Deliverator
Graphical Hackificator
Happy to report that I've successfully extracted my first .fgx into Blender via .nb2. Crossbowman_ArmorB.fgx:
Happy to report that I've successfully extracted my first .fgx into Blender via .nb2. Crossbowman_ArmorB.fgx:
Happy to report that I've successfully extracted my first .fgx into Blender via .nb2. Crossbowman_ArmorB.fgx:
View attachment 466104
Happy to report that I've successfully extracted my first .fgx into Blender via .nb2. Crossbowman_ArmorB.fgx:
So I played a round for a few days with the Hills_Element height map and managed to change the way hills look in the game. Bear in mind desert hills are not part of the standard hills artdef so were unaffected. https://goo.gl/uPLEhf
Awesome. That's some great work.
EDIT: Has anyone succeeded in cooking art assets yet?
It does not seem to matter what you type in the command line it does not work.
EDIT: OK I have figured it out. When you build the mod you need a units.xlp file then it will cook it automatically.
Bad news though when I tried to load the mod I got CTD before I could load the main menu.
Thanks for that. I ended up having to re-import the art file and remove the DSG entry. This is all I got, its a start I guess.The way I have been making the .blp files (cooking assets) is creating a mod in ModBuddy with an artdef, dds, tex, xlp whatever is needed all set up using the asset editor. Hint, if you add files that make the asset editor crash you can back the files up remove them from the project and fire up asset editor to work on the 'other' files that it doesn't crash for.
You have to remember to add your artdef file to the relevant part of the Mod.Art.xml file and also in your xlp file you set a part called m_PackageName this will be the name of your .blp library. In the Mod.Art.xml file under the place you add your relevant artdef file there are library dependencies, you need to set this lower in the file for the .dep file that is generated to tell the game to load your new .blp library. For example in my mod that adjusts the look of hills, I am modding the Terrain Elements and have it sett like this,
<Element>
<consumerName text="Terrain"/>
<relativeArtDefPaths>
<Element text="TerrainStyle.artdef"/>
</relativeArtDefPaths>
<libraryDependencies>
<Element text="TerrainAsset"/>
<Element text="TerrainElement"/>
<Element text="TerrainMaterial"/>
</libraryDependencies>
<loadsLibraries>true</loadsLibraries>
</Element>
..........
<Element>
<libraryName text="TerrainElement"/>
<relativePackagePaths>
<Element text="terrain/TerrainElementSet_Base.blp"/>
</relativePackagePaths>
</Element>
So as you can see the first part has libraryDependencies and much lower in the file you set them libraryDependencies to your new .blp library. When you load a game with your mod you will see in the artdef.log that is now loads your library and you can then access your new textures in game.
Thanks for that. I ended up having to re-import the art file and remove the DSG entry. This is all I got, its a start I guess.
View attachment 466153
I am still having an issue with the UnitBins.artdef dropping the main entry and I have to add it manually later. But I cannot see any reason why it should given it is set up the the examples.
First release of CivNexus6 (Nexus Buddy 2 for Civ 6) is here. Only export to .nb2 and .na2 is supported at the moment:
https://forums.civfanatics.com/resources/civnexus6.25987/
Sweeeeet. Thanks Deliverator.First release of CivNexus6 (Nexus Buddy 2 for Civ 6) is here. Only export to .nb2 and .na2 is supported at the moment:
https://forums.civfanatics.com/resources/civnexus6.25987/
Animations export too!
First release of CivNexus6 (Nexus Buddy 2 for Civ 6) is here. Only export to .nb2 and .na2 is supported at the moment:
https://forums.civfanatics.com/resources/civnexus6.25987/
Awesome! Does the typical process for merging a model with a Civ6 skeleton work the same as it did for Civ5? Do you plan to make a new tutorial for making Civ6 units?
The minimum files you would need to get the mesh into the game is:There are a couple of possible routes to explore for getting new models into the game:
1) With the first release of the CivNexus6 tool we can already extract .fgx -> .nb2 -> Blender then edit or rig a new mesh to the Civ 6 template. For getting back out of Blender you could try .fbx and then use the Dev Tools to cook that into a .blp. I haven't even started experimenting with the Dev Tools yet. The furthest anyone has got so far is @Wolfdog getting a custom mesh into the game above. This is probably the best route to explore initially.
2) I'm not far off getting the .br2 import/overwrite functionality working in CivNexus6. I've already performed my first overwrite successfully - just need to iron out a few more things. This will mean that it will be possible to make new .fgx files without using the Dev Tools (.fgx -> .nb2 -> Blender -> .br2 -> .fgx). It could then be possible just to cook your new .fgx with vanilla animations with the Dev Tools but I have figured any of that out yet.
Once the .br2 stuff is done, I can try and figure out how Materials and Textures are working with this new .fgx format - how to make them editable, whether it is even worth making them editable in the .fgx if the Asset Cooker allows textures to be over-ridden anyway etc.
I've also noticed an issue with importing some Civ 6 .nb2 extracts into Blender: sometimes vertices are not properly connected into triangles - in other words, the vertices are imported but not connected into a solid mesh. I've seen this with the shoulder guards on the Knight unit and with all the 3D Leaders I've looked at so far. This is a probably an issue with the .nb2 import script that didn't show up with Civ 5 models. My hunch is that it is to do with double-sided parts of the mesh where two triangles have exactly the same coordinates. This issue shouldn't affect the usefulness of the templates though if someone wants to have a go at rigging a new model to a Civ 6 skeleton.
Another minor thing is that .fgx can have 8 Bone Weights per vertex whereas .gr2 only have a maximum of 4. This some detail could be lost in the rigging with going from .fgx into Blender via .nb2. In practice this probably won't matter for Units at least as can be seen with the Hoplite Armor video I posted earlier.
Import from .fbx seems to reduce quality so if we can bypass this process that would be really good.