liquid_plane
Chieftain
- Joined
- Nov 6, 2014
- Messages
- 4
Before creating own units, I tried to go through all tutorials. So the cardboard destroyer was ok, but when i tried to reskin it, destroyer start represents in game like marine.
VFS for art true, for XML false. Rebuild unit/landmark system checked, actions for updating database added. I have no idea what going wrong. And even if I try to use original models and textures it's become like a marine.
I'm not good in coding, but good in modeling and art, so if you also need help you are welcome.
Spoiler Screenshot :
VFS for art true, for XML false. Rebuild unit/landmark system checked, actions for updating database added. I have no idea what going wrong. And even if I try to use original models and textures it's become like a marine.
I'm not good in coding, but good in modeling and art, so if you also need help you are welcome.
Spoiler cardboarddestroyer.xml :
Code:
<GameData>
<UnitClasses>
<Row>
<Type>UNITCLASS_CARDBOARD</Type>
<Description>TXT_KEY_UNIT_CARDBOARD_DESC</Description>
<DefaultUnit>UNIT_CARDBOARD</DefaultUnit>
</Row>
</UnitClasses>
<Units>
<Row>
<Type>UNIT_CARDBOARD</Type>
<Class>UNITCLASS_CARDBOARD</Class>
<Combat>3</Combat>
<Cost>25</Cost>
<PrereqTech>TECH_HABITATION</PrereqTech>
<Description>TXT_KEY_UNIT_CARDBOARD_DESC</Description>
<Civilopedia>TXT_KEY_UNIT_CARDBOARD_PEDIA</Civilopedia>
<Help>TXT_KEY_UNIT_CARDBOARD_HELP</Help>
<Moves>2</Moves>
<CombatClass>UNITCOMBAT_MELEE</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<AdvancedStartCost>25</AdvancedStartCost>
<XPValueAttack>1</XPValueAttack>
<XPValueDefense>1</XPValueDefense>
<Conscription>1</Conscription>
<UnitArtInfo>ART_DEF_UNIT_CARDBOARD</UnitArtInfo>
<MoveRate>WHEELED</MoveRate>
</Row>
</Units>
<LocalizedText>
<Row Language="en_US" Tag="TXT_KEY_UNIT_CARDBOARD_DESC">
<Text>Cardboard Destroyer</Text>
</Row>
<Row Language="en_US" Tag="TXT_KEY_UNIT_CARDBOARD_PEDIA">
<Text>A decoy unit with limited fighting capabilities. Looks like a LEV Destroyer but is extremely weak and does not hover over the terrain.</Text>
</Row>
<Row Language="en_US" Tag="TXT_KEY_UNIT_CARDBOARD_HELP">
<Text>Weak decoy unit that looks like a LEV Destroyer.</Text>
</Row>
</LocalizedText>
</GameData>
Spoiler cardboarddestroyerart.xml :
Code:
<GameData>
<UnitArtInfo>
<Type>ART_DEF_UNIT_CARDBOARD</Type>
<UnitFlagAtlas>UNIT_FLAG_ATLAS</UnitFlagAtlas>
<UnitFlagIconOffset>20</UnitFlagIconOffset>
<PortraitAtlas>UNIT_ATLAS_1</PortraitAtlas>
<PortraitIndex>20</PortraitIndex>
<Formation>ThreeBigGuns</Formation>
<DamageStates>3</DamageStates>
<PortraitCamera>ART_DEF_PORTRAIT_CAMERA_FAR05</PortraitCamera>
<UpgradeCamera>ART_DEF_PORTRAIT_CAMERA_FAR05_U</UpgradeCamera>
<UnitMemberArt>
<MemberType>ART_DEF_UNIT_MEMBER_CARDBOARD</MemberType>
<MemberCount>1</MemberCount>
</UnitMemberArt>
</UnitArtInfo>
<UnitMemberArtInfo>
<Type>ART_DEF_UNIT_MEMBER_CARDBOARD</Type>
