ambrox62
Emperor
- Joined
- Mar 24, 2005
- Messages
- 1,294
Stone Age Units (5500 BC - 3000 BC)
This section contains a set of Stone Age Units that I've made, collected or assembled using models and textures released by firaxis or other forum modders.
Reading this POST you'll understand the purpose of this collection, and you'll also find additional in-game screenshots.
Looking at or judging these units, you MUST consider the timeline. During the stone age period, NONE of the involved civilizations had existed, as you see on this CIVILIZATION CHART. As consequence I chose a nude-look design for units, only dressed with leather, animal skins or rough textiles and equipped with wood, stone or bone weapons. I decided to give to hellenic and middle-east civs a bit more of civilized appearence, reflecting their future historical development.
Please consider that these units are my FIRST units, and I'm not a skilled modder.
I made these units using nifscope and photoshop only (no sceneviewer, no blender, no 3dmax, no other tools)
Last but not least, credits go to EVERYONE who made ancient units before me, who wrote tutorials, who answered my questions on the forum.
--> DOWNLOAD LINK <--
24 WARRIORS
24 WORKERS
25 ARCHERS + 1 SLINGER
24 SCOUTS
24 JAVELINEERS
24 SETTLERS
ALTERNATIVE UNITS SET
I've produced these units using blender in order to improve my previous set. I release them separately because although I think they seem better than previous ones, they may appear too close to common units. Judge them yourself.
Also read modder infos in the Alternative Set paragraph below
24 SCOUTS - 2nd Version
24 JAVELINEERS - 2nd Version
EXTRA UNIT
I've produced this unit on request
TROGLODYTE STONE THROWER
MODDER INFOS
WARRIORS
Warrior set contains 24 warriors matching the 24 civs of TAM mod.
The set uses 4 main warrior meshes, as showed in the picture below:
1 - European-barbaric model (Vanilla warrior model)
2 - Greek-Roman model (BTS greek-roman model)
3 - Celtic model that I used for babylonian civ also (WarLord celtic model)
4 - Celtic model with short "kilt" that I used for egyptians and persians (WarLord celtic model with modded "kilt" geometry)
All models got the same clean nif structure, as explained in this precious The Coyote tutorial.
Each model comes with both shader and no-shader nif, all strictly needed art files, full working animations, modded UV to optimize facial traits. In fact to better diversify the warriors each other, I assigned them 24 different faces. The picture below shows 1-Carthaginian, 2-Lydian, 3-Roman, 4-Phoenician faces.
The package also contains a full animation folder for convenience, but you may refer to vanilla warrior animation for all models. Use vanilla warrior artdefine for xml purpose.
WORKERS
Worker set contains 24 workers matching the 24 civs of TAM mod.
The set uses 3 different worker meshes.
I used vanilla worker model for workers who wear veil on head, as showed in the picture below:
However, this model is not suitable for European, Hellenic or Barbarian workers, and there aren't other models from firaxis other than Indian one, which is absolutely not suitable for the purpose. So I had to play with nifscope by changing head geometry of firaxis model, creating two new types of workers: greek-roman the first, euro-barbarian the second, as showed below:
Obviously models aren't exceptionally good, but it is difficult to create better guys using nifscope.
Why I didn't use the trick to scale down worker's head and to overlap it with a different head? Because sometimes funny things happen when animation is running.
So, when it is possible, I prefer to use a single model from head to toes, rather than assembling meshes.
All workers got clean nif structure, both shader and no-shader nif and all strictly needed art files.
The package also contains a full animation folder for convenience, but you may refer to vanilla worker animation for all models.
Use vanilla worker artdefine for xml purpose.
