CivBE Graphics Compatible With Civ5?

As 3D assets can be used in civ5 , tell me please - can all BE data be made into mod for civ5?
in other words - i understand it can be - but how hard it will be to do it?

p.s. BE engine at present bugged as hell, and cost to much so if it can be stripped to mod version it will be really great.

If you're asking can the entire Beyond Earth game be made to work in the Civ V engine as a mod then that is an unfeasible amount of work. Also I don't think the engines are really all that different - any performance issues may be due to the fact that the models are more complex, but I don't think even that is all that significant.
 
So the good news is that it looks like 3D assets from Civ 5 will work in Beyond Earth just fine. I made a simple test unit mod for Civ BE and here are some of my Griffons conversions enjoying the miasma....

Is there anything I should know about using graphics from civ V BNW in BE. I tried to import the Assyrian Siege Tower graphic, but the model was upside-down.
 
Is there anything I should know about using graphics from civ V BNW in BE. I tried to import the Assyrian Siege Tower graphic, but the model was upside-down.

Shouldn't be. Are you sure you included all the .gr2 files for the model and animations with VFS set to 'T'?
 
Yes, to both.

Have you had the same issue with other units? It worked fine for me - but I've only tried the Griffons so far.
 
hello together,

I managed to import it to the tank. The red "rays" are not displayed. The sounds are not played correctly.

Why is that? Can someone help me?



Spoiler :
<GameData>

<UnitClasses>
<Row>
<Type>UNITCLASS_SCHWEBEPANZER</Type>
<Description>TXT_KEY_UNIT_SCHWEBEPANZER</Description>
<DefaultUnit>UNIT_SCHWEBEPANZER</DefaultUnit>
</Row>
</UnitClasses>

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<Row>
<Class>UNITCLASS_SCHWEBEPANZER</Class>
<Type>UNIT_SCHWEBEPANZER</Type>
<PrereqTech>TECH_AVIONIK</PrereqTech>
<Combat>60</Combat>
<Cost>425</Cost>
<Moves>6</Moves>
<CombatClass>UNITCOMBAT_HELICOPTER</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_FAST_ATTACK</DefaultUnitAI>
<Description>TXT_KEY_UNIT_SCHWEBEPANZER</Description>
<Civilopedia>TXT_KEY_UNIT_SCHWEBEPANZER_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_SCHWEBEPANZER_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_SCHWEBEPANZER_HELP</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<IgnoreBuildingDefense>true</IgnoreBuildingDefense>
<AdvancedStartCost>60</AdvancedStartCost>
<XPValueAttack>3</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<UnitArtInfo>ART_DEF_UNIT_SCHWEBEPANZER</UnitArtInfo>
<UnitFlagAtlas>UNIT_MI-24_HIND_FLAG_ATLAS</UnitFlagAtlas>
<UnitFlagIconOffset>0</UnitFlagIconOffset>
<IconAtlas>UNIT_MI-24_HIND_ATLAS</IconAtlas>
<PortraitIndex>0</PortraitIndex>
<MoveRate>WHEELED</MoveRate>
</Row>
</Units>

<Language_DE_DE>
<Row Tag="TXT_KEY_UNIT_SCHWEBEPANZER">
<Text>SCHWEBEPANZER</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_SCHWEBEPANZER_HELP">
<Text>Helikopter des Informationszeitalters mit Schwerpunkt Panzerabwehr.</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_SCHWEBEPANZER_STRATEGY">
<Text>...</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_SCHWEBEPANZER_TEXT">
<Text>...</Text>
</Row>
</Language_DE_DE>

<Language_EN_US>
<Row Tag="TXT_KEY_UNIT_SCHWEBEPANZER">
<Text>Attack Helicopter</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_SCHWEBEPANZER_HELP">
<Text>Atomic Era Helicopter in defeating Tanks.</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_SCHWEBEPANZER_STRATEGY">
<Text>...</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_SCHWEBEPANZER_TEXT">
<Text>...</Text>
</Row>
</Language_EN_US>

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<UnitAIType>UNITAI_FAST_ATTACK</UnitAIType>
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<Row>
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<FlavorType>FLAVOR_MOBILE</FlavorType>
<Flavor>18</Flavor>
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<ResourceType>RESOURCE_OIL</ResourceType>
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<Row>
<UnitType>UNIT_SCHWEBEPANZER</UnitType>
<ResourceType>RESOURCE_ALUMINUM</ResourceType>
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</Unit_ResourceQuantityRequirements>

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<Type>ART_DEF_UNIT_SCHWEBEPANZER</Type>
<DamageStates>1</DamageStates>
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<Row>
<Type>ART_DEF_UNIT_MEMBER_SCHWEBEPANZER</Type>
<Scale>0.100000001490116</Scale>
<Domain>Hover</Domain>
<Model>cavalry04p.fxsxml</Model>
<MaterialTypeTag>METAL</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>METALLRG</MaterialTypeSoundOverrideTag>
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<UnitMemberType>ART_DEF_UNIT_MEMBER_SCHWEBEPANZER</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady</EnableActions>
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<SubIndex>0</SubIndex>
<VisKillStrengthMin>1.0</VisKillStrengthMin>
<VisKillStrengthMax>1.0</VisKillStrengthMax>
<HitEffect>ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_$(TERRAIN)</HitEffect>
<WeaponTypeTag>BULLETHC</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>BULLETHC</WeaponTypeSoundOverrideTag>
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<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_SCHWEBEPANZER</UnitMemberType>
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<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>EXPLOSION20POUND</WeaponTypeSoundOverrideTag>
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<ArtDefine_StrategicView>
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<TileType>Unit</TileType>
<Asset>MI-24_HIND_SV.dds</Asset>
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</ArtDefine_StrategicView>

</GameData>
 
The red rays, dust trails, splashes, smoke, sounds from a unit are all "effects" for that unit. As I said before we haven't got BE effects working in Civ5 yet. It can probably be done (if I manage it I'll do a tutorial) but without it you have a moving model only.
We rarely have this problem in Civ5 because the effects are rigged to the skeleton, and the skeletons we use are just Civ5 skeletons so the effects happen as usual. But the BE effects can't just transport themselves into Civ5.
 
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