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#1 |
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Warlord
Join Date: Jul 2008
Location: Brazil
Posts: 277
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help finding nif files
i want to chance unit grafics through the ages, just like workers and the great generals do but the nif and kfm files are mixed in the same files so I need help, please.
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#2 |
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Emperor
Join Date: Jan 2010
Posts: 1,375
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the kfm files just tell your nif file what animation to use. anyways if you want those changes you have to go to the CIV4UnitInfos.xml search for the unit you are trying to change and look for the unit mesh groups entry. between <UnitMeshGroups> and </UnitMeshGroups> should be something like: <EarlyArtDefineTag>ART_DEF_X</EarlyArtDefineTag> and similar entries for other eras. if other eras are missing copy those entries from other units with such entries.
then open the CIV4ArtDefines_Units.xml and make new artdefines for your different eras. now link those art defines in the UnitInfos. |
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#3 |
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Warlord
Join Date: Jul 2008
Location: Brazil
Posts: 277
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Thank you for the answer, but I'm still troubled. My problem is in the artdefines_unit. I took the worker as an example: it's writen like this
<NIF>Art/Units/ModernWorker/ModernWorker.nif</NIF> <KFM>Art/Units/ModernWorker/ModernWorker.kfm</KFM> <SHADERNIF>Art/Units/ModernWorker/ModernWorker_FX.nif</SHADERNIF> but I can't find those files "modernworker.nif", "modern worker.kfm" and "modernworker_fx.nif" So my question is how should I name those entries so they mach those of the units I just downloaded? For example the longboat unit has those archives: arrow.dds, boundshape.tga, boundshap.nif, caravel_256.dds, caravel_damage_128.dds, galley_128.dds, galley_damage_128.dds and longboat.nif |
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#4 |
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Emperor
Join Date: Jan 2010
Posts: 1,375
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the files of the workers are probably in the one of the assets.fpk which you can unpack with the pakbuild (just search this forum you will find a thread on how to use it)
to use the files you downloaded: 1) put them all in one directory within your modstructure 2) your entry for the model should look like <NIF>Art/Units/.../longboat.nif</NIF> (... stands for the path you put your unit in) 3) the animation aka the kfm entry is a different matter. the unit you downloaded don't have a *kfm file, you therefore have to use an existing one. search for a unit that uses the same animation and take their kfm entry (you will probably have to use some ship kfm) 4) the unit will most likely not make use of any shader nif so just don't include this entry into your art define |
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