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EE2 Future Units Kit 2016-10-05

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)?

This is AMAZING, thank you! :eek: :goodjob:
Please continue!
 
thanks :)

not really a part of the pack, but also not really somehing new. Here is is a six leg ultra heavy herc using the EE design (did something i usually don´t want to do - used an existing model as base and created a modification without really modeling something - i prefer creating from scratch).
Comes with own animation (imo the walk of the four leg version is a bit better - but i still like the result here), uses again the same textures light the light herc, ploycount is a bit high (~ 2500)

Do the rockets fire and everything

rockets yes, everthing - hm, i wont say something without my lawyer on my side ;) (means: what do you mean with erverything?)

d***, i'm really lacking ideas.
Where shall i put it ?

you could add them as UU set (or as religious special units for the technik religion)

@ Deliverator
would be perhaps a good idea to add the post numbers of the units in the OP (or at least left a hint, that in the thread the units can be found civ4 ready), just in case somebody don´t check the thread regular (oops, saw you were faster and already added the info ... :) )
 

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thanks :)

not really a part of the pack, but also not really somehing new. Here is is a six leg ultra heavy herc using the EE design (did something i usually don´t want to do - used an existing model as base and created a modification without really modeling something - i prefer creating from scratch).
Comes with own animation (imo the walk of the four leg version is a bit better - but i still like the result here), uses again the same textures light the light herc, ploycount is a bit high (~ 2500)



rockets yes, everthing - hm, i wont say something without my lawyer on my side ;) (means: what do you mean with erverything?)



you could add them as UU set (or as religious special units for the technik religion)

@ Deliverator
would be perhaps a good idea to add the post numbers of the units in the OP (or at least left a hint, that in the thread the units can be found civ4 ready), just in case somebody don´t check the thread regular (oops, saw you were faster and already added the info ... :) )

Yihaaaaaaa!!! Greeeat! :goodjob:
 
you could add them as UU set (or as religious special units for the technik religion)

We have 3 mechs...UU for Korea, Japan and America :).




Hell, i don't know, what i did, and it lastet f******* long, so i don't think, i can do really more units, but #20 is done now :).
 

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We have 3 mechs...UU for Korea, Japan and America :).

:blush: a bit confusion.
I'll use the 4 and 6 legged one both for korean UUs, and move the korean UU to europe :).



The_J -
what i didnt understand what you meant here?

something i can help with?

I just wanted to say, that i will probably not try to convert a second unit, because it takes to much time for me :(.
 
Hell, i don't know, what i did, and it lastet f******* long, so i don't think, i can do really more units, but #20 is done now :).

Well done, mate. It is tough the first time! :goodjob:

@ Deliverator
would be perhaps a good idea to add the post numbers of the units in the OP (or at least left a hint, that in the thread the units can be found civ4 ready), just in case somebody don´t check the thread regular (oops, saw you were faster and already added the info ... )

Yeah, I've marked the ones that are done with a * now. I think I got them all - once the set is complete (or as complete as its going to get). Then we should bundle them all up with some nice in game screenshots.

You've definitely inspired me to learn animation in blender - I've been watching a few youtube tutorials and I think I'm getting it.
 
thanks :)

not really a part of the pack, but also not really somehing new. Here is is a six leg ultra heavy herc using the EE design (did something i usually don´t want to do - used an existing model as base and created a modification without really modeling something - i prefer creating from scratch).
Comes with own animation (imo the walk of the four leg version is a bit better - but i still like the result here), uses again the same textures light the light herc, ploycount is a bit high (~ 2500)

Amazing, great job, thanks :D
 
These are all really awesome Coyote. Thanks again for help with Hiawatha BTW! You know the Hitler team is working on a new Alexander and we're trying to give him some custom animations... if you think you can help you should check it out. I'm sure it will be easier than making a six-legged mech unit!

You should put all of these units together, whenver you decide you are finished, into a pack and put them up in the database so you don't use up so much of your personal space here. Although I'm sure you've already thought of doing that.

In the next edition of my mod I am doing a slightly expanded future era (basically Next War with a few extra techs, units, buildings, wonders, features etc.) and these units are going to make it in. Nice job.
 
rockets yes, everthing - hm, i wont say something without my lawyer on my side ;) (means: what do you mean with erverything?)

