Walter Hawkwood
RI Curator
Glad to help!
EDIT: new link for updated model, made by Xenomorph.
Despite not finding a way to use EE2 anims in Civ, I have converted a probably most wanted unit from this game, by rigging it to anims of a bombard earlier created by Woodelf and C. Roland.
This is a functional bombard from EE2. Crew not included, this is a single-figure unit. It has a gloss map and teamcolor, but doesn't have damage states. It is somewhat animated - it will recoil when firing, but there is no death animation and the wheels won't roll when it moves (although this is hardly noticeable); still, I think it's quite useful as it is now.
I also took the liberty to create a simple model/texture edit, to make an Ottoman Great Cannon out of it. It features a horizontal-facing longer muzzle, and longer base, and also a non-teamcolored texture with Ottoman insignia.
Both models use the same animations, and the textures are interchangeable (so you can make non-Ottoman civ-colored great cannon, and Ottoman Bombard out of those, if you want to, simply by swapping the textures).
Most units (basically, every one that should contain moving parts, like catapult or oar-propelled galley) are, therefore, still out of my reach, but I can convert some simple units by rigging them to existing anims, and I'll probably be doing this later on.
Did you add all the nodes of the cannoneer to the NiMultiTargetTransformController?Hi Folks,
I'm a little bit distressed
I tried to add a cannoneer to the bombard. In nifskope when I test the animation all works perfekt:
But ingame the cannoneer will not work / does not move / is not animated (the bombard works well):
- I did "update all tangent spaces" and "make all skin partitions" in nifskope...normally after this the units work perfect...but not this time...
Can someone help me? What may be the problem?
I normally add their numbers to the "Extra Targets" after having added the number of new bones to the "Num Extra Targets", but copy & paste might work as well.Hm, I have added all nodes now...but it still does not work...
How do I have to add them? Hust copy and paste of the branch of the nodes into the Controller?
Hmmm... you sure that this is the right unit? It is called "Imperial_Cannon" and does not look like the unit from the images.Yes, that is a very good idea.
Here is the bombard with cannonier.
Hm, couldn't figure out what is wrong with the unit. In the end, I instead nifswapped the bombard and the cannoneer into a working cannon_fx.nif. Haven't tested it ingame, but at least it works in the 'pedia.Argh, you are right...
The nif I built is "bombardB2.nif"...
Ah, guess I was too concentrated on the cannoneer. (Hopefully) fixed the cannon in this file.Thank you for your support!
Hm...when I use your cannon_fx.nif with a working cannon model it looks like this (also ingame):
Instead of 4 wheels (see above) it only has 2 wheels...like a normal cannon...
Thanks, glad it works now.Wow, wow, wow!
It works...thank you very, very much!
Sure, I am always happy if somebody wants to learn this stuff. You can read about nifswapping here:What have you done? Can you explain your work or was it to complicated for explaining it in a few words? I'm interested to learn how to do it.