Elf Unit Pack

It can be robed or not, the Mage that you mention in the OP should be good too.

About the ship - it can be something like this.
 
Can I get elf hype? Nutty did a...
Spoiler :
Teamcolor reskin!
attachment.php


I'm not very happy with the animations of the Mohawk Warrior on the elf - might have to go back to the Aztec Jaguar animations, or play around some more... Berserker maybe, or Sumerian Phalanx without weapons could be interesting... but in the meantiiiime...:rockon: I already know what animations to use for Archers, Spearmen, and whatnot, all in high-quality! Coming soon from Civitar and... co? Nutty I guess.
 

Attachments

  • tcelves.jpg
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Sample art defines:
Code:
INSERT INTO ArtDefine_UnitInfos (Type,							DamageStates,	Formation) VALUES
								('ART_DEF_UNIT_ELF_WARRIOR',	1,				'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,				UnitMemberInfoType,						NumMembers) VALUES
										  ('ART_DEF_UNIT_ELF_WARRIOR',	'ART_DEF_UNIT_MEMBER_ELF_WARRIOR',		1),
										  ('ART_DEF_UNIT_ELF_WARRIOR',	'ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2',	1),
										  ('ART_DEF_UNIT_ELF_WARRIOR',	'ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3',	1);
INSERT INTO ArtDefine_UnitMemberInfos (Type,									Scale,				Model,						MaterialTypeTag,	MaterialTypeSoundOverrideTag) VALUES
									  ('ART_DEF_UNIT_MEMBER_ELF_WARRIOR',		0.140000000596046,	'elf_warrior.fxsxml',		'CLOTH',			'FLESH'),
									  ('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2',	0.140000000596046,	'elf_warrior_v2.fxsxml',	'CLOTH',			'FLESH'),
									  ('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3',	0.140000000596046,	'elf_warrior_v3.fxsxml',	'CLOTH',			'FLESH');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType,						EnableActions,																								ShortMoveRadius,	ShortMoveRate,		TargetHeight,	HasRefaceAfterCombat) VALUES
										('ART_DEF_UNIT_MEMBER_ELF_WARRIOR',		'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1),
										('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2',	'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1),
										('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3',	'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1);
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType,							"Index",	SubIndex,	VisKillStrengthMin,	VisKillStrengthMax,	WeaponTypeTag,		WeaponTypeSoundOverrideTag,	MissTargetSlopRadius) VALUES
											  ('ART_DEF_UNIT_MEMBER_ELF_WARRIOR',		0,			0,			0,					0,					'BLUNT',			'BLUNT',					0),
											  ('ART_DEF_UNIT_MEMBER_ELF_WARRIOR',		1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0),
											  ('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2',	0,			0,			0,					0,					'BLUNT',			'BLUNT',					0),
											  ('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2',	1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0),
											  ('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3',	0,			0,			0,					0,					'BLUNT',			'BLUNT',					0),
											  ('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3',	1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0);
INSERT INTO ArtDefine_StrategicView (StrategicViewType,				TileType,	Asset) VALUES
									('ART_DEF_UNIT_ELF_WARRIOR',	'Unit',		'sv_warrior.dds');

The units in the downloads database (and the links in the OP) aren't being updated just yet.:)

EDIT (to avoid triple-post):

