World Wonders, especially building animation, are most complicated thing. Good luck with them.Sukritact has managed to make Natural Wonders, so i can't imagine World Wonders is a long shot at all. It was just require some good quality models, and the building animation might be a bit complex.
This tutorial is amazing! I have one question though:
I tried opening ast using AssetEditor of Modbuddy. Somehow the previewer doesn't show anything at all. Is there any settings I need to configure before it gets functional?
Thanks!
Yes I installed them both. I actually tried the T34 and PanzerIV example files. In the AssetEditor I can read geometry information like mesh count, bones, etc. The the Previewer window is grey, as if there's a graphic card error or something.Which .ast file did you try to open? The vanilla .ast files should work OK. Try TankA.ast for example. I'm assuming that you have the Sid Meier's Civilization VI SDK Assets installed as well as the Sid Meier's Civilization VI SDK?
You need to open an asset/.ast tp view a textured 3d model.Yes I installed them both. I actually tried the T34 and PanzerIV example files. In the AssetEditor I can read geometry information like mesh count, bones, etc. The the Previewer window is grey, as if there's a graphic card error or something.
BTW, I can see geometries in Nexus.
So when I launch AssetEditor, there's a warning saying "pantry path {0} for project {1} not found", might that be why and how do I solve it?You need to open an asset/.ast tp view a textured 3d model.
Attached a screenshot of what I encountered. Really frustrated to see it again and again without knowing what to do.So when I launch AssetEditor, there's a warning saying "pantry path {0} for project {1} not found", might that be why and how do I solve it?
Have you downloaded the Development Assets from Steam?Attached a screenshot of what I encountered. Really frustrated to see it again and again without knowing what to do.
I definitely did. So nobody else has this issue ever? BUMMER...Have you downloaded the Development Assets from Steam?
A quick question is there a way to rotate a unit in the asset or artdef file. I have a plane that that thinks the left wing is the front.
I think I can do it by making a dummy asset and attaching the actual asset and applying a rotation, but there has to be an easier way that that, surely?
You were actually right! Although I downloaded the Assets, Modbuddy didn't recognize the directory of it. So after I fill it in the Modbuddy configurations, the Asset Editor works properly! Thanks everyone and FYI if anyone else got this issue.Have you downloaded the Development Assets from Steam?
A quick question is there a way to rotate a unit in the asset or artdef file. I have a plane that that thinks the left wing is the front.
I think I can do it by making a dummy asset and attaching the actual asset and applying a rotation, but there has to be an easier way that that, surely?
A quick question is there a way to rotate a unit in the asset or artdef file. I have a plane that that thinks the left wing is the front.
I think I can do it by making a dummy asset and attaching the actual asset and applying a rotation, but there has to be an easier way that that, surely?
<m_attachmentPoints>
<m_Points>
....
<Element>
<m_CookParams>
<m_Values/>
</m_CookParams>
<m_position>
<x>0.000000</x>
<y>0.000000</y>
<z>0.000000</z>
</m_position>
<m_orientation>
<x>0.000000</x>
<y>1.5708</y>
<z>0.000000</z>
</m_orientation>
<m_Name text="Rotated_Root"/>
<m_BoneName text="Root"/>
<m_ModelInstanceName text="Root"/>
<m_scale>1.000000</m_scale>
</Element>
....
</m_Points>
</m_attachmentPoints>
You were actually right! Although I downloaded the Assets, Modbuddy didn't recognize the directory of it. So after I fill it in the Modbuddy configurations, the Asset Editor works properly! Thanks everyone and FYI if anyone else got this issue.
A quick question is there a way to rotate a unit in the asset or artdef file. I have a plane that that thinks the left wing is the front.
I think I can do it by making a dummy asset and attaching the actual asset and applying a rotation, but there has to be an easier way that that, surely?
That last one is fantasticThe 3D FX assets already available in Civ VI are super impressive. Did some quick demonstrations of what you can do with them:
https://gfycat.com/CoarseSillyKinkajou
https://gfycat.com/CreativeBoringBlackrhino
https://gfycat.com/FlimsyDeadAfricancivet
https://gfycat.com/EarnestAlarmingHarvestmouse
It's going to be fun when the community gets around to implementing their own assets. If you know what you're doing, this engine has the potential to be extremely malleable.
Yes you are right. Inserting a rotation bone seems to be the only way to do this. Thanks.To be honest, the quickest fix for this is to use CivNexus6 to insert a rotation bone into the .fgx. That's how I'd fix this kind of issue. See step 8a of this.
Other than that I know you can change the scale in the UnitMember .artdefs:
<Element class="AssetObjects:FloatValue">
<m_fValue>1.100000</m_fValue>
<m_ParamName text="Scale"/>
</Element>
So it might be possible to change the orientation too but there aren't any example of that.