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Download and Current Changelog 1.4

What's everyone's obsession with Cats???? ;) Well, I successfully exported the model in fbx format, but Blender didn't like it. Collada's next. If that doesn't work, I'm at a loss, 'cos I don't know how to rig in Blender. In fact, Blender is just my go-between, since NifTools for Maya blows more than a Hollywood hooker during the oscars.


Off Topic, but after doing a mass conversion of magic items, RiFE stopped allowing me to pick promotions for units in the world builder. So, naturally I went back to my previous XML files, only to have it still doing it, when it worked before. So, I started a new test game, but I still couldn't add promotions. I checked my Vanilla RiFE and it was doing the same thing. Funny thing is, the items will still show up in game, if you meet all the criteria, but I just can't add them in the world builder, which makes my life easier for testing. Any ideas??

Thats been a problem that has happened to other people here too, so it's probably not anything that's happening because of your new models for magic items. It seems to only happen when playing certain civs or sometimes, seemingly at random.

Well...cats are the second best "fuzzy" race in RiFE... Oscar must be a frequent customer then?:mischief:
 
Hi,

I haven't had much luck getting a useable version down off the SVN, PLease can i just check that my methodology is correct:

1) make a copy of my RIFE 1.31.195
2) Point Tortoise SVN at the copy version and hit the 'SVN update' button.
3) Run the clean-up tool in Tortoise SVN.

Am i missing any steps or files (Art etc)?

Plan B is just to wait for 1.4, but, well, you know...
 
Hi,

I haven't had much luck getting a useable version down off the SVN, PLease can i just check that my methodology is correct:

1) make a copy of my RIFE 1.31.195
2) Point Tortoise SVN at the copy version and hit the 'SVN update' button.
3) Run the clean-up tool in Tortoise SVN.

Am i missing any steps or files (Art etc)?

Plan B is just to wait for 1.4, but, well, you know...

this if full way how to get svn copy via tortoisesvn:

0) delete your RifE folder (optional)

1) install RifE, install patch, apply hotfixes
1.1) copy your RifE 1.31.195 to new folder (optional - only if you want to keep the non-svn version)

2) right click on "Rise from Erebus" folder and click on SVN Checkout
2.0) if you ignored 0) step, messed with svn before and see only "SVN Update" and "SVN Commit", erase ".svn" hidden folder inside the folder
2.1) as "URL of repository" insert "https://rife.svn.sourceforge.net/svnroot/rife/Development" or "https://rife.svn.sourceforge.net/svnroot/rife/Public" - depending how crazy you feel; for weaker personalities i advise Public version
2.2) in "checkout directory" remove the last part ( it should be "development" or "public" ) so it will look something like "C:/Prog... ...Sword\Mods\Rise from Erebus\"
2.3) "Checkout depth": fully recursive; "HEAD revision"; press OK
2.4) Consent to warning that folder isn't empty
 
this if full way how to get svn copy via tortoisesvn:

0) delete your RifE folder (optional)

1) install RifE, install patch, apply hotfixes
1.1) copy your RifE 1.31.195 to new folder (optional - only if you want to keep the non-svn version)

2) right click on "Rise from Erebus" folder and click on SVN Checkout
2.0) if you ignored 0) step, messed with svn before and see only "SVN Update" and "SVN Commit", erase ".svn" hidden folder inside the folder
2.1) as "URL of repository" insert "https://rife.svn.sourceforge.net/svnroot/rife/Development" or "https://rife.svn.sourceforge.net/svnroot/rife/Public" - depending how crazy you feel; for weaker personalities i advise Public version
2.2) in "checkout directory" remove the last part ( it should be "development" or "public" ) so it will look something like "C:/Prog... ...Sword\Mods\Rise from Erebus\"
2.3) "Checkout depth": fully recursive; "HEAD revision"; press OK
2.4) Consent to warning that folder isn't empty

Ok ty. Will give it a go!
 
LizardmanTextureTest.jpg



This is why I'm waiting for my replacement wacom pen, though this does look nice, as is. ;)


@Valk, thanks for the hook up. Downloading it now. Anything new in it, I might be aware of??


