Deliverator
Graphical Hackificator
I've made a quick Asset Previewer tutorial - enjoy!
Awesome! Thanks.I've made a quick Asset Previewer tutorial - enjoy!
Since Reliquary is asking about attachments, I'm also curious about how to create FX/how to move FX to the location that I want?
Hello, quick question, how do you replace Civ 6 art with custom art? I thought from looking at MOAR units it was just a case of creating an artdef with the same name as the unit you want to replace like here with UNIT_LEOPARD2 in Units.arfdef with UNIT_MODERN_ARMOR. But the old unit does not disappear it is still lurking underneath. Thanks.
<Element>
<m_CollectionName text="Members"/>
<m_ReplaceMergedCollectionElements>true</m_ReplaceMergedCollectionElements> <!-- NOTE -->
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::FloatValue">
<m_fValue>1.000000</m_fValue>
<m_ParamName text="Scale"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>4</m_nValue>
<m_ParamName text="Count"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="UnitMember_SepoyJan"/>
<m_RootCollectionName text="UnitMemberTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Type"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Sepoyz"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections> <!-- NOTE -->
</Element>
</Element>
@Deliverator I found through .cn6 file type method some of my meshes don't carry over uv sets, while exactly same model, b2r files work just fine. Wonder if you are aware of this.
Sure here are the files, also attached blender file for you to check.I'll need a more specific example of the issue if you want me to look into it - either upload, the .br2 and .cn6 or whatever. The main difference between .cn6 and .br2 is that .cn6 supports 3 UV layers wheres .br2 only supports one. There shouldn't be any issues apart from that. I've been using .cn6 and it has worked OK for me.
Hey buddy, I think I found why that happens. So your b2r script loops through each TRIANGLE of the mesh, and writes UV information but your cn6 script loops through each VERTEX of the mesh. In some cases they work the same, but I had solid meshes and the UV set unfolded into several different pieces so that I can tweak them to align with the texture mapping I use. Then the triangle-base script still works because the tessellation count is still the same, but vertex-based script messed up the UV set because UV point count is actually more than mesh vertex count.I'll need a more specific example of the issue if you want me to look into it - either upload, the .br2 and .cn6 or whatever. The main difference between .cn6 and .br2 is that .cn6 supports 3 UV layers wheres .br2 only supports one. There shouldn't be any issues apart from that. I've been using .cn6 and it has worked OK for me.
Hey buddy, I think I found why that happens. So your b2r script loops through each TRIANGLE of the mesh, and writes UV information but your cn6 script loops through each VERTEX of the mesh. In some cases they work the same, but I had solid meshes and the UV set unfolded into several different pieces so that I can tweak them to align with the texture mapping I use. Then the triangle-base script still works because the tessellation count is still the same, but vertex-based script messed up the UV set because UV point count is actually more than mesh vertex count.
I hope this makes sense to you. And hope there will be a fix to the scripts (Or better unfolding UV technique you can share.)
BlanecWH said:I have a rumor that Sukritact also have make a custom leader as well and currently appear in the game as well, so I need to find out, and of course that SMD import/export are conflict with Nb2/Br2, but not with Cn6, and also that I'm not careless to miss any step anyway.
You rock man! Got my new model (that tree) into game as the base of UD holysite. Working perfectly!
Thank Knew for try, so I really seek a real problem and I will make a custom leader model for good, but before I will leave, I have another question is model is buggy with werid texture while view with AssetTool, it since put from SMD file with smooth setting although in Blender is not have this problem.
Hello again, Deliverator, I really find a truth about the bug with Leader as I have using 'Output', I find out that Leader will need ".wig" file with in ".geo" since your CivNexus6 didn't export geo file with WIG or support WIG which code is look like this "<Element><m_ID text="WIG"/><m_RelativePath text="YourLeaderWIG.wig"/></Element>" as you have put them After "<m_ID text="GR2"/>" so you really open a exist leader.geo and copy that code "<m_ID text="WIG"/>" into your .geo, also you gonna need your own .wig by copy exist leader.wig and rename to your custom leader wig since I don't sure that using exist .wig will working.
Thank for looking a problem so you may need to support Wig export or Geo with WIG for a leader.
I don't know if it really matters, but I usually don't put in ".blp" or such extensions in Mod.Art. And this <relativePackagePaths> is asking for the package you assign in XLP files, so you don't have to put the exact XLP file name because after you build project the XLP files will be parsed into several different BLP files per package. A wrong entry in Mod.Art may crash your game.Hey, man! Sorry for adding to the seemingly endless question pile lol. I've made a ton of progress on a test improvement tile mod I'm using as a springboard into more complex things. I'm pretty sure it's almost ready to go but there's something missing somewhere that I can't seem to wrap my head around and have been at it for days. Everything is in place: the xmls, the icons, the assets, geometries and animations and all that jazz. I think the problem is in the modart file unless I'm misunderstanding something about the artdefs.
If ya don't mind could you take a look? It's driving me nuts!