So here it is.
So it works fine, with custom model, custom skeleton and custom animation. I'm happy to know that creating units from scratch works fine, thanks to all the efforts of people in this forum!
I did some tests with a couple of things with this unit. I did tests for Materials, Textures, and a bit with the Fx_triggers file.
Concerning the materials, I found out that it doesn't make any difference in the way the material reacts to specular whatever MaterialTag you choose in the UnitArtDefine. It's a bit of shame, and I don't know why we can choose different type of material if they all react the same, but that's what I found out.
Concerning the textures, I worked specially on the SREF file and found out that the color channels drive the intensity of the reflection (Black 000=No reflection, White 256=Full Reflection), and the Alpha channel drives the Glossiness of the Reflection, in other words, how blurry the reflection is (Black 0=Full Glossy and Blurry, White 1=Full Sharp, like Chrome).
And concerning the DIFF file, I'm sure you all already know that the alpha channel drives the CivColor on the unit, so any part that is Black in the alpha channel of the Diff is going to be replaced (actually more multiplied) with the color of the Civ you're playing. If on your color channels, these areas are white, it's going to put the color of the Civ at 100%, and if there's already a color there, it's going to multiply it.
Concerning the fx_triggers, I was messing around with it a bit, trying to put smoke coming out of the exhaust of the truck, and I found that most of the smoke are leaving a trail of smoke behind the bone it's connected too (don't forget to put the bones you need to triggers fx in your Bone_Usage in the fxsmlf). So I've got smoke coming out of the exhaust when the unit is moving, but not when the unit is Idle unfortunatly. I've looked for smoke effects in the fx_triggers of different existing units like MobileSam, Bombers, Nuclear bomb (this one was pretty funny!) and I finally found that the Fighter one worked the best. It was interesting seeing how these different effects react. Here's a little video oh how it looks.
It's using the Civilian_State.fsmxlf for now, and it seems to not play the Death when the unit dies, but when I switch to a OMNI_State, its visible, so if someone knows why that might be, I would like to know =) it looks like Civilian units dont show their death animation, but I might be wrong.
Here's a video of what the death animation looks like
So that's it, that's all the conclusions to my tests, hope this is hopefully for someone!
You can
download the unit here!
http://forums.civfanatics.com/downloads.php?do=file&id=22390