Attention All UnitMakers: Hundreds of New Models!

snafusmith said:
The best thing I can think of for these pieces (if I can put in my 2 cents), is to convert them to some sort of file 3ds Max can easily read (.max would be the best) and re-animate them ourselves and re-map them. Personally the it takes me very little time to animate models or map them. Anyone know if it's possible to change the file type with blender?
That shouldn't be a problem. Care to animate and map me a boltthrower?:D
 
Ploeperpengel said:
Ok more bad news.:sad: Blender scripts produces errors on import. the ballista I tried to import got totally messed up.
Awww man! There goes the Ballista I wanted :(
 
Mechanical are not be to difficult to generate and animate. The animations for the organic modes are what is really difficult to do.

About animating existent nif models in 3ds max. That nearly impossible, as we cannot import the models including bones and so forth into 3dsmax at the moment. So generating a entirely new model is probably even easier.

SO the biggest advantage we get will be scavenging parts i think, until someone gets hand on a nif -> 3dsmax script.
 
Ploeperpengel said:
Well at least we can get buildings. I just imported a shipyard. Not that bad after all:)
Good this went to some use.

Chalid, how can I make it so that a unit always has the same exact position and never changes? In CIV 4, if you add a few units in with the worldbuilder, they will all be rotated in different directions. I want them to always have only 1 position without being turned at different angles. Do you know how to do this?
 
Getting the UV-Maps with blender works fine so if the provided trextures will not work making new ones should work well.

The .kf files look very different form the ones we are used too. I'm not optimistic that we get them to work.

@Shqype: no unfortunateley i do not. Maybe you could do some trick with the formation.xml?
Do you want to do this with an more or less static unit or with an animated unit ? For statics i might know a way but i'm not sure.

P.S: the units are quite funny. The bodys are very low poly but the heads show a lot of detail. Anyone some new heads ?
 
Chalid said:
Getting the UV-Maps with blender works fine so if the provided trextures will not work making new ones should work well.

The .kf files look very different form the ones we are used too. I'm not optimistic that we get them to work.

@Shqype: no unfortunateley i do not. Maybe you could do some trick with the formation.xml?
Do you want to do this with an more or less static unit or with an animated unit ? For statics i might know a way but i'm not sure.

P.S: the units are quite funny. The bodys are very low poly but the heads show a lot of detail. Anyone some new heads ?

So we can use buldings and parts of model (like the head) and we have to wait for better plugins for blender (animation exporter) or for 3dsmax.

Do the original textures work in the game even if they are not dds or do we need to redo the UV mapping ?
 
Shqype said:
Good this went to some use.

Chalid, how can I make it so that a unit always has the same exact position and never changes? In CIV 4, if you add a few units in with the worldbuilder, they will all be rotated in different directions. I want them to always have only 1 position without being turned at different angles. Do you know how to do this?
In FormationsInfos file, at the end of the UnitFormation blocks there are these two tags
Code:
<Direction>3.14159265359</Direction>
<DirVariation>0.188679622641</DirVariation>
My guess would be that if you change DirVariation to 0 then units will always face the same direction, but I can't guarantee that as I haven't actually tried it. Both values are in radians.
 
C.Roland said:
So we can use buldings and parts of model (like the head) and we have to wait for better plugins for blender (animation exporter) or for 3dsmax.

Do the original textures work in the game even if they are not dds or do we need to redo the UV mapping ?

the mapping itself is ok. I have not taken a look at the textures yet. This will have to wait until tomorrow (or later today ;) ) If we can open the textures saving them as dds should not be a problem and then we will of course be able to use them.
 
One more thing concerning Animations. Most of the guys use the normal Biped so many of them should work with our Vanilla-Civ Animations.

Ships and Airplanes should be easily usable as well.
 
Chalid said:
Mechanical are not be to difficult to generate and animate. The animations for the organic modes are what is really difficult to do.

About animating existent nif models in 3ds max. That nearly impossible, as we cannot import the models including bones and so forth into 3dsmax at the moment. So generating a entirely new model is probably even easier.

SO the biggest advantage we get will be scavenging parts i think, until someone gets hand on a nif -> 3dsmax script.