Sample art defines:
Code:
INSERT INTO ArtDefine_UnitInfos (Type,						DamageStates,	Formation) VALUES
								('ART_DEF_UNIT_ELF_ARCHER',	1,				'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,				UnitMemberInfoType,						NumMembers) VALUES
										  ('ART_DEF_UNIT_ELF_ARCHER',	'ART_DEF_UNIT_MEMBER_ELF_ARCHER',		1),
										  ('ART_DEF_UNIT_ELF_ARCHER',	'ART_DEF_UNIT_MEMBER_ELF_ARCHER_V2',	1),
										  ('ART_DEF_UNIT_ELF_ARCHER',	'ART_DEF_UNIT_MEMBER_ELF_ARCHER_V3',	1);
INSERT INTO ArtDefine_UnitMemberInfos (Type,								Scale,				Model,					MaterialTypeTag,	MaterialTypeSoundOverrideTag) VALUES
									  ('ART_DEF_UNIT_MEMBER_ELF_ARCHER',	0.140000000596046,	'elf_archer.fxsxml',	'CLOTH',			'FLESH'),
									  ('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V2',	0.140000000596046,	'elf_archer_v2.fxsxml',	'CLOTH',			'FLESH'),
									  ('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V3',	0.140000000596046,	'elf_archer_v3.fxsxml',	'CLOTH',			'FLESH');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType,						EnableActions,																								ShortMoveRadius,	ShortMoveRate,		TargetHeight,	HasRefaceAfterCombat,	HasShortRangedAttack,	HasLongRangedAttack,	ReformBeforeCombat) VALUES
										('ART_DEF_UNIT_MEMBER_ELF_ARCHER',		'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1,						1,						1,						1),
										('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V2',	'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1,						1,						1,						1),
										('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V3',	'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1,						1,						1,						1);
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType,						"Index",	SubIndex,	VisKillStrengthMin,	VisKillStrengthMax,	WeaponTypeTag,		WeaponTypeSoundOverrideTag,	MissTargetSlopRadius) VALUES
											  ('ART_DEF_UNIT_MEMBER_ELF_ARCHER',	0,			0,			0,					0,					'ARROW',			'ARROW',					10.0),
											  ('ART_DEF_UNIT_MEMBER_ELF_ARCHER',	1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0),
											  ('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V2',	0,			0,			0,					0,					'ARROW',			'ARROW',					10.0),
											  ('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V2',	1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0),
											  ('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V3',	0,			0,			0,					0,					'ARROW',			'ARROW',					10.0),
											  ('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V3',	1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0);
INSERT INTO ArtDefine_StrategicView (StrategicViewType,			TileType,	Asset) VALUES
									('ART_DEF_UNIT_ELF_ARCHER',	'Unit',		'sv_archer.dds');
 
Wow, these guys are looking great! Some nice detail and variety on the models, and the teamcolor is such a neat effect!
 
Thanks Bouncy! Anybody who has already downloaded the Elf Warrior should redownload, since I made a slight texture change to the shirtless redhead.:)
And with that...


Sample art defines:
Code:
INSERT INTO ArtDefine_UnitInfos (Type,							DamageStates,	Formation) VALUES
								('ART_DEF_UNIT_ELF_SPEARMAN',	1,				'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,				UnitMemberInfoType,						NumMembers) VALUES
										  ('ART_DEF_UNIT_ELF_SPEARMAN',	'ART_DEF_UNIT_MEMBER_ELF_SPEARMAN',		1),
										  ('ART_DEF_UNIT_ELF_SPEARMAN',	'ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V2',	1),
										  ('ART_DEF_UNIT_ELF_SPEARMAN',	'ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V3',	1);
INSERT INTO ArtDefine_UnitMemberInfos (Type,									Scale,				Model,						MaterialTypeTag,	MaterialTypeSoundOverrideTag) VALUES
									  ('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN',		0.140000000596046,	'elf_spearman.fxsxml',		'CLOTH',			'FLESH'),
									  ('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V2',	0.140000000596046,	'elf_spearman_v2.fxsxml',	'CLOTH',			'FLESH'),
									  ('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V3',	0.140000000596046,	'elf_spearman_v3.fxsxml',	'ARMOR',			'ARMOR');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType,						EnableActions,																								ShortMoveRadius,	ShortMoveRate,		TargetHeight,	HasRefaceAfterCombat,	HasShortRangedAttack,	HasLongRangedAttack,	ReformBeforeCombat) VALUES
										('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN',	'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1,						0,						0,						0),
										('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V2',	'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1,						0,						0,						0),
										('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V3',	'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1,						0,						0,						0);
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType,							"Index",	SubIndex,	VisKillStrengthMin,	VisKillStrengthMax,	WeaponTypeTag,		WeaponTypeSoundOverrideTag,	MissTargetSlopRadius) VALUES
											  ('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN',		0,			0,			0,					0,					'BLUNT',			'BLUNT',					0),
											  ('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN',		1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0),
											  ('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V2',	0,			0,			0,					0,					'BLUNT',			'BLUNT',					0),
											  ('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V2',	1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0),
											  ('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V3',	0,			0,			0,					0,					'BLUNT',			'BLUNT',					0),
											  ('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V3',	1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0);
INSERT INTO ArtDefine_StrategicView (StrategicViewType,				TileType,	Asset) VALUES
									('ART_DEF_UNIT_ELF_SPEARMAN',	'Unit',		'sv_spearman.dds');
									
