Undead Unit Pack

Civitar

Adventurer
Joined
Mar 23, 2014
Messages
1,507
Location
Switzerland


The pack contains:
  • Skeleton
    Spoiler :

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_SKELETON', 1, 'Barbarian');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_SKELETON', 'ART_DEF_UNIT_MEMBER_SKELETON', 10);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON', 0.140000000596046, 'skeleton.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON', 0, 0, 'BLUNT', 'BLUNT');
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_SKELETON', 'Unit', 'sv_warrior.dds');
  • Skeleton Archer
    Spoiler :

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_SKELETON_ARCHER', 1, 'Barbarian');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_SKELETON_ARCHER', 'ART_DEF_UNIT_MEMBER_SKELETON_ARCHER', 12);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_ARCHER', 0.140000000596046, 'skeleton_archer.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_ARCHER', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_ARCHER', 0, 0, 'ARROW', 'ARROW', 10.0);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_ARCHER', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_SKELETON_ARCHER', 'Unit', 'sv_archer.dds');
  • Skeleton Spearman
    Spoiler :

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_SKELETON_SPEARMAN', 1, 'Barbarian');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_SKELETON_SPEARMAN', 'ART_DEF_UNIT_MEMBER_SKELETON_SPEARMAN', 12);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SPEARMAN', 0.140000000596046, 'skeleton_spearman.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat, ReformBeforeCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SPEARMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SPEARMAN', 0, 0, 'METAL', 'SPEAR');
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SPEARMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_SKELETON_SPEARMAN', 'Unit', 'sv_spearman.dds');
  • Skeleton Swordsman
    Spoiler :

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_SKELETON_SWORDSMAN', 1, 'Barbarian');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_SKELETON_SWORDSMAN', 'ART_DEF_UNIT_MEMBER_SKELETON_SWORDSMAN', 12);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SWORDSMAN', 0.119999997317791, 'skeleton_swordsman.fxsxml', 'ARMOR', 'ARMOR');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SWORDSMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SWORDSMAN', 0, 0, 'METAL', 'SWORD');
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SWORDSMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_SKELETON_SWORDSMAN', 'Unit', 'sv_swordsman.dds');
  • Vampire Swordsmen (by Murphy613 and Nutty)
    Spoiler :

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_VAMPIRE_SWORDSMAN', 1, 'DefaultMelee');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_VAMPIRE_SWORDSMAN', 'ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN', 8);
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_VAMPIRE_SWORDSMAN', 'ART_DEF_UNIT_MEMBER_VAMPIRE_LONGSWORDSMAN', 3);
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_VAMPIRE_SWORDSMAN', 'ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN_RED', 1);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN', 0.140000000596046, 'vampire_swordsman.fxsxml', 'ARMOR', 'ARMOR');
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_LONGSWORDSMAN', 0.140000000596046, 'vampire_longswordsman.fxsxml', 'ARMOR', 'ARMOR');
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN_RED', 0.140000000596046, 'vampire_swordsman_red.fxsxml', 'ARMOR', 'ARMOR');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1);
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_LONGSWORDSMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1);
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN_RED', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN', 0, 0, 'METAL', 'SWORD');
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_LONGSWORDSMAN', 0, 0, 'METAL', 'SWORD');
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_LONGSWORDSMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN_RED', 0, 0, 'METAL', 'SWORD');
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN_RED', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_VAMPIRE_SWORDSMAN', 'Unit', 'sv_longswordsman.dds');
  • Dracolich
    Spoiler :

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_DRACOLICH', 1, 'UnFormed');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_DRACOLICH', 'ART_DEF_UNIT_MEMBER_DRACOLICH', 1);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_DRACOLICH', 65, 'Hover', 'dracolich.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, HasShortRangedAttack, HasLongRangedAttack, HasStationaryMelee, HasRefaceAfterCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_DRACOLICH', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady', 1, 1, 1, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, TargetGround, WeaponTypeTag, WeaponTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_DRACOLICH', 0, 0, 25.0, 50.0, 1, 'BOULDER', 'BOULDER');
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_DRACOLICH', 'Unit', 'sv_helicoptergunship.dds');
  • Lich
    Spoiler :


    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_LICH', 1, 'UnFormed');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_LICH', 'ART_DEF_UNIT_MEMBER_LICH', 1);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_LICH', 0.149999997317791, 'lich.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, HasShortRangedAttack, HasLongRangedAttack, HasStationaryMelee, HasRefaceAfterCombat, ReformBeforeCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_LICH', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady', 1, 1, 1, 1, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, HitEffect, WeaponTypeTag, WeaponTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_LICH', 0, 0, 25.0, 50.0, 5.0, 'ART_DEF_VEFFECT_PLASMA_RIFLE_PROJ', 'EXPLOSIVE', 'RAILGUN');
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_LICH', 'Unit', 'sv_cannon.dds');

The Skeleton units' bodies come from SaibotLieh's Skeleton Swordsman in Civ4.
 
