Civ4 Plugins for 3dsmax 6 and 7 now available for download

I had a quick look at the tools, and there is alot more then just a exporter. I don't think I will be able to do much usefull stuff with it without some form of documentation. Hope someone else understand how to use it.
 
what we definitely need is, an importer of existing civ 4 models into 3dsmax or blender!!!

as soon someone comes up with this, please someone do some simply things, use the swordsman (but please remove the shoulderplates ;) or give him better ones) or maceman model and give him the whole pallet of weapons (so we got many models, just everyone with anothr weapon) and helmets (for example the one from the spearman or axeman).

because this would give me a base of skinning/reskinning new units and shouldnt be so hard to do.
 
seZereth said:
what we definitely need is, an importer of existing civ 4 models into 3dsmax or blender!!!

as soon someone comes up with this, please someone do some simply things, use the swordsman (but please remove the shoulderplates ;) or give him better ones) or maceman model and give him the whole pallet of weapons (so we got many models, just everyone with anothr weapon) and helmets (for example the one from the spearman or axeman).

because this would give me a base of skinning/reskinning new units and shouldnt be so hard to do.


There already is an importer... the exporter dfrom blender to civ IV is the tricky part. And there already is an improrter/exporter for 3dsmax... but it is not a direct importer/exporter, meaning 3ds max has to be running to do it, so one could not just export a model to .3ds format from blender, then use Firaxis' importer script to get it into civ IV... which is what I was hoping they would do.
 
Well, I downloaded it for my 3DSMax6, now some documentation would be nice. Having the tools(Civ4 plugins), but not knowing how to use them doesn't help.
 
are there any plugins for Maya of this sort?! please tell me of any site or directory of a tool taht can help me import and export .kf or .nif files with maya 7.0, even if it is in production.
 
Awwww Crap. CRAP. Crap. We're doomed. We're doomed. You're going to take our last few unit creators now, aren't you? Aw man.
 
I am a complete newbie at everything. The only succesful changing of anything in the game ive done is installing a mod and a map. I downloaded the tools in the fp and I dled the 3dsmax7 30 day trial. I don't know how to copy everything into the 3dsmax7 directory.
Im working on a russian t-55 tank with 3dsmax7 right now becuase after trying to open various files in 3dsmax7 file I hit upon the right thing. I don't have a clue what to do with my tank when it is finnished. I also began work on a dragon and a goblin. The dragon isn't easy becuase all I had to work with was the biped. I gave it as many neck links and tail links as i could, added shapes to the head, and distorted its posture so now it looks like long legged dragon with annorexia and a short tail that looks gross.
Id really appreciate some detailed intructions on what to do. Then I think i could produce some good stuff for the community(I'll figure something out for the dragon).
 
I can't wait to see some of the mods that'll come out of this!

Woot!
 
I am also exciting with these news in spite of I don't know so much about 3ds Studio Max, I just have the software but it wasn't necessary to use it before. So, I modeled minutes ago this Brazilian armored car of 70' or near date on 3ds Studio Max, my 1st work on this software, it is not good, but I have pround of this creation mine :D
Well, did anyone discovery how to add the unit in the game? :confused:

cascavel1vt.jpg
 
Plugin= very good
Version= might not be so good, someone please tell me this plugin will work with 3DS Max 5 or Orthanc might have to stoop down to unpleasant conversation:eek:. Honestly, unit making has always been the main focus of modding, I got REALLY lucky in aquiring 3DS Max 5 even though 3D modelling is pretty much my life, and now what I have might not be sufficient? Firaxis had better open up this level of modding to a wider crowd or they'll just totally lose their 'unprecedented level of modding' for Civ 4.
 
Perfect, i just hated those reskins :)
 
We need to know how to get units into the game properly.
Without this knowledge, theres no point in making fancy models yet hehe

I made a box in 3DsMax, which i then exported and it worked in the Civilization IV Scene Viewer:
viewer.jpg
I got this error when i started it up thought, which i think relates to its texture. I dont know whats wrong with that though, (I used the Civ IV Shader in the Materials Editor).
error.jpg
I changed various XML files to get the unit into the game, and this was produced:

redblobsofdoom.jpg

What the . . . ?

I don't know whats wrong with it, but lets hope I manage to fix it soon :)
 
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