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EE2 Future Units Kit 2016-10-05

should work, but not tested in game, btw made a small mistake with the levi (uses destroyer animation, no new eapon effect so far [would need in game test for rotation]). Also should have damage stats and smoke if damaged ... (to much 'shoulds' if you ask me)

Thanks - downloaded. :) I haven't checked them myself in-game either, but Scene Viewer crashes due to shader errors if I try to open your two files. If I open the original files posted by Deliverator, I don't get a crash. Do you know what could be the cause of this?

Also I noticed the nifs have actually increased in size! Is this normal?
 
Great work Coyote. I had a feeling you'd be good at this :) They work fine.

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You're right about the planes probably being easier than the ships, due to the turrets. Yes, you can import both NIFs into a single blender instance - I'm just used to the copy and paste method. It's whatever works really.

@Maniac: Not sure about the Scene Viewer issue as I don't have it myself. The filesize is probably bigger since the Civ4 NIF ends up more complex in structure than the original EE2 one.
 
it´s a bit strange maniac, sceneviewer displayed the models on my end :confused: . This test i do always before uploading a file. The difference (beside the nif format) are additional needed informations for civ4 in the nif and the SkinPartitions (the original nifs had no SkinPartition information, no rigging) for the shader, the skinPartitions are the reason for the increase of the file size.

Created nofx versions for both units, just in case the above wont work for you, both only use the base texture (no damage texture, no gloss)

@ avain

even if there are matching animation (leg structure, size etc), it could cost a couple of hours, only if the overall design is very similar to the shape of an existing unit it would be quick job. First i will try to finish Maniacs list (not including the mech) - wanted to help him with the planetfall art but - better don´t ask ...:crazyeye:
 

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14. Manta (another future ship
23. Sea Archer

finished, seaArcher uses carrier animation, manta got sub (customized dive deep, included, same as 212A), fx and non fx versions, again no in game test (this is the time consuming aspect - playing with the units in game :lol:)
Also all models need the damage textures from the animation master (eg SeaArcher also needs 'carrier_damaged_all.dds') in the unit or the shared folder (i think they are there, therefore not inlcuded). The needed glow textures should be for sure in the shared folder

@ keldath
more or less all units beside the mechs are on my list

edit
15. Myrmidon Tank (this one gives me purple tracks when viewed in Scene Viewer btw - anyone else having this?)
3. Fusion Caster (more than a little inspired by the Warhammer 40K Rhino)

also done, together with number 13 (Paladin Defense), all three using modern armor animation (use the included strike kf if you want to fire effects), again no in game test. The fusion caster is a small poly monster (~2500) and the wheels of the paladin are not animated
 

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Seems like I'm a bit late, but here's the myrmidon with the treads that were missing from the original download.

Also, would people be interested in a pack like this of EE2 20th Century units? Here's a list of names. I'm not a plane spotter but I can pick out the obvious ones:
TwinEngineBomber (biplane), NuclearBomber (B29), QuadEngineBomber(Lancaster?), JetEngineBomber(B52), biplane (WWI style), interceptor (Spitfire I think), jetfighter, triplane (needs Red Baron reskin!), divebomber (Stuka), StrikeFighter (modern), observation baloon, paratroop plane, satellite (!), EIFV (egyptian mech infantry), jagdpanther, sunray (a maya whatif MRLS), tankdestroyer (tracked unit), type96chinese, japanesezero, self proppelled artillery, guntank, machineguntank, assaulttank, gunhelicopter, mainbattletank, transport helicopter (chinook), AA halftrack, humveestriker (with rockets), MRLS, humvee (without rockets), missile helicopter, mohawk (chopper), rpgstriker, tradecart (early 20th century truck), Battleship, missile cruiser, destroyer, sensor destroyer, aircraftcarrrier, fishing ship (modern), merchant marine, merchant ship (I think WalterH has done one of these), submarine, nuclearsubmarine.

Some of my favorites:
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Quite a big list, but there is quite a bit of redundancy in terms of stuff that is very similar to that already available. I'm not going to do this right away and I'll only do the ones that I don't think are already out there. What do people think?
 

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sunray - it's an MRLS - would need the missile rack rotating up to firing position

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self proppelled artillery

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missile cruiser

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Also, I was going to say with regards to polycount there is a script in Blender under Mesh in the menu called PolyReducer. It reduced the number of polys but preserves the UV map layout - it takes some trial and error to use it without deforming your model but it's an option.
 
It's exactly the same but with brown camouflage instead of green.
 
Created nofx versions for both units, just in case the above wont work for you, both only use the base texture (no damage texture, no gloss)

Thanks! Yeah, _fx units don't work for me.

Also all models need the damage textures from the animation master (eg SeaArcher also needs 'carrier_damaged_all.dds') in the unit or the shared folder (i think they are there, therefore not inlcuded). The needed glow textures should be for sure in the shared folder

Animation master?

The fusion caster is a small poly monster (~2500)

Wow, and that's after using poly reduction methods? Hmm, I guess I could still use it as an early game graphic. Not much else going on then which slows down the graphics engine.

Thanks again! :D
 
Animation master?

the damage stat texture of the unit which animation is used (eg: units uses carrier aniamtion - carrier damage texture, unit uses destroyer animation - destroyer damage texture), but it wouldn´t harm if you drop this textures in your shared folder

Wow, and that's after using poly reduction methods? Hmm, I guess I could still use it as an early game graphic. Not much else going on then which slows down the graphics engine.

i wouldn´t worry too much about 2500 polys, even a mesh group of three warriors has almost the same polycount (3*800) [only the poly reducer gave me in this case too much distortion and also a loss of details which had to be added by hand to the texture]

It's exactly the same but with brown camouflage instead of green.

:(
 
A couple of hours maybe, but I was slowed down by taking screenshots and typing up the tutorial. It might take you a while if you are newish to blender. In the end, there's no substitute for practice and experience.

for both i needed one a half hours, but i think i was a bit slow. But i depends on the amount of rigging and the wanted base animation. For the beginning i would recommend to start with the plane (no turrets so only one part to rig) to get familar wiht the process

Edi: btw i would recommend to import the model nif in blender and than also the animation base nif in the same blender instance, not sure, but should (again a should :crazyeye:) save a samll amount of time

Thanks for the information.

Even if the Coyote transforms all units for civ4, i'll now try it out one time.

also done, together with number 13 (Paladin Defense), all three using modern armor animation (use the included strike kf if you want to fire effects), again no in game test. The fusion caster is a small poly monster (~2500) and the wheels of the paladin are not animated

Thanks :goodjob:.


self proppelled artillery

This would also be nice :).
 
There's definitely a possibility of getting the mechs working. I don't know the existing units out there well enough to know if there's a good match skeleton wise. You could use this method to put the mech onto any unit with two legs, but if the skeleton of the unit you stick it on isn't pretty close to the same posture its going to look really bad. Coyote has done mechs before so I guess he knows what's out there.

I'm pretty sure from looking at Walter/Refar's EE2 ship conversions that he has created a new skeleton and animations for that unit from scratch, but I guessing having the flags blow in the wind is pretty simple compare to making a mech walk.
 
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