cfkane's LH gallery

Can I take all of these and package them up as a single download for general use in any mod that wants to use them? The idea is that modders could use the same art by simply referring to a general purpose art pack via path rather than uploading a copy of it and then putting it in an fpk for that specific mod only. Thus there would be a cfkane leaderhead pack (not just a gallery), and ekmek leaderhead pack and etc... and a mod could simply say, "Cfkane leaderhead pack 1 and ekmek leaderhead pack 3 required for this mod."

As it is
<NIF>Mods/marsjetzt-v03/Assets/Art/leaderheads/126)Indian/asoka.nif</NIF>
doesn't work the way
<NIF>Mods/The Road to War/Assets/art/LeaderHeads/finland/sid.nif</NIF>
does.
 
I kept my promise and worked on your Firefly:
3753394076_6aeeb1d409_o.jpg


Basically I did 3 things:
- fixed the eye problem
- shadered most parts
- added lenses to the glasses
As is the leaderhead needs some fine adjustments. I didn't take much time to set the position of the meshes properly. You may also consider to work on the lenses colour, maybe set them to something white. This is Sceneviewer work and thus quite easy to do. Lastly the neck needs some adjustment: at the moment it is to broad. If you would fix this with Blender, you would loose the shader again (or is Blender able to set up shaders now?). If you want me to, I can fix this for your as well. I just thought that at the moment it is unclear what will happen with the suit, if I manage to fix it (and I think Ekmeks hint was quite good), it should be a minimum of extra work to get this to work as well.

DOWNLOAD

Tomorrow I'll take a look at the suit and at Ekmeks tutorial, to tyred to do this now...

EDIT: I forgot to mention one thing: to fix the eye problem I had to edit the kfs, so always keep in mind to use these edited kfs instead of the original ones of civ4.
 
so far i've been able to import and export shaders - so no messing with te materials properties any more!
Then shadering with Blender is also no problem anymore?
 
Then shadering with Blender is also no problem anymore?

not sure what you mean by shadering but when i import a nif then export it all the spec, mask, and other shader files are kept withthe mesh then when i nifswap the shaders are still there.
 
not sure what you mean by shadering but when i import a nif then export it all the spec, mask, and other shader files are kept withthe mesh then when i nifswap the shaders are still there.
I meant that if you import an unshadered leaderhead, can you than assign shader files to it? In other words: can you make a previously unshadered leaderhead shadered?
 
Well, maybe I am wrong, but I am almost sure, that in earlier times Blender wasn't able to shader. That's why they needed 3ds max at first to do this and that's why dutchking spent a long time to develop a method to do so without 3ds max. Also, I think that the shader is technically a little more then only the maps, although all you do is assigning those maps (the rest takes the program). For example there are additional nodes for shadered meshs then for unshadered ones that you have to delete when creating an unshadered leaderhead. However, all this may also be different for units. They seem to be less complicated.

EDIT: I mean: in general I am quite sure that Blender can handle shaders, the question is only whether it can deal with civ4s shader.
 
Now that you're back from vacation, who are you thinking of making?
 
Too bad for him. I guess it's not easy being green... right? ;)
 
Preview please? I would like a hint :mischief:

EDIT: I really like the idea of including Shango in your mythology mod. :goodjob: Very original. And the idea of Wu Qinghua.
 
If I could make one small and potentially pointless suggestion; rather than white you should probably make the lenses have a slightly yellow tint to them. To match the environment the LH is in. That's basically it.
 
I think I know who it is...

It would good to play him against the French, who would like very much to eat him.
 
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