the
longswordman template is made, but it still may need customized tweaks....i was working to convert tne civ4 knight to civ5 longsword right before the nexus viewer died on us....the longswwordsman template uses the civ4 templar as a base, so the legs and arms may still not look right.....
ps...with nexus viewer out, how are you testing the templates?.....i will soon upload the civ5 musketman tempate, along with some napoleonic era musketmen...what i did was substitute the gr2 and dds's in the resource (commun and dx9 files)***BACKUP FIRST*** and looked at the result using civilazation5 "Unit Viewer"
Yes, the asset viewer died when we update the SDK, we can't see the bone position anything...I think Firaxis did not want us to make units
. You see civ4 have a lot of unit artists, In civ5 only you and me ??? I uploaded the old SDK to here
Part1 &
Part2, and I rename it to "sid meier's civilization v sdk1", put it in "C:\Program Files (x86)\Steam\steamapps\common", not replace the original, because the old SDK can launch asset viewer, the new one can launch the game and game viewer, so you need rename the folder before you use it. (...sdk1=asset viewer,...sdk2=game viewer, remove the number when you choose which to use) .
Test the unit I creation one folder called "test" in "C:\Program Files........\resource\Common",
then I modify the civ5artdefines_unitmembers.xml, add the name eg.a4
<Granny>Assets/Units/Archer/Archer
/a4.fxsxml</Granny>
and I put the .gr2 .dds and a4.fxsxml in the test folder, this will be very convenient
Thanks your template
, do you have plans to do more?? I think we can work it together