UPDATE Units SET UnitArtInfo = 'ART_DEF_UNIT_ELF_SPEARMAN' WHERE Type = 'UNIT_SPEARMAN';

I'll start updating the downloads database and the OP tomorrow.:D
 
Requests!

Drow
- That caped Assassin from my GoogleDoc you saw.
- A wizard-y frail non-old guy.
- A all-armored guy in crimson and silver. (like this)
*EDIT* - A woman exactly like the blue lady below (including not being brown/purple/whatever), but in black with a scepter.

Other Elf
- The bird-mounted hippie-elf.
- A treant and an ancient grey - even bigger - treant.
- A hippie-looking white dressed magical girl.
- Awesome-looking elf archer.
- Awesome-looking elf archer 2. (this one using light colors, like white and gold)
- Blue dressed icy woman.
- A golden version of the Blackguard up there.
- Mystic-looking elf on white-gold robes.
- Siege Weapon with a lot of arrows (Manticore).
- Knight in elf-looking white/gold armor.

Hey, don't look at me like that, he asked for it! LITERALLY.
 
@bane: Are my Archers so bad?:( I think you're going to really have fun when I get to making heroes...:D
Swordsmen!


Sample art defines:
Code:
INSERT INTO ArtDefine_UnitInfos (Type,							DamageStates,	Formation) VALUES
								('ART_DEF_UNIT_ELF_SWORDSMAN',	1,				'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,					UnitMemberInfoType,						NumMembers) VALUES
										  ('ART_DEF_UNIT_ELF_SWORDSMAN',	'ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN',	1),
										  ('ART_DEF_UNIT_ELF_SWORDSMAN',	'ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V2',	1),
										  ('ART_DEF_UNIT_ELF_SWORDSMAN',	'ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V3',	1);
INSERT INTO ArtDefine_UnitMemberInfos (Type,									Scale,				Model,						MaterialTypeTag,	MaterialTypeSoundOverrideTag) VALUES
									  ('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN',		0.140000000596046,	'elf_swordsman.fxsxml',		'CLOTH',			'CLOTH'),
									  ('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V2',	0.140000000596046,	'elf_swordsman_v2.fxsxml',	'CLOTH',			'CLOTH'),
									  ('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V3',	0.140000000596046,	'elf_swordsman_v3.fxsxml',	'ARMOR',			'ARMOR');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType,							EnableActions,																								ShortMoveRadius,	ShortMoveRate,		TargetHeight,	HasRefaceAfterCombat,	HasShortRangedAttack,	HasLongRangedAttack,	ReformBeforeCombat) VALUES
										('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN',		'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1,						0,						0,						0),
										('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V2',	'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1,						0,						0,						0),
										('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V3',	'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge',	12.0,				0.349999994039536,	8.0,			1,						0,						0,						0);
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType,							"Index",	SubIndex,	VisKillStrengthMin,	VisKillStrengthMax,	WeaponTypeTag,		WeaponTypeSoundOverrideTag,	MissTargetSlopRadius) VALUES
											  ('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN',		0,			0,			0,					0,					'METAL',			'SWORD',					0),
											  ('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN',		1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0),
											  ('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V2',	0,			0,			0,					0,					'METAL',			'SWORD',					0),
											  ('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V2',	1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0),
											  ('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V3',	0,			0,			0,					0,					'METAL',			'SWORD',					0),
											  ('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V3',	1,			0,			10.0,				20.0,				'FLAMING_ARROW',	NULL,						10.0);
INSERT INTO ArtDefine_StrategicView (StrategicViewType,				TileType,	Asset) VALUES
									('ART_DEF_UNIT_ELF_SWORDSMAN',	'Unit',		'sv_swordsman');