ARCHERS
Archer set contains 23 archers and 1 slinger matching the 24 CIVS of TAM mod, plus 2 hero archers (Androgeus for minoans and Nabucodonosor for babylonians). This happens because the set reflects a breakdown of TAM units, which provides 3 UUs and 2 heroes for the first archer's level, showed in the picture below:
As consequence, the set is structured as follows:
- 21 "vanilla" archers using "vanilla" animation
- 2 "vanilla" archers with "babylonian" bow and arrows using "vanilla" animation (as babylonian and babylonian hero)
- 2 "vanilla" archers with "chinese" bow and arrows using "chinese" animation (as minoan and minoan hero)
- 1 slinger using "peltast" animation (as iberian)
Archer meshes are divided into:
- 7 normal "vanilla" archers (#1 - with veil on head)
- 5 greek-roman archers (#2 - "vanilla" with modded head geometry)
- 13 long-hair archers (#3 - "vanilla" with modded head geometry)
All units got clean nif structure, both shader and no-shader nif and all strictly needed art files. Use vanilla archer artdefine for xml purpose.
The package contains 3 animation folders for convenience, and 1 "anim_effects" folder to manage the different kind of arrows when they reach the opposite field, otherwise a "custom" arrow starting from a archer turns into a "default" arrow during its way (read HERE for more details). Also I included there a brief arc_arrows_readme file to explain how to manage arrow effects.
SCOUTS
Scout set contains 24 scouts matching the 24 CIVS of TAM mod.
Firaxis vanilla scout is a native american, and is not suitable for Mediterranean's scout. Bts has got several ethnic scouts, but all of them are recycled models. So I decided to start with vanilla model, editing it with nifscope. I removed feathers from head, fringes from legs, and I unplugged the backpack in order to easily replace it with better object in next versions. Then I edited skirt's geometry in order to join it to the legs. Because there wasn't enough polygons, I used some texture to simulate skirt's effect on the legs. Finally I modded head's geometry to obtain 3 different meshes for middle-east(1), north-european(2) and greek-roman(3) models, as showed below:
Models aren't exceptionally good, but it's difficult to do better with nifscope only.
All units got clean nif structure, both shader and no-shader nif and all strictly needed art files. Use vanilla scout artdefine for xml purpose.
The package contains 1 animation folder for convenience, but you may use vanilla animation for all models.
JAVELINEERS
Javelineer set contains 24 javelineers matching the 24 CIVS of TAM mod.
As you know, civ4 didn't get javelineer as regular unit, but there are 2 ethnic versions for Mali and Mongolian. Unfortunately both of them aren't suitable for Mediterranean's javelineer, although maliskirmisher could be fine with a better head. So I searched for a javelineer through civ units, till I encountered the dog-soldier and chose it. Dog-soldier is close to scout as archer is close to worker, and it uses the same texture also. As for scout, I edited skirt and head geometry with nifscope, to obtain 3 different meshes for middle-east(1), north-european(2) and greek-roman(3) models, as showed below:
22 javelineers use maliskirmisher anim and nif structure, while 2 special javelineers (UUs in TAM mod) use mongolian anim and nif structure (model 3 in the picture above). To save memory I reduced dds file number moving skirmisher objects into scout dds. Weapons are cumbersome then stay in a separate dds file.
All units have got clean nif structure, both shader and no-shader nif, and all strictly needed art files. Use maliskirmisher artdefine for xml purpose. The package contains 2 animation folders for convenience (mali and mongolian), and 1 "anim_effects" folder to manage the different kind of javelin when they reach the opposite field, otherwise a "custom" javelin turns into a "default" javelin during its path (read HERE for more details). A detailed jav_spears_readme.txt file into "anim_effects" folder explains how to do that.
SETTLERS
Settler set contains 24 settler families matching the 24 civs of TAM mod. Each family consists of male, female and child settler (3 units).
Firaxis released several ethnic settlers, but most of them are recycled models. So I decided to start from vanilla models, editing them with nifscope. The male settler took most of the work, in order to improve back, shoulders and cover geometry, and finally to modify head geometry to reproduce 3 different meshes for middle-east(1), north-european(2) and greek-roman(3) models. The female settler took a little geometry work to improve the aesthetics of breast and pelvis; then I produced 3 different meshes which differ among them in UV setting only, in order to improve the clothing appearance for middle-east(1), north-european(2) and greek-roman(3) models. The child settler got little UV modification and staff teamcolor fix for shader nif (firaxis model is bugged). As ultimate addition, male and female settlers got staff texture directly into its dds, instead of require it from child dds.
