UGO
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Unit Graphics

Notices

Reply
 
Thread Tools
Old Aug 04, 2007, 01:17 PM   #1
danrell
Warlord
 
danrell's Avatar
 
Join Date: Jan 2007
Location: Hong Kong
Posts: 113
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.
danrell is offline   Reply With Quote
Old Aug 04, 2007, 01:18 PM   #2
woodelf
Bard
 
woodelf's Avatar
 
Join Date: Jun 2003
Location: Gallery
Posts: 15,034
More nice stuff. Thanks danrell.
woodelf is offline   Reply With Quote
Old Aug 04, 2007, 03:10 PM   #3
GeoModder
Lunar Resident
 
GeoModder's Avatar
 
Join Date: Nov 2005
Posts: 5,187
Quality stuff again, danrell.
GeoModder is online now   Reply With Quote
Old Aug 04, 2007, 04:57 PM   #4
asioasioasio
Fallout Scrubber
 
asioasioasio's Avatar
 
Join Date: Mar 2006
Location: Poland, EU
Posts: 2,893
As usual A+ work - Firaxis should learn from you how to make units
asioasioasio is offline   Reply With Quote
Old Aug 04, 2007, 08:08 PM   #5
thomas.berubeg
Divine Wrath of Junil!
 
thomas.berubeg's Avatar
 
Join Date: Aug 2006
Location: The 'Wood
Posts: 3,673
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
thomas.berubeg is offline   Reply With Quote
Old Aug 05, 2007, 09:41 AM   #6
danrell
Warlord
 
danrell's Avatar
 
Join Date: Jan 2007
Location: Hong Kong
Posts: 113
Quote:
Originally Posted by thomas.berubeg View Post
beautiful...
may i use these in the arda mod?
Yes,ok------
danrell is offline   Reply With Quote
Old Aug 05, 2007, 05:58 PM   #7
Zuul
Mod lister!
 
Zuul's Avatar
 
Join Date: Nov 2005
Location: Sweden
Posts: 1,109
Wow those chariots are splendid .
Zuul is offline   Reply With Quote
Old Aug 07, 2007, 09:18 AM   #8
Chuggi
Espada
 
Chuggi's Avatar
 
Join Date: Jan 2007
Location: Hueco Mundo
Posts: 2,363
Great work, I love the shield you made.
Chuggi is offline   Reply With Quote
Old Aug 07, 2007, 08:09 PM   #9
esnaz
King
 
esnaz's Avatar
 
Join Date: May 2006
Location: USA
Posts: 708
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!
esnaz is offline   Reply With Quote
Old Aug 08, 2007, 10:30 AM   #10
The Navy Seal
?¿ Why so serious ¿?
 
The Navy Seal's Avatar
 
Join Date: Aug 2006
Location: New York
Posts: 1,685
Wow, I'm going to be able to use these in my Earth 1000AD scenario.
__________________
Earth 1000AD and the Medieval Age
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
The Navy Seal is offline   Reply With Quote
Old Aug 08, 2007, 07:28 PM   #11
jpinard
Martian
 
jpinard's Avatar
 
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
My goodness there units are beautiful! I'm truly in awe.
jpinard is offline   Reply With Quote
Old Aug 08, 2007, 11:14 PM   #12
jpinard
Martian
 
jpinard's Avatar
 
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
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?
jpinard is offline   Reply With Quote
Old Aug 08, 2007, 11:19 PM   #13
ArbitraryGuy
Rusty Shackleford?
 
ArbitraryGuy's Avatar
 
Join Date: Jul 2003
Posts: 864
This makes me want to finish the Northern Crusades mod I began so long ago...
ArbitraryGuy is offline   Reply With Quote
Old Aug 08, 2007, 11:45 PM   #14
jpinard
Martian
 
jpinard's Avatar
 
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
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):

jpinard is offline   Reply With Quote
Old Aug 09, 2007, 01:14 AM   #15
jpinard
Martian
 
jpinard's Avatar
 
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
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>
and here's the result:


Last edited by jpinard; Aug 09, 2007 at 02:16 AM.
jpinard is offline   Reply With Quote
Old Aug 09, 2007, 03:25 AM   #16
danrell
Warlord
 
danrell's Avatar
 
Join Date: Jan 2007
Location: Hong Kong
Posts: 113
[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>
danrell is offline   Reply With Quote
Old Aug 09, 2007, 03:49 AM   #17
jpinard
Martian
 
jpinard's Avatar
 
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
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?
jpinard is offline   Reply With Quote
Old Aug 09, 2007, 04:00 AM   #18
danrell
Warlord
 
danrell's Avatar
 
Join Date: Jan 2007
Location: Hong Kong
Posts: 113
Quote:
Originally Posted by jpinard View Post
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?
Use this:
<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
danrell is offline   Reply With Quote
Old Aug 09, 2007, 04:14 AM   #19
jpinard
Martian
 
jpinard's Avatar
 
Join Date: Jan 2002
Location: Enceladus, Saturn
Posts: 610
Quote:
Originally Posted by danrell View Post
Use this:
<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
I see your from Hong Kong. My sister lives in Suzhou and speaks Mandarin as a second language... so I understand

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.
jpinard is offline   Reply With Quote
Old Aug 09, 2007, 04:43 AM   #20
danrell
Warlord
 
danrell's Avatar
 
Join Date: Jan 2007
Location: Hong Kong
Posts: 113
Quote:
Originally Posted by jpinard View Post
I see your from Hong Kong. My sister lives in Suzhou and speaks Mandarin as a second language... so I understand

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.
You can add my CIV4FormationInfos.xml in XML\Units,
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/>
Attached Thumbnails
Click image for larger version

Name:	CIV4FormationInfos.jpg
Views:	978
Size:	166.4 KB
ID:	157760  
Attached Files
File Type: zip CIV4FormationInfos.zip (163.5 KB, 110 views)

Last edited by danrell; Aug 09, 2007 at 04:49 AM.
danrell is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Unit Graphics > 11 Teuton Units

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
11 Holland Units danrell Civ4 - Unit Graphics 23 Aug 19, 2008 04:28 PM
11 Ottoman Units danrell Civ4 - Unit Graphics 32 Mar 23, 2008 03:19 AM
11 Portugal Units danrell Civ4 - Unit Graphics 31 Jan 09, 2008 07:07 AM
11 China units danrell Civ4 - Unit Graphics 22 Oct 19, 2007 05:01 PM
Teuton Knight Question Lab Monkey Civ3 - Creation & Customization 4 Apr 20, 2002 12:42 PM



All times are GMT -6. The time now is 11:09 AM.


Powered by vBulletin®
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
This site is copyright © 2000 - 2009, Civilization Fanatics' Center.
Support CFC: Amazon.com | EB Games | Amazon UK | Amazon DE | Amazon CA | Amazon FR