Ambrox Bronze Age Units

You should include bigger pictures in your update posts,

There are several reasons because I ended to post large images.
First of all each civfanatic user has a HD share of 60 MB on civfanatic server, thus I must manage disk space accordingly. Using a close shot I can show no more than 2 or 3 units instead of a full (although smaller) overview of the package.
Furthermore, the end-users of my production are modders, not players. A modder doesn't need close shots, because, imo, he should always download stuff to try it directly. To help modders I make my units fully playable with nifscope. Running this easy tool, you may evaluate stuff quickly in order to decide about using or ignoring it.
 
I've modified my previous scheduled release of units, because next week I'll introduce a new Civ4 unit: a chariot archer (with customized animations).
At the same time I'll release a spy package consisting of lesser units than usual, because spies are invisible units and I'll do very few ethnic models.

About chariot archer, I urge a good tutorial about how to manage, adapt and modify existing animations to a different unit.
Does anyone know a useful link?
Thanks in advance.
 

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I don't know if this will help, but Ekmek was working on using any animation on ANY LH-model. So I'm assuming that the process is either the same or similar for a unit. You might want to PM him and see how far he has progressed, because I'm relatiely sure he has already figured it out, but I could be wrong.

Love the Chariot Archer BTW, can't wait to see the next sets you put out. I plan on using a lot of these units for my new mod. :goodjob:
 
I believe he was talking about first adjusting the skeleton so there are no missing bones for the base LH. Do this by just making NiNodes and naming them the names of the skeleton bones. Then you copy over the base LH onto the animation LH. It may come out distorted, but you can import it into blender and easily adjust it.


@Ambrox: theres a way to get around that limit. When you upload pics to the database, i don't think that counts towards your limit. Just use those. Or get an external site like photobucket.
 
Ekmek was working on using any animation on ANY LH-model

I know that Ekmek wrote a useful tutorial on how to make LH, but I haven't read it yet.
May be I should do it now :D

I did a working strike animation for chariot archer, but it was a real pain and a waste of time due my limited skill. To produce a fine CA unit, I need to do the same for 2 other kfs, but I would find a quick way.
 
I put the Slinger into my game, but it's showing up with a pink texture. I noticed there's no texture file in the folder... Is it supposed to be retrieved from some other source? Or was it accidentally not included in the download?
 

You will need that one every once in a while. But the one that will help you the most is the Coyote's tutorial on making minor changes to animations. Master this tutorial and you will very rarely need teh KFM converter.

After you get a good grasp of tehCoyote's tutorial, you should be able to make whatever animation look like whatever you want by simply taking control nodes of whatever units body part that you want to use and pasting it over your new units kf. You could make an animation with a jaguar's right leg, and archer's arms, and a horse's head if you wanted (albiet with a few minor adjustments).
 
After you get a good grasp of tehCoyote's tutorial, you should be able to make whatever animation look like whatever you want by simply taking control nodes of whatever units body part that you want to use and pasting it over your new units kf. You could make an animation with a jaguar's right leg, and archer's arms, and a horse's head if you wanted (albiet with a few minor adjustments).

Reaaally? I think I might be using this for something I've needed.
 
I noticed there's no texture file in the folder...

Very strange indeed.
I've just checked the 7z and it seems ok.

You should have 2 slinger folders:
aco_iberi
aco_iberi_hero

Both should have 3 files:
slinger.nif
slinger_fx.nif
peltast_128x256.dds

These are the right setup.

Please, check again your files and folder, check your xmls (I strongly suspect that your problem could be there), and, eventually, download the 7z again.
 
@Avain and Achilleszero
Thanks for your links.
I missed the Coyote tutorial on anims, but I started to make units after reading his tutorial on nifscope. Thus I bet that reading the missed tutorial will solve me the problem :goodjob:
 
@Avain and Achilleszero
Thanks for your links.
I missed the Coyote tutorial on anims, but I started to make units after reading his tutorial on nifscope. Thus I bet that reading the missed tutorial will solve me the problem :goodjob:

Good luck on that. Youll be able to do some cool stuff with that tutorial. If you need any help on anymore advanced parts that the tutorial doesnt cover, Ill be happy to help.
 
Very strange indeed.
I've just checked the 7z and it seems ok.

You should have 2 slinger folders:
aco_iberi
aco_iberi_hero

Both should have 3 files:
slinger.nif
slinger_fx.nif
peltast_128x256.dds

These are the right setup.

Please, check again your files and folder, check your xmls (I strongly suspect that your problem could be there), and, eventually, download the 7z again.

Ok, the problem was I was looking in the folder titled anim_slinger. Thank you :)
 
I've just uploaded a spies set.
Read first post for more infos about this and the other coming set.
;)

Spoiler :

attachment.php

 

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the basic for the middle east one was the warrior monk from AlazkanAssasin?

As I wrote on first post, it is a firaxis treasure man with a head that I've taken from a Chuggi unit, although it resemble the AA unit, a whole treasure man with a knight sword.
 
I've just uploaded a new chariot archer unit with custom animations to manage bow and arrows.
Go to first post to download it
;)

Spoiler :

ach_spot0_YrL.jpg

ach_spot1_4GX.jpg

ach_spot2_N3N.jpg



The picture below shows a unresolved glitch still present on this unit. During the StrikeA anim, while the unit stops itself after attacking, sometimes the left arm disappears (it happens in a ranged attack situation mostly). I suspect the issue stays in the NiTransformInterpolator (index 15) which links the BIP L Clavicle node, but I wasn't able to fix it. If someone could get rid of it is really welcome.

Spoiler :

ach_fault_1l5.jpg

 
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