All units got clean nif structure, both shader and no-shader nif and all strictly needed art files. Use vanilla settler artdefine for xml purpose.
The package contains 3 animation folders for convenience (male, female and child), but you may use vanilla animations for all models.
ALTERNATIVE SET
SCOUTS
In the process of learning blender, I reworked my previous scouts in order to improve their look. Nothing really new here, simply an attempt to do old stuff better. Now you have 3 fresh meshes to reuse or reskin at your pleasure because I made them with removeable parts.
Compare to previous version, the most important differences are:
they wear real shorts instead of textured ones
they carry a backpack smaller than the previous one
they have a removeable smaller horn, which no more collides with backpack animation
they have better heads for middle-east and european models
These units are fully playable with nifscope, have both shader and no-shader nif and all strictly needed art files. Use vanilla scout artdefine for xml purpose. The package contains 1 animation folder for convenience, but you may use vanilla scout animation for all models.
JAVELINEERS
In the process of learning blender, I reworked my previous javelineers in order to improve their look. Nothing really new here, simply an attempt to do old stuff better. Now you have 3 fresh meshes to reuse or reskin at your pleasure.
Compare to previous version, the most important differences are:
they wear real shorts instead of textured ones
they have better heads for middle-east and european models
These units are fully playable with nifscope, have both shader and no-shader nif and all strictly needed art files. Use vanilla maliskirmisher artdefine for xml purpose. Tharcian and Dacian javelineers use mongolian anims, while others 22 javelineers use maliskirmisher anims.
The package contains 2 animation folders for convenience (mali->"anim" and mongolian->"anim_peltast"), and a "anim_effects" folder to manage the different kind of javelin when they reach the opposite field, otherwise a "custom" javelin turns into a "default" javelin during its path (read HERE for more details). A detailed jav_spears_readme.txt file into "anim_effects" folder explains how to do that.
This section contains a set of Stone Age Units that I've made, collected or assembled using models and textures released by firaxis or other forum modders.
Reading this POST you'll understand the purpose of this collection, and you'll also find additional in-game screenshots.
Looking at or judging these units, you MUST consider the timeline. During the stone age period, NONE of the involved civilizations had existed, as you see on this CIVILIZATION CHART. As consequence I chose a nude-look design for units, only dressed with leather, animal skins or rough textiles and equipped with wood, stone or bone weapons. I decided to give to hellenic and middle-east civs a bit more of civilized appearence, reflecting their future historical development.
Please consider that these units are my FIRST units, and I'm not a skilled modder.
I made these units using nifscope and photoshop only (no sceneviewer, no blender, no 3dmax, no other tools)
Last but not least, credits go to EVERYONE who made ancient units before me, who wrote tutorials, who answered my questions on the forum.
--> DOWNLOAD LINK <--
24 WARRIORS
24 WORKERS
25 ARCHERS + 1 SLINGER
24 SCOUTS
24 JAVELINEERS
24 SETTLERS
ALTERNATIVE UNITS SET
I've produced these units using blender in order to improve my previous set. I release them separately because although I think they seem better than previous ones, they may appear too close to common units. Judge them yourself.
Also read modder infos in the Alternative Set paragraph below
24 SCOUTS - 2nd Version
24 JAVELINEERS - 2nd Version
EXTRA UNIT
I've produced this unit on request
TROGLODYTE STONE THROWER
MODDER INFOS
WARRIORS
Warrior set contains 24 warriors matching the 24 civs of TAM mod.
The set uses 4 main warrior meshes, as showed in the picture below:
Spoiler :
1 - European-barbaric model (Vanilla warrior model)
2 - Greek-Roman model (BTS greek-roman model)
3 - Celtic model that I used for babylonian civ also (WarLord celtic model)
4 - Celtic model with short "kilt" that I used for egyptians and persians (WarLord celtic model with modded "kilt" geometry)
All models got the same clean nif structure, as explained in this precious The Coyote tutorial.
