Ekmek
on steam: ekmek_e
Here is the kuznetsov. It had a weird explosion vertice that was rigged and I kept it there but it made the ship appear raised. not sure if thats for the water or what but test it out and let me know.
attached are the fxsxml's you can use. you could also extract them using nexus.
you need to have a new name for these files and have you art def reference it. and then edit these files to have the gr2s referenced. you can use my yf23 unit modpack as a reference. Also check out the custom unit tutorials for other info. thx.
<UnitMemberArtInfo>
<Type>ART_DEF_UNIT_MEMBER_MISSILECRUISER</Type>
<fScale>0.11</fScale>
<Granny>Assets/Units/MissileCruiser/MissileCruiser.fxsxml</Granny>
<Domain>Sea</Domain>
<Combat>
<Defaults>ART_DEF_TEMPLATE_SHIP</Defaults>
<bHasShortRangedAttack>1</bHasShortRangedAttack>
<bHasLeftRightAttack>1</bHasLeftRightAttack>
<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
<Weapon>
<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
<HitEffect>ART_DEF_VEFFECT_ARTILLERY_IMPACT_$(TERRAIN)</HitEffect>
<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>EXPLOSION20POUND</WeaponTypeSoundOverrideTag>
</Weapon>
<Weapon>
<Usage>Vs_Air</Usage>
<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
<HitEffect>ART_DEF_VEFFECT_ARTILLERY_IMPACT_$(TERRAIN)</HitEffect>
<WeaponTypeTag>BULLETHC</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>BULLETHC</WeaponTypeSoundOverrideTag>
</Weapon>
</Combat>
<MaterialTypeTag>METAL</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>METALLRG</MaterialTypeSoundOverrideTag>
</UnitMemberArtInfo>
you need to have a new name for these files
So, I opened up a separate civ5artdefines_unitmembers.xml, and the lines...
converting civ4 is fast as long as the meshes are shared and the unit requested doesn't need that many bones rigged. Plus if you do the xml & fxsxml work I can probably crank out a unit in 5 minutes.
Post the download links and i'll see what I can do.
converting civ4 is fast as long as the meshes are shared and the unit requested doesn't need that many bones rigged. Plus if you do the xml & fxsxml work I can probably crank out a unit in 5 minutes.
Post the download links and i'll see what I can do.
All the files in yf23 are what you need. if it says yf23 change it to what your name is. if it calls for a file (i.e. yf23.gr) change it to the gr2 file I gave you. Mess around with it and do some trial and error, thats how I figured it out.
edit. if you need to start simpler. rename the the dds file and the gr2 file I gave you to yf23 (after deleting the original ones) then start the mod to see it in game. then edit from there.
Wasn't that model firing torpedo's? Or just bombs?![]()
Regular bombers arelady have a penalty vs. naval units, so making a naval specific attack plane would seriously make a more diverse game.