deanej
Deity
I would like to get some units to work with animation. They were originally created by Jaydn, and two don't have animations. I've attached a folder with some; the Maquis raider has animations but the Swarm ships do not. The art defines are below. Could someone explain how to get animations on the swarm ships? I can't see how they are different.
Also, I'm afraid I need more help still on a similar matter. I need to create a retexture of some other units but I'm not sure how to do it (I tried but when I look in nifviewer I got some error) and I need to convert some more from Bridge Commander and I want them to have animations of their own (based on the Final Frontier units). I use gmax with a nif importer/exporter for all this.
Code:
<UnitArtInfo>
<Type>ART_DEF_UNIT_MAQUIS</Type>
<Button>Art/Interface/Buttons/Units/MaquisRaider.dds</Button>
<fScale>0.45</fScale>
<fInterfaceScale>0.57</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>1</bActAsAir>
<NIF>Art/Units/Minor/MaquisRaider.nif</NIF>
<KFM>Art/Units/Minor/Cruiser.kfm</KFM>
<SHADERNIF>Art/Units/Minor/MaquisRaider.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/DestroyerShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<fBattleDistance>1.10</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>0.2</fBankRate>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<SelectionSound>AS3D_UN_SPACESHIP_FORTIFY</SelectionSound>
<ActionSound>AS3D_UN_SPACESHIP_FORTIFY</ActionSound>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_SWARM</Type>
<Button>Art/Interface/Buttons/Units/Swarm.dds</Button>
<fScale>0.15</fScale>
<fInterfaceScale>0.57</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>1</bActAsAir>
<NIF>Art/Units/Minor/Swarm.nif</NIF>
<KFM>Art/Units/Minor/Cruiser.kfm</KFM>
<SHADERNIF/>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/DestroyerShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<fBattleDistance>1.10</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>0.2</fBankRate>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<SelectionSound>AS3D_UN_SPACESHIP_FORTIFY</SelectionSound>
<ActionSound>AS3D_UN_SPACESHIP_FORTIFY</ActionSound>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_SWARM2</Type>
<Button>Art/Interface/Buttons/Units/Swarm.dds</Button>
<fScale>0.15</fScale>
<fInterfaceScale>0.57</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>1</bActAsAir>
<NIF>Art/Units/Minor/Swarm2.nif</NIF>
<KFM>Art/Units/Minor/Cruiser.kfm</KFM>
<SHADERNIF/>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/DestroyerShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<fBattleDistance>1.10</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>0.2</fBankRate>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<SelectionSound>AS3D_UN_SPACESHIP_FORTIFY</SelectionSound>
<ActionSound>AS3D_UN_SPACESHIP_FORTIFY</ActionSound>
</UnitArtInfo>
Also, I'm afraid I need more help still on a similar matter. I need to create a retexture of some other units but I'm not sure how to do it (I tried but when I look in nifviewer I got some error) and I need to convert some more from Bridge Commander and I want them to have animations of their own (based on the Final Frontier units). I use gmax with a nif importer/exporter for all this.