Each model comes with both shader and no-shader nif, all strictly needed art files, full working animations, modded UV to optimize facial traits. In fact to better diversify the warriors each other, I assigned them 24 different faces. The picture below shows 1-Carthaginian, 2-Lydian, 3-Roman, 4-Phoenician faces.
Spoiler :
The package also contains a full animation folder for convenience, but you may refer to vanilla warrior animation for all models. Use vanilla warrior artdefine for xml purpose.
WORKERS
Worker set contains 24 workers matching the 24 civs of TAM mod.
The set uses 3 different worker meshes.
I used vanilla worker model for workers who wear veil on head, as showed in the picture below:
Spoiler :
However, this model is not suitable for European, Hellenic or Barbarian workers, and there aren't other models from firaxis other than Indian one, which is absolutely not suitable for the purpose. So I had to play with nifscope by changing head geometry of firaxis model, creating two new types of workers: greek-roman the first, euro-barbarian the second, as showed below:
Spoiler :
Obviously models aren't exceptionally good, but it is difficult to create better guys using nifscope.
Why I didn't use the trick to scale down worker's head and to overlap it with a different head? Because sometimes funny things happen when animation is running.
So, when it is possible, I prefer to use a single model from head to toes, rather than assembling meshes.
All workers got clean nif structure, both shader and no-shader nif and all strictly needed art files.
The package also contains a full animation folder for convenience, but you may refer to vanilla worker animation for all models.
Use vanilla worker artdefine for xml purpose.
ARCHERS
Archer set contains 23 archers and 1 slinger matching the 24 CIVS of TAM mod, plus 2 hero archers (Androgeus for minoans and Nabucodonosor for babylonians). This happens because the set reflects a breakdown of TAM units, which provides 3 UUs and 2 heroes for the first archer's level, showed in the picture below:
Spoiler :
As consequence, the set is structured as follows:
- 21 "vanilla" archers using "vanilla" animation
- 2 "vanilla" archers with "babylonian" bow and arrows using "vanilla" animation (as babylonian and babylonian hero)
- 2 "vanilla" archers with "chinese" bow and arrows using "chinese" animation (as minoan and minoan hero)
- 1 slinger using "peltast" animation (as iberian)
Archer meshes are divided into:
- 7 normal "vanilla" archers (#1 - with veil on head)
- 5 greek-roman archers (#2 - "vanilla" with modded head geometry)
- 13 long-hair archers (#3 - "vanilla" with modded head geometry)
Spoiler :
All units got clean nif structure, both shader and no-shader nif and all strictly needed art files. Use vanilla archer artdefine for xml purpose.
The package contains 3 animation folders for convenience, and 1 "anim_effects" folder to manage the different kind of arrows when they reach the opposite field, otherwise a "custom" arrow starting from a archer turns into a "default" arrow during its way (read HERE for more details). Also I included there a brief arc_arrows_readme file to explain how to manage arrow effects.
SCOUTS
Scout set contains 24 scouts matching the 24 CIVS of TAM mod.
Firaxis vanilla scout is a native american, and is not suitable for Mediterranean's scout. Bts has got several ethnic scouts, but all of them are recycled models. So I decided to start with vanilla model, editing it with nifscope. I removed feathers from head, fringes from legs, and I unplugged the backpack in order to easily replace it with better object in next versions. Then I edited skirt's geometry in order to join it to the legs. Because there wasn't enough polygons, I used some texture to simulate skirt's effect on the legs. Finally I modded head's geometry to obtain 3 different meshes for middle-east(1), north-european(2) and greek-roman(3) models, as showed below:
Spoiler :
Models aren't exceptionally good, but it's difficult to do better with nifscope only.
All units got clean nif structure, both shader and no-shader nif and all strictly needed art files. Use vanilla scout artdefine for xml purpose.
The package contains 1 animation folder for convenience, but you may use vanilla animation for all models.
JAVELINEERS
Javelineer set contains 24 javelineers matching the 24 CIVS of TAM mod.