UPDATE Units SET UnitArtInfo = 'ART_DEF_UNIT_ELF_SWORDSMAN' WHERE Type = 'UNIT_SWORDSMAN';
 
Nope, your archers are awesome. I just need them a biiit differently.
One being all 'honorable looking' (very good description, isn't it? :P) and light-colored while the other more forest-dweller looking, with dark green and brown colors.

Well, assuming your 'honorable looking' civ (which would be the High Elves from BattleCiv wouldn't it?) has white or light yellow as the background color of it's civ colors, this unit will get it on the cape and skirt... same for the green/brown colors. That's why I'm making all these guys teamcolor.:p You can also pick between the different skins of these guys, rather than use all three or just the first one. So perhaps your honorable swordsman/spearman would be the one with the gold breastplate and blue sleeves...
 
Fair enough!
It is way easier to change my team's color than to make you create a new model just for me.

True - also, as I said before. You'll have fun when I get to heroes.:D
 
Sorry for the double post - and no, unfortunately there is no unit today.
Instead, I am announcing two forthcoming packs!
Spoiler Very Early WIP! :
attachment.php

Spoiler For Gondooor! :
attachment.php
 

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Wwww.... wait!
Do I need to wait for Warhammer Fantasy Battles of Eternal Reign of Chaos ;) to get these models or did I miss a DL? :D
 
New unit! It's been far too long...


Sample art defines:
Code:
INSERT INTO ArtDefine_UnitInfos (Type,							DamageStates,	Formation) VALUES
								('ART_DEF_UNIT_ELF_WORKER',		1,				'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,					UnitMemberInfoType,						NumMembers) VALUES
										  ('ART_DEF_UNIT_ELF_WORKER',		'ART_DEF_UNIT_MEMBER_ELF_WORKER',		1);
INSERT INTO ArtDefine_UnitMemberInfos (Type,									Scale,				Model,						MaterialTypeTag,	MaterialTypeSoundOverrideTag) VALUES
									  ('ART_DEF_UNIT_MEMBER_ELF_WORKER',		0.140000000596046,	'elf_worker.fxsxml',		'CLOTH',			'FLESH');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType,							EnableActions,																								ShortMoveRadius,	ShortMoveRate,		TargetHeight,	HasRefaceAfterCombat,	HasShortRangedAttack,	HasLongRangedAttack,	ReformBeforeCombat) VALUES
										('ART_DEF_UNIT_MEMBER_ELF_WORKER',			'Idle Death BombardDefend Run',																				NULL,				NULL,				NULL,			1,						NULL,					NULL,					NULL);
INSERT INTO ArtDefine_StrategicView (StrategicViewType,				TileType,	Asset) VALUES
									('ART_DEF_UNIT_ELF_WORKER',		'Unit',		'sv_worker.dds');
 
It can be robed or not, the Mage that you mention in the OP should be good too.

About the ship - it can be something like this.

Civitar has the elves well under control (though if in a pinch I can help out as necessary), so I am working on a number of buildings and non-humanoid conversions from BFME II, including ships. The concept art from your link is actually an Elven Warship from the BFME II game and I just need to import it as an .obj file and rig it to an existing unit. The collaboration mod that I and Civitar are working on will require them so I will be importing them hopefully sometime soon (but no promises like the angel unit or it may never get done! :lol: ). Below is a snapshot of the unit in-game (very similar to your concept art):

Elven_Warship.jpg
 
Elves will get a Trireme, a Galleass, a Work Boat, and a Caravel... that could be either the Trireme or the Galleass, but I'd lean towards Galleass because of the size.
Perhaps you could convert that, but also do a single-masted version to be the Trireme? Or I could try it... though ships are my nemesis.
 
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