Dune Wars Art Thread

By the way David, has the promotion swapping Worm Rider graphic not worked out? Or do you just need some time?
 
By the way David, has the promotion swapping Worm Rider graphic not worked out? Or do you just need some time?

I got stuck on that some time ago and nothing has happened to unstick me. See this thread for the details. The key problem is that when you move two spaces and change, a free unit is generated.
 
Perhaps you should ask Maniac for help? He managed to get the art swapping working fine for Planetfall.
 
In planetfall (which I haven't played for a while), many land units can move into coastal tiles (and get double movement rate there but defensive penalties), and when they move into the coastal tile their art changes into that of a naval transport unit, and then switches back into an infantry model when they return to land.
 
The planetfall code will not do what we want. Details in this thread. I have a pointer to FFH code for this, but digging through that to extract out one small bit will be a challenge.
 
There was something in that 3.19 features thread about promotions changing the look of units, but I expect the issue with that could be that you have to have everything in the one NIF and somehow parts of the NIF get shown or hidden by certain code. This is fine if you are adding a helmet, shield or burning sword to a unit, but if you are completely swapping the unit it is a bit messy. You'd have to have the whole of the Worm Rider graphic in the same NIF as Fedaykin, Desert Scout, etc. That's my guess anyway.
 
David, have you ever tried changing look by only setting a new nif file inside python?

Code:
CvArtInfoUnit:

# VOID setButton (STRING szVal)
void (string)

# VOID setKFM (STRING szDesc)
void (string)

# VOID setNIF (STRING szDesc)
void (string)

I never used it but this way you won't maybe have to mess with missions and selection groups.

I also believe that onUnitMove only considers the destination plot of a unit path, not the plots inbetween.
 
In Fall Further there is the ability for promotions to change the graphic display of the unit entirely. In warhammer we are based on FF codebase, and it is very easy to create a unit whose graphic changes depending on promotion. For example, we have heroes with the Footman promotion. When you research the stirrups tech, they automatically gain the Mounted promotion, which changes their displayed art from a infantryman into a unit mounted on a horse (or dinosaur, or spider, or whatever).

I don't know how easy this capability would be to dig out and put into another mod. But potentially you could add a worm promotion every time the unit moved into desert, change the art, and then remove the promotion every time the unit moved back onto land.
 
New worm screenshots were requested. Take your pick. Obviously they need a big of cropping.
 

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In preparation for finally doing some work on the Thopters I have fixed the Scout Thopter so that it appears properly in the pedia and bottom left viewport. This is the amended XML for it and there are the new art files attached. I'm following Ajidica's suggestion of using bActAsAir so that it uses the Air Unit pedia viewport. The Air and Sea view ports both need a reskin to bring them in line with the Land unit one. It's on the list...

Spoiler :
Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_SCOUT_THOPTER</Type>
			<Button>Art/Interface/Buttons/Units/scout_thopter.dds</Button>
			<fScale>0.65</fScale>
			<fInterfaceScale>0.65</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>1</bActAsAir>
			<NIF>Art/Units/scout_thopter/thopter.nif</NIF>
			<KFM>Art/Units/scout_thopter/thopter.kfm</KFM>
			<SHADERNIF>Art/Units/scout_thopter/thopter.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/JetFighterShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Koerper</ShadowAttachNode>
				<fShadowScale>0.75</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<fBattleDistance>0.5</fBattleDistance>
			<fRangedDeathTime>0.12</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
			<PatrolSound>AS3D_UN_JET_PATROL</PatrolSound>
			<SelectionSound>AS3D_UN_JET_COMMAND_PATROL</SelectionSound>
			<ActionSound>AS3D_UN_JET_COMMAND_PATROL</ActionSound>
		</UnitArtInfo>
 

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Cool. A while back I had posted about the other thopter units appearing off the top of the pedia viewport, and appearing at different heights in game. Is that also on the horizon? It's still no big deal.
 
I have plans to replace the other thopters in the not too distant future...
 
A couple of shots showing progress on the Thopter fleet. There not quite ready to upload yet. I can probably upload working version within the next 24 hours or so. After that, I'm hoping Lord Tirian will be able to help give them a more consistent look at some point.
 

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where is the Sardaukar model from? The texture indicates mesh details that aren't on the unit, so presumably it's modified from a space marine somewhere ?
 
The Sardaukar was adapted from the Dawn of War space marine commander model. It is more obvious from this earlier version. They still need a bit more tidy-up at some point - I'd like to animate the cloaks and make the 'gold' bits look more like gold.

Porting Dawn of War human units is quite a hassle as they generally have very squat, unrealistic anatomy compared with Civ 4. I'm not sure I'm going to any more of that for this mod. I'm definitely planning to use a few more vehicles from the Dawn of War stuff - two of the ornithopters I'm working on come from a Thunderhawk and a Marauder bomber. There are few models that will make good Suspensor units.
 
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