As you know, civ4 didn't get javelineer as regular unit, but there are 2 ethnic versions for Mali and Mongolian. Unfortunately both of them aren't suitable for Mediterranean's javelineer, although maliskirmisher could be fine with a better head. So I searched for a javelineer through civ units, till I encountered the dog-soldier and chose it. Dog-soldier is close to scout as archer is close to worker, and it uses the same texture also. As for scout, I edited skirt and head geometry with nifscope, to obtain 3 different meshes for middle-east(1), north-european(2) and greek-roman(3) models, as showed below:
Spoiler :
22 javelineers use maliskirmisher anim and nif structure, while 2 special javelineers (UUs in TAM mod) use mongolian anim and nif structure (model 3 in the picture above). To save memory I reduced dds file number moving skirmisher objects into scout dds. Weapons are cumbersome then stay in a separate dds file.
All units have got clean nif structure, both shader and no-shader nif, and all strictly needed art files. Use maliskirmisher artdefine for xml purpose. The package contains 2 animation folders for convenience (mali and mongolian), and 1 "anim_effects" folder to manage the different kind of javelin when they reach the opposite field, otherwise a "custom" javelin turns into a "default" javelin during its path (read HERE for more details). A detailed jav_spears_readme.txt file into "anim_effects" folder explains how to do that.
SETTLERS
Settler set contains 24 settler families matching the 24 civs of TAM mod. Each family consists of male, female and child settler (3 units).
Firaxis released several ethnic settlers, but most of them are recycled models. So I decided to start from vanilla models, editing them with nifscope. The male settler took most of the work, in order to improve back, shoulders and cover geometry, and finally to modify head geometry to reproduce 3 different meshes for middle-east(1), north-european(2) and greek-roman(3) models. The female settler took a little geometry work to improve the aesthetics of breast and pelvis; then I produced 3 different meshes which differ among them in UV setting only, in order to improve the clothing appearance for middle-east(1), north-european(2) and greek-roman(3) models. The child settler got little UV modification and staff teamcolor fix for shader nif (firaxis model is bugged). As ultimate addition, male and female settlers got staff texture directly into its dds, instead of require it from child dds.
Spoiler :
All units got clean nif structure, both shader and no-shader nif and all strictly needed art files. Use vanilla settler artdefine for xml purpose.
The package contains 3 animation folders for convenience (male, female and child), but you may use vanilla animations for all models.
ALTERNATIVE SET
SCOUTS
In the process of learning blender, I reworked my previous scouts in order to improve their look. Nothing really new here, simply an attempt to do old stuff better. Now you have 3 fresh meshes to reuse or reskin at your pleasure because I made them with removeable parts.
Spoiler :
Compare to previous version, the most important differences are:
they wear real shorts instead of textured ones
they carry a backpack smaller than the previous one
they have a removeable smaller horn, which no more collides with backpack animation
they have better heads for middle-east and european models
These units are fully playable with nifscope, have both shader and no-shader nif and all strictly needed art files. Use vanilla scout artdefine for xml purpose. The package contains 1 animation folder for convenience, but you may use vanilla scout animation for all models.
JAVELINEERS
In the process of learning blender, I reworked my previous javelineers in order to improve their look. Nothing really new here, simply an attempt to do old stuff better. Now you have 3 fresh meshes to reuse or reskin at your pleasure.
Spoiler :
Compare to previous version, the most important differences are:
they wear real shorts instead of textured ones
they have better heads for middle-east and european models
These units are fully playable with nifscope, have both shader and no-shader nif and all strictly needed art files. Use vanilla maliskirmisher artdefine for xml purpose. Tharcian and Dacian javelineers use mongolian anims, while others 22 javelineers use maliskirmisher anims.
The package contains 2 animation folders for convenience (mali->"anim" and mongolian->"anim_peltast"), and a "anim_effects" folder to manage the different kind of javelin when they reach the opposite field, otherwise a "custom" javelin turns into a "default" javelin during its path (read HERE for more details). A detailed jav_spears_readme.txt file into "anim_effects" folder explains how to do that.
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