Recent content by Gibbon-of-Doom

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    Question: Unit gives City a Bonus when Fortified

    That sounds like a good idea, I'd just name it "Research Bonus from <unitname>" or something. I'll give it a go today, see where I get. Thanks! - Gibbon
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    Question: Unit gives City a Bonus when Fortified

    Hey everyone! I've got a question, and I'm a tad confused on where to start with this. I want to give a Unit the ability to increase the City's output of a certain resource (be it research, commerce, production, etc) only when it is Fortified on the city. I'm guessing (very wild stab in...
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    CivHeros - A SuperHero Mod

    Woah replies! Jesus! It's been 10 months since I came up with this idea, but quite clearly, it didn't go into production. It's still something I would love to create, and would be an awesome mod to an awesome game. . . If interest springs back up, well, who knows! I'd Definatly need help...
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    Civ4 Plugins for 3dsmax 6 and 7 now available for download

    Brilliant! It works excellently =D now time to get cracking on my superhero mod!
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    Civ4 Plugins for 3dsmax 6 and 7 now available for download

    To solve this problem, you need to adjust the pivot point, In 3D Studio Max, go to the Hierarchy tab, and click the Affect Pivot Only button, then move the pivot to 0, 0, 0, with your model however high off the ground you wish. This should sort your high flying plane :)
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    Some 3D Questions?

    Hi Killamike718, You are looking at a polycount of about 350 per model (600-700 faces), for a set of 3 (like 3 Swordsmen or whatnot), and for single units I would stick to max 500 polygons. Textures do not need to be UVW Mapped, but they will always look nicer with good texturing. Animations...
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    Civ4 Plugins for 3dsmax 6 and 7 now available for download

    I don't think Firaxis are as evil as Bluebyte. . . At least, I hope not.
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    Civ4 Plugins for 3dsmax 6 and 7 now available for download

    Currently there is no import function im afraid. There is an 'import' script in one of the settings for the exporter, but I have not found a way of implementing this to import models.
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    Civ4 Plugins for 3dsmax 6 and 7 now available for download

    Less of that talk! We dont want the forums being shut down now do we . . . promoting illegal file share? Pffft. ---- Aaanyway, animations are still a right pain. I can't get any of the animations to work as they should. I've tried many many different ways to do it and its an enigma...
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    Civ4 Plugins for 3dsmax 6 and 7 now available for download

    Hazaa! The mysteries are unfolding! I now have a box that jitters loads, it does its run animation. It works! Now im just figuring out all the various sequences and stuff, EDIT: This is doing my nut now, Where it should be doing the IDLE animation (or so i think), its playing the RUN one...
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    Civ4 Plugins for 3dsmax 6 and 7 now available for download

    Aha! I think you may have just solved my dilemma - they were at the bottom of the folder and I didnt notice em woops! :blush: I will get started!
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    Civ4 Plugins for 3dsmax 6 and 7 now available for download

    Hi everyone, I've been playing with the kit again, and have found out how to get textures in-game, (its dead easy)... (Textured Box) I'm still having trouble with the animations though. I'm pretty sure its got something to do with the Civ4AnimationInfos.xml file, and the BaseID...
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    Civ4 Plugins for 3dsmax 6 and 7 now available for download

    well slap me with a fishstick -- I think i've figured it all out, its going to be fun tomorrow i tell you that. There is an entire MENU that I have previously missed, I'll quickly explain what to do to get it all up. ------- Go to Customize at the top, then -> Customize User...
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    Civ4 Plugins for 3dsmax 6 and 7 now available for download

    Right then, I've manged to get rid of the error message upon exporting, and it now exports .KFM and the relevant .KF files !!!!! I was correct, It does use Note Keys to seperate animations, you just have to name them correctly. By looking at the Swordsman .kf files, I notice that there was...
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    Civ4 Plugins for 3dsmax 6 and 7 now available for download

    I'm unsure how they 'name' thier animations. I don't think there is a way of doing it, but the only thing I can think of is Note Keys in the Dope Sheet. Warcraft 3 Models use Note Keys to seperate thier animations, If they do use note keys, there will be specific text needed to be used...
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