I don't really know what I meant by everything, I was just wondering if it worked completely because I have been looking for a huge mech unit for a while now. And I haven't been able to learn how to make units beyond simple edits and part-swapping.
 
thanks :) and great work The_J - congratulation to your first nifwork

(if i have more time i will say you what you could to better next time - the way you did a quick and dirty method would be (only works for planes or similar easy rigged objects):
1: import EE nif in Blender
2: export the nif as Civ4 nif (do nothing else in blender)
3: copy the exported NiTriShape to the master nif (the nif from the unit you want to use the animation), if you have an NiSkinInstance remove this before you copy
4: make your copied model child of the dummy node and scale it to match the size of the master model
5: do the rest (remove master model, change position of weapon effect and other dummy node, adjust material properties)
)

and don´t worry about the time you needed for this model, it will go much faster later on (i also spend entire weekends to fix problems at the beginning - now i could do the same in 1 hour or even less)

@ Deliverator

i will post if i´m finished, but there will be a slower progress the next few days (a bit real life work to do). And animating is not that hard, only very very frustrating sometimes (if you have an imagination how something shall look but your are unable to achieve this goal)
 
@ maniac, wouldn´t both mech not fit for the Progenitors (as battle ogres, with a 6 leg version as 3. version)?
Not sure what Maniac thinks about that... but in case he likes it, I've thrown together some texture changes to match the colours of the original Ogres a bit - and added a splash of green, as they seem to like it (look at monoliths). And in case somebody likes these re-coloured textures, I've also added some quick-and-dirty buttons.

Cheers, LT.
 

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Thanks for all the graphics. Since for some unit types there are now more good graphics available than there are of those units in Planetfall, I have decided to let some units change graphics depending on what special abilities they have. So the more graphics and variations the merrier, and the easier to recognize at a glance what abilities a unit has!

I'll have to think a little about what graphic to represent what unit+special ability, so these graphics may not all be included already in the next patch, but they will be soon!

The poly count of the six-legged mech is a downside, so perhaps I can make the unit a national unit. That way not too many will be running around at once.

Eventually I'd still love to have a new model for the battle ogre though, as it is sort of the "signature unit" of the Progenitors. The six-legged version could then always be moved as the special ability graphic for another unit.
 
The_Coyote, the two-legged mech.nif looks partially pink to me. Do you know what could be causing this?

The 3 mechs are now UUs in my mod, also the submarine has gone in it :).

I'll have to think a bit about the tanks, maybe i'll replace one artillery with #2 or #13.

What scales did you use? Saves me some trial-and-errors. :D

Edit: there are more pink-looking units. It seems to be the case for all units from post 53 onwards (meaning the four- and six-legged mechs both from you and Lord Tirian). Those before work ok though.
 
fScale 0.9 and fInterScale 0.3 for all 3 mechs, but they could maybe be a bit bigger.

Pink graphics = missing textures.
But i had this problem only with the sub, where i took the normal submarine textures, not with the mechs :confused:.

Edit: But i haven't looked at them in NifViewer (because my version crashes :confused:), only with Nifscope.
 
The_Coyote, the two-legged mech.nif looks partially pink to me. Do you know what could be causing this?

The needed glow textures should be for sure in the shared folder
;)

i´m not sure if it was grey or bluemetal (eg the mechs need: environment_fx_bluemetal.dds ) - but like said, this textures are used by every vanilla unit and therefore in the shared folder

What scales did you use? Saves me some trial-and-errors.

iirc it was a copy of the bts next war mech, you must only reduce the pedia scale (the halve of the actual value should work - in my tries it was too big)

@ The_J:

attached again (but this time) all textures needed by the manta sub (including the damage texture and the glow texture from the normal sub - was not included before)
 

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Thanks for the replies! :)

The_Coyote, I discovered a couple new problems though. :scared:

Both the fusion caster & myrmidon tracks are completely pink in Scene Viewer, even if I include in the Myrmidon's folder the dds later posted by deliverator, and in the Fusion Tank folder the FusionCasterTreads.dds which was included in the original download by Deliverator, but not in the download from you. If I view the original files attached by Deliverator in SceneViewer, there the Fusion Caster does appear with tracks.

A second problem: I put the Disruptor in the game. But I get C++ errors when trying to view the unit in the Civilopedia, or when I put one on the map with Worldbuilder. Any idea what could be causing this? I've also already put the Two-legged mech into the game as a test, and that one works ok, for the record. So it's not a general problem with all units.
 
Thanks for the replies! :)

The_Coyote, I discovered a couple new problems though. :scared:

Both the fusion caster & myrmidon tracks are completely pink in Scene Viewer, even if I include in the Myrmidon's folder the dds later posted by deliverator, and in the Fusion Tank folder the FusionCasterTreads.dds which was included in the original download by Deliverator, but not in the download from you. If I view the original files attached by Deliverator in SceneViewer, there the Fusion Caster does appear with tracks.

A second problem: I put the Disruptor in the game. But I get C++ errors when trying to view the unit in the Civilopedia, or when I put one on the map with Worldbuilder. Any idea what could be causing this? I've also already put the Two-legged mech into the game as a test, and that one works ok, for the record. So it's not a general problem with all units.

Maniac, I don't know if that the case with you, but when I experienced similar C++ errors was when I made some mistake in the XML (i.e. didn't close the tag at the proper place - there was no XML loading error, but still got this C++ problem)...
 
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