<fScale>0.052</fScale>
<Granny>cardboard.fxsxml</Granny>
<Combat>
<Defaults>ART_DEF_TEMPLATE_SOLDIER</Defaults>
<bReformBeforeCombat>1</bReformBeforeCombat>
<bHasShortRangedAttack>1</bHasShortRangedAttack>
<bHasLongRangedAttack>1</bHasLongRangedAttack>
<Weapon>
<fAttackRadius>21.0</fAttackRadius>
<fProjectileSpeed>4.0</fProjectileSpeed>
<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
<HitEffect>ART_DEF_VEFFECT_PURITY_RED_IMPACT_XLG_$(TERRAIN)</HitEffect>
<fHitEffectScale>0.1</fHitEffectScale>
<fHitRadius>17.0</fHitRadius>
<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
<bTargetGround>1</bTargetGround>
</Weapon>
</Combat>
<MaterialTypeTag>METAL</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>METALLG</MaterialTypeSoundOverrideTag>
</UnitMemberArtInfo>
</GameData>
Spoiler cardboard.fxsxml :
Code:
<Asset>
<Mesh file="Cardboard.gr2"/>
<Animation file="Cardboard_Aim_L.gr2" ec="1700"/>
<Animation file="Cardboard_Aim_R.gr2" ec="1705"/>
<Animation file="Cardboard_Aim_Center.gr2" ec="1710"/>
<Animation file="Cardboard_IdleA.gr2" ec="1000"/>
<Animation file="Cardboard_FidgetA.gr2" ec="1040"/>
<Animation file="Cardboard_IdleA_Trans_IdleB.gr2" ec="1020"/>
<Animation file="Cardboard_IdleB.gr2" ec="2000"/>
<Animation file="Cardboard_FidgetB.gr2" ec="2040"/>
<Animation file="Cardboard_IdleB_Trans_IdleA.gr2" ec="2020"/>
<Animation file="Cardboard_Fortify.gr2" ec="1500"/>
<Animation file="Cardboard_Fortify_Idle.gr2" ec="1520"/>
<Animation file="Cardboard_Fortify_Idle_Fidget.gr2" ec="1540"/>
<Animation file="Cardboard_Fortify_Idle_Trans_Combat_Ready_Idle.gr2" ec="1560"/>
<Animation file="Cardboard_Fortify_Idle_Trans_IdleA.gr2" ec="1580"/>
<Animation file="Cardboard_Combat_Ready.gr2" ec="1600"/>
<Animation file="Cardboard_Combat_Ready_Idle.gr2" ec="1620"/>
<Animation file="Cardboard_Combat_Ready_Idle_Trans_IdleA.gr2" ec="1640"/>
<Animation file="Cardboard_Charge_Run.gr2" ec="1120"/>
<Animation file="Cardboard_Run_Hover.gr2" ec="1400"/>
<Animation file="Cardboard_Stop_Run.gr2" ec="1440, 1140"/>
<Animation file="Cardboard_Attack_City.gr2" ec="1160"/>
<Animation file="Cardboard_Bombardment.gr2" ec="1180"/>
<Animation file="Cardboard_AttackA.gr2" ec="1100"/>
<Animation file="Cardboard_AttackB.gr2" ec="2100"/>
<Animation file="Cardboard_Attack_Air.gr2" ec="1130"/>
<Animation file="Cardboard_Victory.gr2" ec="1800"/>
<Animation file="Cardboard_Bombard_Defense.gr2" ec="1280"/>
<Animation file="Cardboard_Bombard_Defense_Idle.gr2" ec="1285"/>
<Animation file="Cardboard_Bombard_Defense_Idle_Trans_IdleA.gr2" ec="1290"/>
<Animation file="Cardboard_DeathA.gr2" ec="1200"/>
<Animation file="Cardboard_DeathA_Idle.gr2" ec="1220"/>
<Animation file="Cardboard_DeathB.gr2" ec="2200"/>
<Animation file="Cardboard_DeathB_Idle.gr2" ec="2220"/>
<Texture file="Cardboard_DIFF.dds"/>
<Texture file="Cardboard_SREF.dds"/>
<Texture file="Cardboard_DMG_DIFF.dds"/>
<Texture file="Cardboard_DMG_SREF.dds"/>
