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EE2 Future Units Kit 2016-10-05

Yeah, I know. But in this case can you please upload this texture?

It's not quite as easy as just switching the texture. You need to use Blender to UV Map the EE2 texture onto your existing unit. I done this trick quite a bit - for example with the Conquistadors I did I mapped the mesh onto the M2TW textures. With a box shaped vehicle like this it would be pretty easy I think.
 
Crazy galloping mech horse. Don't get too excited - it doesn't exactly work but something along the same lines may do.

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It's not quite as easy as just switching the texture. You need to use Blender to UV Map the EE2 texture onto your existing unit. I done this trick quite a bit - for example with the Conquistadors I did I mapped the mesh onto the M2TW textures. With a box shaped vehicle like this it would be pretty easy I think.

Ok, I know. In fact I did mess with textures myself before- although not in Blender. I was thinking that I could just do a quick patch job and see how it looks...
 
Crazy galloping mech horse. Don't get too excited - it doesn't exactly work but something along the same lines may do.

Yes! YES! YEEES! ;)
Sorry, I got carried away anyway:lol:
Please continue!:please:
 
Even if the Coyote transforms all units for civ4, i'll now try it out one time.

i have absolut no problem if you want to make some of them (how about the bombers?) :lol:

side node: one good and one bad news,
1. imo there is no matching animation for the mechs
2. they are already rigged and the first beta version of a light mech animation is exported (still lot to do - testing, adding effects, rework nif ...).

It´s up to you to decide which is the good and which is the bad one.
[but after this mech i will go back to the tanks, or not :crazyeye:]
 
i have absolut no problem if you want to make some of them (how about the bombers?) :lol:

Okay, will be a bit easier than directly going to the morrowind units.

side node: one good and one bad news,
1. imo there is no matching animation for the mechs
2. they are already rigged and the first beta version of a light mech animation is exported (still lot to do - testing, adding effects, rework nif ...).

It´s up to you to decide which is the good and which is the bad one.
[but after this mech i will go back to the tanks, or not :crazyeye:]

1. Are the lion's animations not possible for #8
2. :worship::worship::worship:
 
they are already rigged

Why didn't I notice this before?!

I checked and here are all the KF animation files for the Mechs! I tried in NifSkope but it complained that it can't find the root node - if you can fix that Coyote we could be in business.
 
10. Light Mech

finished, with brand new animations (some parts [txt keys] are lend from snafusmiths Mech), shader and non shader version (model still by EE artist), polycount ~ 1150, no damage stats

@ Deliverator
without really checking the kfs, i wasn´t able to import them in Blender (but also didn´t tried hard), i´m not sure how much help they would be if we can import them to blender :confused: - civ4 needs for certain animation a fixed frame number ...

Edit:

2. Disruptor (a big gun on a truck).

also finished, uses Mobile Artillery animation (vanilla or snafusmith unit?), fx version should have damage stats, not tested in game, polycount ~ 1300
 

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Brilliant! You are a legend :king: for your work on this!
 
finished, with brand new animations (some parts [txt keys] are lend from snafusmiths Mech), shader and non shader version (model still by EE artist), polycount ~ 1150, no damage stats

@ Deliverator
without really checking the kfs, i wasn´t able to import them in Blender (but also didn´t tried hard), i´m not sure how much help they would be if we can import them to blender :confused: - civ4 needs for certain animation a fixed frame number ...

Edit:



also finished, uses Mobile Artillery animation (vanilla or snafusmith unit?), fx version should have damage stats, not tested in game, polycount ~ 1300

Great work, thank you! :goodjob:
 
the heavy herc got his animation (4 legs :wallbash: ), modified to use the same textures like the light herc (if you use both drop the textures in the shared folder), fx and non fx version, polycount ~ 1800

edit:
@ maniac, wouldn´t both mech not fit for the Progenitors (as battle ogres, with a 6 leg version as 3. version)?
 

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:eek: Phenomenal. Amazing. You've truly surpassed yourself. :)

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the heavy herc got his animation (4 legs :wallbash: ), modified to use the same textures like the light herc (if you use both drop the textures in the shared folder), fx and non fx version, polycount ~ 1800

Awesome, I certainly did not expect to see it this fast :D
 
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