So is there no way to export JUST the model into a file 3ds Max can read? I don't care about bones, UV map, anything. It could be completely messed up exept for the model and that would still be OK. I would try to dl bender and give it a try myself, but my connection is off because I'm on a military base, so I can't.

Also, I've played around with animating figure units, and they aren't nearly as hard as you would think, the problem is the model. It wouldn't be that difficult to make a bunch of animations and export them to be used by others.
 
snafusmith said:
So is there no way to export JUST the model into a file 3ds Max can read? I don't care about bones, UV map, anything. It could be completely messed up exept for the model and that would still be OK. I would try to dl bender and give it a try myself, but my connection is off because I'm on a military base, so I can't.

Also, I've played around with animating figure units, and they aren't nearly as hard as you would think, the problem is the model. It wouldn't be that difficult to make a bunch of animations and export them to be used by others.
Tell me what to do and I'll do it. I have Blender and 3DS Max 8, so if you tell me what you want and tell me how to do it, I should be able to get something.

Rabbit, White: thanks for the tip. Let me know if I did something wrong:
Code:
<UnitFormation>
		<Name>IDLE (1)</Name>
		<DirectionType>DIRECTION_SOUTH</DirectionType>
		<UseFacing>0</UseFacing>
		<RotationMask>0</RotationMask>
		<EventMaskList>
			<EventType>ENTEVENT_IDLE</EventType>
			<EventType>ENTEVENT_SURRENDER</EventType>
			<EventType>ENTEVENT_CAPTURED</EventType>
			<EventType>ENTEVENT_SLEEP</EventType>
			<EventType>ENTEVENT_BEGIN_COMBAT</EventType>
		</EventMaskList>
		<UnitMaskList>
			<UnitType>UNIT_DEFENDER</UnitType>
		</UnitMaskList>
		<PromotionMaskList/>
		<UnitEntry>
			<Position>
				<x>-0.0201342281879</x>
				<y>-0.201342281879</y>
			</Position>
			<PositionRadius>13.0384048104</PositionRadius>
			<Direction>1</Direction>
			<DirVariation>0</DirVariation>
		</UnitEntry>
	</UnitFormation>
I still get the same issue as before, although Direction is 1 pie radians, which is equal to 180 degree, exactly what I want.
 
Shqype said:
Tell me what to do and I'll do it. I have Blender and 3DS Max 8, so if you tell me what you want and tell me how to do it, I should be able to get something.

See if you can save one of the files (pick one, it doesn't matter) and save it as a .max file. Don't worry about how it exports (in terms of messing up the animation or UV map), so long as it opens in 3ds Max. Post it here, so I can see it soon - I'll be checking this post regularly while I'm doing my paperwork (:cry:) . I'm looking forward to this, and hope it works!
 
Shqype said:
http://www.yousendit.com/transfer.php?action=download&ufid=75177E4B58CBF726

There you go. I used 3DS Max to import the .nif file and then just Saved As a .max file (didn't export).

Let me know how it turns out!

So far, no go. It says I'm missing the BIPED.DLC when I try and open it. The odd thing is that my preview of the file shows it ok. I use 3ds Max 7, I wonder if that might effect it too.

Try removing just the model from the file and saving just that. It shouldn't be to hard to remove it and create a new file around it. Please keep trying!
 
I started importing some more models into 3DS Max ... in particular the mounted units. Now, they come in 4 flavors, mountedinfantry_am.nif, mountedinfantry_fe.nif, mountedinfantry_me.nif, mountedinfantry_we.nif, and whenever I try to import one, (always the "am" files), a new window pops up entitled "Browse for Skeleton NIF" and I get a path:
Code:
E:\Nifs\Oblivion\Oblivion - Meshes\meshes\characters\_male\skeleton.nif

Does this strike any of you as odd?
 
snafusmith said:
So far, no go. It says I'm missing the BIPED.DLC when I try and open it. The odd thing is that my preview of the file shows it ok. I use 3ds Max 7, I wonder if that might effect it too.

Try removing just the model from the file and saving just that. It shouldn't be to hard to remove it and create a new file around it. Please keep trying!
Man, you need 3DS Max 8! They created an importer and exporter for it!
 
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