Civitar's Unit Workshop

They did, with a tip from Deliverator!

  • Hebrew Archer
    Spoiler :
    7D7D9A629A602D02BE220F36A7A8E9833EB0628E

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_HEBREW_ARCHER', 1, 'Archer');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_HEBREW_ARCHER', 'ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 12);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 0.140000000596046, 'hebrew_archer.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 0, 0, 'ARROW', 'ARROW', 10.0);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_HEBREW_ARCHER', 'Unit', 'sv_archer.dds');
  • Hebrew Composite Bowman
    Spoiler :
    7F85C1A2B29C5123E8C2EEF892AA39BAC40F6960

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_HEBREW_COMPOSITE_BOWMAN', 1, 'Archer');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_HEBREW_COMPOSITE_BOWMAN', 'ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 12);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 0.140000000596046, 'hebrew_composite_bowman.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, ProjectileSpeed, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 0, 0, 5.30000019073486, 'ARROW', 'ARROW', 10.0);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_HEBREW_COMPOSITE_BOWMAN', 'Unit', 'sv_compositeBowman.dds');

Composite Bowman is by Wolfdog. I'd like to keep the reskin-only request rule active for a while though.
 
Well something's working in Blender finally, considering I've never managed to get the tools working right on... Workers.


Sample art defines:
Code:
INSERT INTO ArtDefine_UnitInfos (Type,							DamageStates,	Formation) VALUES
								('ART_DEF_UNIT_ELF_WORKER',		1,				'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,					UnitMemberInfoType,						NumMembers) VALUES
										  ('ART_DEF_UNIT_ELF_WORKER',		'ART_DEF_UNIT_MEMBER_ELF_WORKER',		1);
INSERT INTO ArtDefine_UnitMemberInfos (Type,									Scale,				Model,						MaterialTypeTag,	MaterialTypeSoundOverrideTag) VALUES
									  ('ART_DEF_UNIT_MEMBER_ELF_WORKER',		0.140000000596046,	'elf_worker.fxsxml',		'CLOTH',			'FLESH');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType,							EnableActions,																								ShortMoveRadius,	ShortMoveRate,		TargetHeight,	HasRefaceAfterCombat,	HasShortRangedAttack,	HasLongRangedAttack,	ReformBeforeCombat) VALUES
										('ART_DEF_UNIT_MEMBER_ELF_WORKER',			'Idle Death BombardDefend Run',																				NULL,				NULL,				NULL,			1,						NULL,					NULL,					NULL);
INSERT INTO ArtDefine_StrategicView (StrategicViewType,				TileType,	Asset) VALUES
									('ART_DEF_UNIT_ELF_WORKER',		'Unit',		'sv_worker.dds');

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And some progress has been made on my next pack...
Spoiler :
attachment.php
 

Attachments

  • gondorwip.png
    gondorwip.png
    228.5 KB · Views: 561
You seem busy. It's been a while but do you mind me asking if you begun any progress on the Mico?
 
Its been a while, so i was just asking. No massive rush, since i still have some smaller coding to do. (which i'm not doing so often now)
 
those are great! If i actually had an interest in fantasy mods, i think those would be great to use.
 
I have quite a few different units I'd like to request, but, for the sake of not overwhelming you, these are the two that I consider most important:

Dalish Hunter (archer unit), with this as the armor:
Spoiler :
Merrill_concept_art.jpg


And the Qunari dreadnought. (very big naval unit armed with cannons)
Spoiler :
3027236-1421537041.jpg

If you're at all able to do this, I would be very, very, very appreciative.
 
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