Convert Civ 4 units to Civ 5 (Temp)

I tried that but for some reason it doesn't inherit the armature modifier... maybe it's something to do with my .nif file?

You don't need a armature modifier anymore from what I can tell. I delete them now and don't use them at all and they seem to still work OK.
 
Hi guys,

I need some help. I have done all you have written here, almost 100 times. I got the unit I want (valkerie) almost identical to the warrior.blend attached by Deliverator. In Old Nexus it shows well at first, but when you click StateMachine it shows with the arms corrupted. Can anybody have a look?

Thanks in advance.
 

Attachments

ispanets: You didn't actually attach anything to have a look at.

Sorry Nutty. NOw it's already attached. Thanks for helping.
 
This is the fxsxml file...
EDIT: And the warrior.gr2 and warrior.blender I'm using...
Spoiler :

<Asset>
<Mesh file="heroine.gr2"/>
<Animation file="Warrior_IdleA.gr2" ec="1000"/>
<Animation file="Warrior_FidgetA.gr2" ec="1040"/>
<Animation file="Warrior_IdleA_Trans_IdleB.gr2" ec="1020"/>
<Animation file="Warrior_IdleB.gr2" ec="2000"/>
<Animation file="Warrior_FidgetB.gr2" ec="2040"/>
<Animation file="Warrior_IdleB_Trans_IdleA.gr2" ec="2020"/>
<Animation file="Warrior_Fortify.gr2" ec="1500"/>
<Animation file="Warrior_Fortify_Idle.gr2" ec="1520"/>
<Animation file="Warrior_Fortify_Idle_Fidget.gr2" ec="1540"/>
<Animation file="Warrior_Fortify_Idle_Trans_Combat_Ready_Idle.gr2" ec="1560"/>
<Animation file="Warrior_Fortify_Idle_Trans_IdleA.gr2" ec="1580"/>
<Animation file="Warrior_Combat_Ready.gr2" ec="1600"/>
<Animation file="Warrior_Shuffle.gr2" ec="1450"/>
<Animation file="Warrior_Combat_Ready_Idle.gr2" ec="1620"/>
<Animation file="Warrior_Combat_Ready_Idle_Trans_IdleA.gr2" ec="1640"/>
<Animation file="Warrior_Run.gr2" ec="1400"/>
<Animation file="Warrior_Stop_Run.gr2" ec="1440"/>
<Animation file="Warrior_Stop_Run_IdleB.gr2" ec="2440"/>
<Animation file="Warrior_Charge_Run.gr2" ec="1120"/>
<Animation file="Warrior_Charge_Attack.gr2" ec="1140"/>
<Animation file="Warrior_AttackA.gr2" ec="1100"/>
<Animation file="Warrior_AttackB.gr2" ec="2100"/>
<Animation file="Warrior_Attack_City.gr2" ec="1160, 1180"/>
<Animation file="Warrior_Victory.gr2" ec="1800"/>
<Animation file="Warrior_Bombard_Defense.gr2" ec="1280"/>
<Animation file="Warrior_Bombard_Defense_Idle.gr2" ec="1285"/>
<Animation file="Warrior_Bombard_Defense_Idle_Trans_IdleA.gr2" ec="1290"/>
<Animation file="Warrior_DeathA.gr2" ec="1200"/>
<Animation file="Warrior_DeathA_Idle.gr2" ec="1220"/>
<Animation file="Warrior_DeathB.gr2" ec="2200"/>
<Animation file="Warrior_DeathB_Idle.gr2" ec="2220"/>
<Texture file="Unit_Environment_Dull.dds"/>
<Texture file="Unit_Environment_Sharp.dds"/>
<Texture file="Unit_Irradiance.dds"/>
<Texture file="Warrior_SREF.dds"/>
<Texture file="Warrior_DIFF.dds"/>
<TimedTrigger file="FX_Triggers_Warrior.ftsxml"/>
<BoneUsage>
<Bone name="bone_CLUB"/>
<Bone name="Base HumanSpine2"/>
<Bone name="Base HumanRPalm"/>
</BoneUsage>
<AnimGraph file="RUN_CHARGE_SHUFFLE_TO_SHUFFLE_RUN_CHARGE.dge"/>
<AnimGraph file="IDLE_OFFSET_CONTINUE_TRUE_GRAPH.dge"/>
<AnimGraph file="FORTIFY_FIDGET_GRAPH.dge"/>
<AnimGraph file="ENTER_FORTIFY.dge"/>
<AnimGraph file="LEAVE_BOMBARD_DEFEND_TRANS_IDLE_A_GRAPH.dge"/>
<AnimGraph file="DEATH_FINAL_GRAPH.dge"/>
<AnimGraph file="BOMBARD_DEFEND_LOOP_GRAPH.dge"/>
<AnimGraph file="ENTER_BOMBARD_DEFEND_GRAPH.dge"/>
<AnimGraph file="DEATH_GRAPH.dge"/>
<AnimGraph file="LEAVE_COMBAT_READY.dge"/>
<AnimGraph file="ENTER_COMBAT_READY_GRAPH.dge"/>
<AnimGraph file="FORTIFY_LEAVE_GRAPH.dge"/>
<AnimGraph file="COMBAT_READY_GRAPH.dge"/>
<AnimGraph file="FORTIFY_GRAPH.dge"/>
<AnimGraph file="TRANSITIONS_FOR_IDLES.dge"/>
<AnimGraph file="STOP_RUNNING.dge"/>
<AnimGraph file="IDLE_GRAPH.dge"/>
<AnimGraph file="FIDGETS_GRAPH.dge"/>
<AnimGraph file="MELEE_ATTACKS.dge"/>
<StateMachine file="1_OMNI_STATE_01.fsmxml"/>
<AnimGraph file="RUN_CHARGE_SHUFFLE_LOOP.dge"/>
<AnimGraph file="ATTACK_TO_RUN_CHARGE_SHUFFLE.dge"/>
<AnimGraph file="ATTACK_CITY_TO_RUN_CHARGE_SHUFFLE.dge"/>
<AnimGraph file="START_RUN_CHARGE_SHUFFLE.dge"/>
<AnimGraph file="SHUFFLE_STOP_GRAPH.dge"/>
</Asset>


 

Attachments

(I have found somethings that were not correct, so I uploaded again the .gr2 in a zip (see above). Anyway, the error continues...it's something with the arms...
 
