phungus420
Deity
- Joined
- Mar 1, 2003
- Messages
- 6,296
I've noticed that if I use the NIF of the default unit that the kfm animation is used for in the modded unit I'm defining my art defines block for, and just use the modded nif for the Shadernif tag, the model works.
This is what I mean. Doing this:
Does the same thing as this, at least on screen it looks the same:
In fact in some cases the top example is the only way to make the model work, but it seems this method always works, for any unit (as long as the moded nif is using the correct kfm). Am I correct here? Is there any substantive difference in the two XML examples above? Should I just start using the first example way to set up my Art Defines file, and always use a default civ unit for the NIF tag, unless the model comes with moded animations?
This is what I mean. Doing this:
Code:
<NIF>Art/Units/DefaultCivUnit/DefaultCivUnit.nif</NIF>
<KFM>Art/Units/DefaultCivUnit/DefaultCivUnit.kfm</KFM>
<SHADERNIF>Art/Units/ModdedCivUnit/ModdedCivUnit.nif</SHADERNIF>
Code:
<NIF>Art/Units/ModdedCivUnit/ModdedCivUnit.nif</NIF>
<KFM>Art/Units/DefaultCivUnit/DefaultCivUnit.kfm</KFM>
<SHADERNIF>Art/Units/ModdedCivUnit/ModdedCivUnit.nif</SHADERNIF>
In fact in some cases the top example is the only way to make the model work, but it seems this method always works, for any unit (as long as the moded nif is using the correct kfm). Am I correct here? Is there any substantive difference in the two XML examples above? Should I just start using the first example way to set up my Art Defines file, and always use a default civ unit for the NIF tag, unless the model comes with moded animations?