;5795502]OK.. changed the filenames back to what the were and I'm not exactly getting what is pictured. When you say use swordsman animation... are you saying copying swordsman animation files to that directory? Or just use the swordsman text from Civ4ArtDefines_Unit.xml with just the Maceman.nif renamed in the xml?
The only time I've gotten anything close to what you have is when I used xml from the Charlemagne mod. But the shield had really bad clipping over the bottom of the unit's robes. Can you please help? Maybe even post the appropriate xml section? This is the only thing that got me close: Code:
<UnitArtInfo> <Type>ART_DEF_UNIT_CELTS_SWORDSMAN</Type> <Button>,Art/Interface/Buttons/Units/Worker.dds,Art/Interface/Buttons/Charlemagne_Atlas.dds,2,2</Button> <fScale>0.42</fScale> <fInterfaceScale>1.0</fInterfaceScale> <bActAsLand>0</bActAsLand> <bActAsAir>0</bActAsAir> <NIF>Art/Units/Celts_Swordsman/Maceman.nif</NIF> <KFM>Art/Units/Charlemagne_HeavySwordsman/HeavySwordsman.kfm</KFM> <SHADERNIF/> <ShadowDef> <ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF> <ShadowAttachNode>BIP Pelvis</ShadowAttachNode> <fShadowScale>1.0</fShadowScale> </ShadowDef> <fBattleDistance>0.35</fBattleDistance> <fRangedDeathTime>0.31</fRangedDeathTime> <bActAsRanged>0</bActAsRanged> <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound> <AudioRunSounds> <AudioRunTypeLoop/> <AudioRunTypeEnd/> </AudioRunSounds> </UnitArtInfo> Just change this: <KFM>Art/Units/Swordsman/Swordsman.kfm</KFM> |
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#17 |
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Martian
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
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Perfect! Ohhhh, I was so close too! Thanks for coming in and saving my sanity. As I said in your other threads... your work is phenomenal. All rated A+
... and is that shadow file correct? <ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF> Last but not least. How did you get such a nice shot of all the spearman lined up and in formation? |
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#18 | |
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Warlord
Join Date: Jan 2007
Location: Hong Kong
Posts: 113
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Quote:
<ShadowDef> <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF> <ShadowAttachNode>BIP Pelvis</ShadowAttachNode> <fShadowScale>1.0</fShadowScale> </ShadowDef> You can find similar unit's <UnitArtInfo>, then copy & patse to create the unit. sorry my bad english
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#19 | |
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Martian
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
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Quote:
![]() So how did you get the spearman all lined up so nicely? (see pic) ![]() You have them in a formation I never see in-game. |
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#20 | |
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Warlord
Join Date: Jan 2007
Location: Hong Kong
Posts: 113
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Quote:
then open CIV4UnitInfos.xml to edit this: <iGroupSize>------"how many units" and <FormationType>------"FORMATION_TYPE_A to FORMATION_TYPE_E" e.g. <UnitMeshGroups> <iGroupSize>9</iGroupSize> <fMaxSpeed>1.75</fMaxSpeed> <fPadTime>1</fPadTime> <iMeleeWaveSize>9</iMeleeWaveSize> <iRangedWaveSize>0</iRangedWaveSize> <UnitMeshGroup> <iRequired>3</iRequired> <EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_ENG</EarlyArtDefineTag> </UnitMeshGroup> </UnitMeshGroups> <FormationType>FORMATION_TYPE_C</FormationType> <HotKey/> Last edited by danrell; Aug 09, 2007 at 04:49 AM. |
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