CH-47 Chinook ( helicopter)

boneys26 said:
lol nice one never thought of that :goodjob:

Rabbit how do i skin i got gimp and i unpacked the assets0.fpk but the dds pics for the units look fuzzy round the edges will it matter if i just paint a solid colour or do i need to make my edges fuzzy too?
You don't have to make the edges fuzzy unless you're working with the alpha channel for transparancy. However, painting it one flat color usually creates flat (duh :)) and boring textures (obviously I'm talking about big chunks of skin, if it's a tooth or a button or something it's not as important as something like that would take few pixels in width and height anyway).

Try adding some depth to it by adding shadows, for example if it's a shirt make few darker strokes to make it look like it's crumpled a little bit. Try to add some texture to it as well, again to make it look more like cloth, or fur, or lether, etc. The easiest way to add some texture, if you don't know what it's suppose to be or how to do it, is to add some noise - most graphical editors, including gimp and photoshop have noise filters and some might have texture filters.
 
Rabbit said:
You don't have to make the edges fuzzy .


Thanks thats all i was worried about didn't want to start doing new skins if they wouldn't work and thanks for the other pointers i just got gimp so I'm just messing with it at the moment :goodjob: did you look at that SAS unit I asked about I'm gunna give it a go:eek: think if i use the navy seal unit as a start i'll be ok;)
 
Ah the Chinook! Nice.
 
What about redoing some aspects and making a ACH-47 Chinook Helicopter Gunship? Those have awesome power and a very good carrying load. They might require a lot of missile addition and guns.
 
The ACH-47 is a recognised aircraft. It was a Vietnam era heavy attack helicopter with massive ability to carry missiles, guns and rockets.
 
Healz said:
The ACH-47 is a recognised aircraft. It was a Vietnam era heavy attack helicopter with massive ability to carry missiles, guns and rockets.


I know it is BUT nautil isn't making units anymore or he hasn't made one for weeks so the best is MI24 untill someone else makes one:goodjob:
 
I'm a bit of a dummy when it comes to code, but I really liked the 'Transport Helicopter' implimentation from Civ3, where you could use it to rapdily deploy infantry and light units far off in difficult to manuver in territory.

But has anyone come up with the code to also enable the helicopter RETRIEVE units from the field. Instead of just being able to drop troops off anywhere on the map, it could fly out and pick them up instead. It'd be pretty nifty to quickly extract troops who are about to be overhwhelmed.
 
DJ_Izumi said:
I'm a bit of a dummy when it comes to code, but I really liked the 'Transport Helicopter' implimentation from Civ3, where you could use it to rapdily deploy infantry and light units far off in difficult to manuver in territory.

But has anyone come up with the code to also enable the helicopter RETRIEVE units from the field. Instead of just being able to drop troops off anywhere on the map, it could fly out and pick them up instead. It'd be pretty nifty to quickly extract troops who are about to be overhwhelmed.


when you added this unit in unitinfos.xml where it said

Code:
<DomainCargo>DOMAIN_LAND</DomainCargo>
         <iCargo>0</iCargo>
         <iConscription>0</iConscription>

if you change it to

Code:
<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>5</iCargo>
			<iConscription>0</iConscription>
then you'll have a chopper that is just like your transport if you're picking units up then just put the chopper on the same tile then load your units ;)
 
Great stuff...

is there a way that you could do this to a german Heli called CH-53 G / GS ?
would be awsome...
 
boneys26 said:
when you added this unit in unitinfos.xml where it said

Code:
<DomainCargo>DOMAIN_LAND</DomainCargo>
         <iCargo>0</iCargo>
         <iConscription>0</iConscription>

if you change it to

Code:
<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>5</iCargo>
			<iConscription>0</iConscription>
then you'll have a chopper that is just like your transport if you're picking units up then just put the chopper on the same tile then load your units ;)

I am having a problem here. I figured out how to do this on my own, and when it didn't work, I came here to figure out why. After looking at this, I discovered I did exactly what you mention here.

The problem is, I when I load a foot unit onto my helicopter, it loads just fine, but then when I move the chopper, the loaded unit remains behind. What have I done wrong?

[EDIT]I see the problem. If I move a unit under the chopper, it acts like I loaded it up, and ends the unit's turn, but it actually has not loaded it. In order for this to work, I have to actually stack the chopper onto the tile with the cargo and then tell the cargo to load.
 
Wonderful looking unit, really makes me interested in modding my Civ4 to use it.

Thank you and good luck getting the roters working!


Boneys26, good job explaining editing the XML, it looks rather easy the way you explained it :)
 
Here's an icon for the chinook.Link
It's based off this picture.
61chinookthumbic8.jpg
 
First, I'd like to say that this is one great unit. Though, I was somewhat disappointed by the static rotors (as was Nautil apparently). Therefore, I decided to fix this issue.

I haven't seen any posts from Nautil in awhile so I hope he does not mind, but here is a fully animated version. This model supports full sound, effects, gloss maps, damage textures, team-color, break-apart death body, counter rotating rotors, and damage states (front and rear).

All in all, I had to do some slight mesh alterations, some UVW remapping, and some texture alterations, and rigging. I built the rig nearly from scratch using the Fireaxis Tank_Complete sequence timing, and I used the stock gunship animations as a template. I added a small amount of team color (transparencies) to the textures, created a basic gloss map, and created basic damage textures by cannibalizing the stock mechanized infantry damage textures.

Edit:

Example XML
<UnitArtInfo>
<Type>ART_DEF_UNIT_CHINOOK</Type>
<fScale>0.36</fScale>
<fInterfaceScale>0.7</fInterfaceScale>
<NIF>Art/Units/Chinook/chinook.nif</NIF>
<KFM>Art/Units/Chinook/chinook.kfm</KFM>
<SHADERNIF>Art/Units/Chinook/chinook_fx.nif</SHADERNIF>
</UnitArtInfo>
 

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