Holy crap this is good! Please, please, please do Zombies.
 
Holy crap this is good!
Thanks!
Please, please, please do Zombies.
A great Zombie has already been converted by Deliverator as mentioned in the OP. He may have forgotten to upload them, in which case PM him to do so. If he doesn't, PM me and I'll upload it, I already have the files:p.
Glad you like it!
 
Hey Civitar I have one request

or rather, I seek Something Similar:


Lightly armored European guys with longsword and hoods


something similar to http://goo.gl/V0ABgm

I don't request exact 'Witcher unit' because I guess it would be difficult as hell to do :p does anyone here know something similar? ;)
 
@Krajzen: Perhaps it's not a very close match, but you can find a few units vaguely resembling your description here.
 
@Krajzen: I'm sorry, but I can't take requests at the moment, I'm completely overloaded with Warhammer models that take a long time to tweak up. I'm doing one more generic fantasy conversion (a mounted unit) to get practice with it and then I'm going after all the Warhammer stuff. However, I might eventually be able to start doing so.
 
A great Zombie has already been converted by Deliverator as mentioned in the OP. He may have forgotten to upload them, in which case PM him to do so. If he doesn't, PM me and I'll upload it, I already have the files:p.

If you have the time to upload the Zombie I made then I'm happy for you to do it. :)
 
BUG: This skeleton can't build roads, he doesn't have a shovel so the digging animation distorts his shield, sword, and right arm horribly. Sorry about that.

If it comes down to skeletons building roads, then there is something seriously amiss... :confused: :lol:

Exquisite unit! I am glad that the fantasy units collection is taking form! :goodjob:
 
Yeah...yeah, when he tries to dig his wrists stay attached to the shield slung over his shoulder, and from the elbows up his arms are smashed-looking. It's weird, his attack city animations are fine even though he has to do the same thing with his sword.
Thanks for the compliment! Hopefully within a month or so I will have finished some Warhammer Unit Packs which I will then upload. I think some fantasy modders (me included:D) may have to pinch themselves repeatedly.
 
I noticed that the texture files (.dds) for this unit are very big (two files over 5MB each), which is much bigger that any other units I'm using at the moment (the biggest is the spider - 341 kB). Is there a reason why they should be so big?
 
Yes. I can't use the Bake Texture method of creating single texture files in Blender for some reason, so I use the Consolidate Into One Image way instead. When I made this unit I hadn't yet realized how to reduce the size of the image created (which should normally be 256x256), so most of my units so far (except the WHFB ones, since they're later) have huge texture files at 1024x1024 pixels. Sorry about that, but I think it's a pretty easy fix - ask Nutty how to do it, as I would have to go all the way back to Blender to resize the images.
 
Yes. I can't use the Bake Texture method of creating single texture files in Blender for some reason, so I use the Consolidate Into One Image way instead. When I made this unit I hadn't yet realized how to reduce the size of the image created (which should normally be 256x256), so most of my units so far (except the WHFB ones, since they're later) have huge texture files at 1024x1024 pixels. Sorry about that, but I think it's a pretty easy fix - ask Nutty how to do it, as I would have to go all the way back to Blender to resize the images.

You can just resize the texture down to 512x512 or 256x256 and then resave as DDS. No need to get into texture baking. Anyone can download Paint.NET and do this themselves to be honest.
 
I didn't realize that the textures could be scaled like that - I'd thought that that would mess up the mapping. Good to know.

The UV mapping is part of the .gr2 file not the texture. The texture file is basically just an image. Textures can be downscaled if they're too big or upscaled if you want to do a more hi-res reskin and they'll work just fine.

DDS textures can be any dimension provided each dimension is a power of 2 - down to a minimum of 4x4 pixels (4,8,16,32,64,128,256,512,1024...). So you could have a texture that was 1024x4 if you wanted although that wouldn't be very useful.
 
You wouldn't be able to save the DDS if that was the "problem."

Other modders have added wonder splashes. There's Sun Ce's Better Wonder Splashes and whoward69's Multiple Wonder Splashes mod [hm... did whoward69 pull it off his website? There's only the Great Library mod without the required Util...]
 
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