Yes, mesh and skeleton. All is just identicall. In Granny Viewer it shows ok, in Old Nexus it shows firsty ok, but when you click to StateMachine it gets deformed.

EDIT: And actually, it also exportes slightly rotated, in spite of being in the same position in blender...
 
It looks like you are using an old template as the model is facing the old direction. For overwrite meshes from br2 method the mesh and skeleton should be proper way up in blender. In the "3" view select all (both mesh and skeleton) and rotate -90 and apply and export then see if it works now.
 
It looks like you are using an old template as the model is facing the old direction. For overwrite meshes from br2 method the mesh and skeleton should be proper way up in blender. In the "3" view select all (both mesh and skeleton) and rotate -90 and apply and export then see if it works now.

Hi Wolfdog!

Thanks for answering.

First, you were right, and I had to make that -90 rotation. The figure then faced well, but the mesh got corrupted anyway when using NexBuddy2 9.0.

I don-t know why and what exactly (.blend templates, new NexBuddy, or whatever) but I had to do it through .fbx (rotation -90, 180) and then I converted it to gr2, doing a texture baking, as explained at (http://forums.civfanatics.com/showthread.php?t=396911). This way it worked. But with overwritting meshes... no way.

Thanks for helping.
 
Hi Wolfdog!

Thanks for answering.

First, you were right, and I had to make that -90 rotation. The figure then faced well, but the mesh got corrupted anyway when using NexBuddy2 9.0.

I don-t know why and what exactly (.blend templates, new NexBuddy, or whatever) but I had to do it through .fbx (rotation -90, 180) and then I converted it to gr2, doing a texture baking, as explained at (http://forums.civfanatics.com/showthread.php?t=396911). This way it worked. But with overwritting meshes... no way.

Thanks for helping.

The BR2 method worked fine for me.

1) I took the .blend from your earlier post, rotated the model -90 and then did Ctrl-A > Scale and Rotation to ObData, on both the skeleton and the mesh individually.
2) Exported to BR2.
3) Took the vanilla warrior.gr2 and made a copy of it.
4) Opened my copied warrior.gr2 in Nexus Buddy 2.
5) Overwrite Meshes from BR2 using the heroine.br2 created in (2)
6) Fixed materials and textures.

I tested in Granny Viewer and Nexus Viewer and the animations were fine apart from the sword being slightly wrongly positioned which could be easily fixed in Blender.

You shouldn't need to do texture baking as BR2 supports multi-mesh export. I developed it particularly to remove the need to keep to a single texture.

There is occasionally an issue where some meshes that are only rigged to a single bone such as weapons don't show up in Nexus 3D Viewer. I've found the workaround for this is to make sure that the weapon mesh has more than one bone vertex group - a simple fix is to create an addition vertex in the mesh (Ctrl-Left-Click in Edit Mode) and assign that to a different bone vertex group.

I've attached the files I made during my test.
 
The BR2 method worked fine for me.

1) I took the .blend from your earlier post, rotated the model -90 and then did Ctrl-A > Scale and Rotation to ObData, on both the skeleton and the mesh individually.
2) Exported to BR2.
3) Took the vanilla warrior.gr2 and made a copy of it.
4) Opened my copied warrior.gr2 in Nexus Buddy 2.
5) Overwrite Meshes from BR2 using the heroine.br2 created in (2)
6) Fixed materials and textures.

I tested in Granny Viewer and Nexus Viewer and the animations were fine apart from the sword being slightly wrongly positioned which could be easily fixed in Blender.

You shouldn't need to do texture baking as BR2 supports multi-mesh export. I developed it particularly to remove the need to keep to a single texture.

There is occasionally an issue where some meshes that are only rigged to a single bone such as weapons don't show up in Nexus 3D Viewer. I've found the workaround for this is to make sure that the weapon mesh has more than one bone vertex group - a simple fix is to create an addition vertex in the mesh (Ctrl-Left-Click in Edit Mode) and assign that to a different bone vertex group.

I've attached the files I made during my test.


Deliverator, as always, THANK YOU. The only thing I did differently is the Ctrl-A > Scale and Rotation to ObData, that I did together to both Mesh and Skeleton.

I have also used the vainilla warrior, unpacking it with DragonUnpacker. There is 2: warrior and warrior_2. I used warrior.gr2. And you?

Last question: you use Nexus Buddy 2 v9?

Thanks A LOT, again and again.
 
I have also used the vainilla warrior, unpacking it with DragonUnpacker. There is 2: warrior and warrior_2. I used warrior.gr2. And you?

Last question: you use Nexus Buddy 2 v9?

No problem. Yeah, I used warrior.gr2 and Nexus Buddy 2 beta 9.

I would have more of a play with Overwrite BR2 method - I've used it for a few units and it works well for me.
 
No problem. Yeah, I used warrior.gr2 and Nexus Buddy 2 beta 9.

I would have more of a play with Overwrite BR2 method - I've used it for a few units and it works well for me.

Are you using these templates?
 
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