Oh and if anyone's wondering, that's a 256b texture, shrunk from a 4k one.
 
mekara.jpg



Someone requested this, I forget whom. I just wanted to see if I could do it or not. The head is from the tiger model, the body is obviously my cualli model. If there's a need for this one, I'll replace the hands and feet with something more paw-like. Don't really know if there's a use for this or not....
 
mekara.jpg



Someone requested this, I forget whom. I just wanted to see if I could do it or not. The head is from the tiger model, the body is obviously my cualli model. If there's a need for this one, I'll replace the hands and feet with something more paw-like. Don't really know if there's a use for this or not....

I can't speak for Shoggi, but it looks great to me. Maybe, with an elongated, curved tail? And possibly a sleeker head, like the panther one(I'm not sure if its used in RiFE, but its in base BtS) for the female version?:mischief:

The Maogota module is here if you want to get Shoggi's opinion on your model.
 
@Krieger,

I posted the updated model on the other thread. I still have a few tweaks I'd want to do before I'd release it, as well as UV templates.

@All,

After much agony, I gave up on trying to export to Blender (I hate Blender anyways - it's always felt so kludgy) and reinstalled Maya 2008. NifTools is now working, but I have to export my models so I can use them in the older version and I'll have to rebuild my rig for painting weights. Lame, but I don't have any other choice. I'll start binding my new models/rig to other CivIV nifs, to steal animations, since I can't seem to export any.....
 
There's a new Cualli model. I wasn't happy with the head, so I added a bit of geometry to it. I'm having issues with the UVs, though, so I have to redo them, hence no pics.


@Valk,

Out of curiosity, but how hard would it be to make dynamic models in game? I know there was a mod for dynamic models, but I didn't really play with it, as it required code changes and I never bothered to download the SDK to do any serious code modding, as I'm not much of a coder. Would be nice to actually have things, like bracers and armor on the models and that's some quick modeling for me. There's all kinds of possibilities with this. ;)
 
I have no idea; I've never seen a dynamic model mod. The only way I know to do it would involve swapping art models entirely, which means you need a different version of every single unit that can equip those bracers... Another for the helm... Another for both pieces... Another still for helm and boots, no bracers... Etc, etc. Huge amount of grunt work for far too little benefit.
 
I have no idea; I've never seen a dynamic model mod. The only way I know to do it would involve swapping art models entirely, which means you need a different version of every single unit that can equip those bracers... Another for the helm... Another for both pieces... Another still for helm and boots, no bracers... Etc, etc. Huge amount of grunt work for far too little benefit.



I'll check out that mod. I still have it on my drive. If it works the way I'm expecting, I'll send you a link to it and do a few tests of my own. :D I still have a TON of buttons to paint...... :(
 
I'm not sure it CAN work the way you're expecting; We don't have access to the art engine, and I see NO way to make it work otherwise. I'm thinking they did exactly what I described.

Could the individual pieces of equipment be set up in the animation file as new animations for the units in question? You could have the equipment start at 1% scale so it doesn't show up visibly at first, and then scale it back to 100% in the animation itself(there would be two animations, one to cause it to "show up" and another to shrink it back down). This is assuming you can tell the unit model to play a certain animation through scripting. With this you would only need one model for each unit, and you can set up more than one animation per kif file, right(at least you can in Oblivion, but Civ could work differently of course)?
 
That would actually be MORE work for the artist (since there's no interchangeable animations, just attack/etc; You'd have to have an animation for each piece of gear, and each combination of gear, rather than a model).

The Civ4 art system doesn't lend itself to swapping out pieces on individual units; You can swap the units themselves, which is as small scale as it was intended for. Since we can't manipulate the art system, there's not much we can change there.
 
That would actually be MORE work for the artist (since there's no interchangeable animations, just attack/etc; You'd have to have an animation for each piece of gear, and each combination of gear, rather than a model).

The Civ4 art system doesn't lend itself to swapping out pieces on individual units; You can swap the units themselves, which is as small scale as it was intended for. Since we can't manipulate the art system, there's not much we can change there.

And each unitart group shares their animations; you could include the pieces of equipment in each unit model, and then only need two animations per piece of equipment per unit group, much easier than making the multiple models for each individual unit. Not to mention the animation would be simple compared to attack animations/it would barely even impact the base unit model. But thats the beauty of it; you could accumulate gear with each animation, without the diffaculty of making animations for each combination of equipment.

Since the part of the model that is the equipment won't go away by simply going into another animation(which I'm assuming is this case, maybe you know this is not the case and you're right here).
 
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