<Texture file="Unit_Environment_Dull.dds"/>
<Texture file="Unit_Environment_Sharp.dds"/>
<Texture file="Unit_Sunlight_Irradiance.dds"/>
<StateMachine file="MECHANIZED_AIM_STATE_01.fsmxml"/>
<AnimGraph file="AIM_IDLE_OFFSET_CONTINUE_TRUE_GRAPH.dge"/>
<AnimGraph file="AIM_FIDGETS_GRAPH.dge"/>
<AnimGraph file="AIM_START_RUNNING.dge"/>
<AnimGraph file="AIM_STOP_RUNNING.dge"/>
<AnimGraph file="AIM_TRANSITIONS_FOR_IDLES.dge"/>
<AnimGraph file="AIM_COMBAT_READY_GRAPH.dge"/>
<AnimGraph file="AIM_FORTIFY_LEAVE_GRAPH.dge"/>
<AnimGraph file="AIM_ENTER_COMBAT_READY_GRAPH.dge"/>
<AnimGraph file="AIM_LEAVE_COMBAT_READY.dge"/>
<AnimGraph file="AIM_DEATH_GRAPH.dge"/>
<AnimGraph file="AIM_ENTER_BOMBARD_DEFEND_GRAPH.dge"/>
<AnimGraph file="AIM_RUNNING_LOOP.dge"/>
<AnimGraph file="AIM_BOMBARD_DEFEND_LOOP_GRAPH.dge"/>
<AnimGraph file="AIM_DEATH_FINAL_GRAPH.dge"/>
<AnimGraph file="AIM_LEAVE_BOMBARD_DEFEND_TRANS_IDLE_A_GRAPH.dge"/>
<AnimGraph file="AIM_ATTACK_TO_RUN_GRAPH.dge"/>
<AnimGraph file="AIM_ATTACK_CITY_TO_RUN.dge"/>
<AnimGraph file="AIM_ENTER_FORTIFY.dge"/>
<AnimGraph file="AIM_FORTIFY_FIDGET_GRAPH.dge"/>
<AnimGraph file="AIM_MELEE_ATTACKS.dge"/>
<AnimGraph file="AIM_IDLE_GRAPH.dge"/>
<AnimGraph file="AIM_FORTIFY_GRAPH.dge"/>
<TimedTrigger file="fx_triggers_levdestroyer.ftsxml"/>
<BoneUsage>
<Bone name="point_WORLD"/>
<Bone name="Ship"/>
<Bone name="FX_Muzzle_FrntGun_01"/>
<Bone name="FX_Muzzle_FrntGun_02"/>
<Bone name="FX_MUZZ_R_01"/>
<Bone name="FX_MUZZ_R_02"/>
<Bone name="FX_MUZZ_R_03"/>
<Bone name="FX_MUZZ_R_04"/>
<Bone name="FX_MUZZ_R_05"/>
<Bone name="FX_MUZZ_R_06"/>
<Bone name="FX_Missile_R_01"/>
<Bone name="FX_Missile_R_02"/>
<Bone name="FX_Missile_R_03"/>
<Bone name="FX_Missile_R_04"/>
<Bone name="FX_Missile_R_05"/>
<Bone name="FX_Missile_R_06"/>
<Bone name="AIM_DR"/>
<Bone name="FX_MUZZ_L_01"/>
<Bone name="FX_MUZZ_L_02"/>
<Bone name="FX_MUZZ_L_03"/>
<Bone name="FX_MUZZ_L_04"/>
<Bone name="FX_MUZZ_L_05"/>
<Bone name="FX_MUZZ_L_06"/>
<Bone name="FX_Missile_L_01"/>
<Bone name="FX_Missile_L_02"/>
<Bone name="FX_Missile_L_03"/>
<Bone name="FX_Missile_L_04"/>
<Bone name="FX_Missile_L_05"/>
<Bone name="FX_Missile_L_06"/>
<Bone name="Engine_R_R"/>
<Bone name="bone_hover_BL"/>
<Bone name="bone_hover_FL"/>
<Bone name="Cannon_F_R"/>
<Bone name="Cannon_F_L"/>
<Bone name="Lev_R"/>
<Bone name="bone_ammobox"/>
<Bone name="FX_proj_FrntGun_02"/>
<Bone name="FX_VENT_FrontGun_L_01"/>
<Bone name="FX_VENT_FrontGun_R_01"/>
<Bone name="Turbine_R_F"/>
<Bone name="Missle_L_D"/>
<Bone name="FX_Explosion_05"/>
<Bone name="FX_Explosion_02"/>
<Bone name="FX_Explosion_03"/>
<Bone name="FX_Explosion_00"/>
<Bone name="FX_Explosion_01"/>
<Bone name="World_Center"/>
<Bone name="FX_Explosion_04"/>
<Bone name="Turbine_L_R"/>
<Bone name="Engine_L_M"/>
<Bone name="Turbine_R_R"/>
<Bone name="Engine_L_F"/>
<Bone name="Missle_L_C"/>
<Bone name="Lev_L"/>
</BoneUsage>
</Asset>