Shirotora Kenshin
Prince
i got one very Special question. what if parts of the model or the decal geometry of a wonder have to be water ? how i could achieve that this one mesh have a water look and water shaders ? thanks in advance
Congratulations! I know it is a real mission getting your head around all this stuff so well done.
Some feedback on some of the points in your outline.
I've never used Mark Seams so it isn't essential to the process. I guess is something you can use to achieve a certain look for your model in Blender.
Only the Albedo or Base texture is essentially. You can just use a 4x4 texture of RGB 255,128,128 for a completely flat normal map. I've added several assets where the only non plain texture is the base and they can look fine - especially if the shading, balance of dark/light and saturation match the levels of other assets.
Again I've never used this so I don't believe it is essential to the process.
As I've said there is no need to use Blender to make your textures - you can use Gimp 2, Paint.NET or Photoshop to make your .dds files.
i got one very Special question. what if parts of the model or the decal geometry of a wonder have to be water ? how i could achieve that this one mesh have a water look and water shaders ? thanks in advance
From what I understand, the body, clothes, and weapons are all separate assets, and the clothes and weapon assets just get attached to the body asset through attachments in AssetEditor, right? So would I, copy/paste/rename a base game body asset (.ast), then load it's geometry file (.geo) in to blender so I could build the robe around it and just delete it after I am done so that only the robe remains. And do the same thing for the staff. Then do pretty much the same steps I did with the building to make the robe and staff art files (.tex, .mtl, etc...). Then I would add the robe and staff .ast files as attachments in the body's .ast file, right? Then assign my unit just to the body .ast file in my Units.artdef file. Then would I only need one .xlp file (Units.xlp) with the robe, staff, and body .ast files being referenced in that same file? And the Mod.Art.xml, with an element for Units.artdef under consumerName Units, and an element for units (.blp) under libraryName Unit, right? And finally, any mods you recommend for me to look at that did the same thing?
I believe that @sukritact's Floating Marketing district in his Siam mod does something like this.
yes, but i have his Siam Mod subscribed, and the mod Folder doest contain geometry files, so no fgx or geo files. but i will look if i can get it working for my Building, first i have to study his Floating Market Asset file, and the material file i think.
I believe that @sukritact's Floating Marketing district in his Siam mod does something like this.
There are some Robes and Staffs in the base game that you could use if you don't want to start from scratch. You can import the base game assets into Blender via .cn6 format using CivNexus6 if you want.
Some example Modbuddy projects where I've made new attachments:
https://forums.civfanatics.com/resources/moar-units-art-cooker-modbuddy-projects.26060/
https://forums.civfanatics.com/resources/even-moar-units-macedon-and-persia-modbuddy-project.26241/
@esosorcdc you Need first to load a fgx file of a model, a unit for example. Then you can load animations and then export the animations and then load them into blender 2.49, the blender scripts do only work with blender 2.49
Take a Look Here, its for the old nb2 na2 br2 scripts But the Process should Be Similar
https://forums.civfanatics.com/thre...blender-and-re-import-to-civ-v-civ-be.564873/
@esosorcdc you Need first to load a fgx file of a model, a unit for example. Then you can load animations and then export the animations and then load them into blender 2.49, the blender scripts do only work with blender 2.49
Take a Look Here, its for the old nb2 na2 br2 scripts But the Process should Be Similar
https://forums.civfanatics.com/thre...blender-and-re-import-to-civ-v-civ-be.564873/
Yeah, the main point is that you need to have the model itself loaded before you do the .na2 export of its animations.
The process is actually exactly the same - just substitute .fgx for .gr2. I attempted to make a .na2 import script for Blender 2.7+ but I gave up as I just couldn't get all the bone rotations correct. Given that the Blender 2.49 .na2 process works fine and is reliable for editing and re-import there was not too much incentive to keep bashing my head against that brick wall of matrix mathematics.
Thanks, that worked.
Now I got another problem, the Missionary_Attack animation was not what I was looking for, I thought it was the "lightning attack" they do, but it appears that the "lightning attack" is a Particle Effect. (FX_Apostle_Attack_Ground_01.psb/.ptl) Can we load and mess with particle effects in Blender? Or if not, could I do it in Unreal Engine 4 (which is free btw), and copy/paste the file to my ModBuddy project?
I got a piece of my unit in game, my armor shows up and moves like it should, but everything else is invisible. It looks like an army of ghosts! And looks like my building's auto obstruction profile is not working either. So why would the armor show up but not anything else? Any ideas?
Is your Armor rigged to the same skeleton as the Male_Medium_Body_Hands?
Also check any custom components are being loaded from .blp in the Firetuner in-game Asset Preview. If not you may have issues in the Unit_Bins.artdef, .xlp -> .blp cooking or a missing Mod.Art.xml reference.