[UNIT] Europa Universalis IV Renaissance Units

It's time to finish what I promised for a long time.
Civ4ScreenShot0130.JPG
 
There's also single-era new Polynesian and Native American canoes. Was actually expecting them to do a full SEA ship pack for an expansion focused on SEA, was very disappointed, had to make one myself. :lol:
 
There's also single-era new Polynesian and Native American canoes. Was actually expecting them to do a full SEA ship pack for an expansion focused on SEA, was very disappointed, had to make one myself. :lol:
I don't have the latest DLC. Apparently, I didn't lose anything
 
It was the first item on Steam to have ever crossed in "Very Negative" review rating (I think even briefly to "Overwhelmingly Negative"). The canoes though should have been a part of the free patch, so if you have EU4 you should have them.
 
You're using the "TCiv4MechShader", but forgot to add a skin partition.
Skin_Partition.jpg galley1.jpg

Also should mention. You probably noticed the oars are doing weird things. This is because the game doesn't use the Galley that is in the Vanilla FPK, but the one in Warlords. The original vanilla one in the FPK has damage bones for the oars. They later removed that. So, you should rig things to the one in warlords instead. Alternatively, you could remove the "Dam_OarSet_MASTER", "Dam_OarSet1", and "Dam_OarSet2" from the "NiMultiTargetTransformController". That should disable it (I think).
 
You're using the "TCiv4MechShader", but forgot to add a skin partition.
View attachment 607032 View attachment 607033
Also should mention. You probably noticed the oars are doing weird things. This is because the game doesn't use the Galley that is in the Vanilla FPK, but the one in Warlords. The original vanilla one in the FPK has damage bones for the oars. They later removed that. So, you should rig things to the one in warlords instead. Alternatively, you could remove the "Dam_OarSet_MASTER", "Dam_OarSet1", and "Dam_OarSet2" from the "NiMultiTargetTransformController". That should disable it (I think).

I didn't succeed with the galley. Or I don't know anything else about her. But everything is fine with the trireme :)
Even the oars work almost as they should.

Civ4ScreenShot0134.JPG
Civ4ScreenShot0135.JPG
 
I didn't succeed with the galley. Or I don't know anything else about her.

I tested the multitransform thing. Did nothing. I've attached the one with the skin partition from earlier for reference.

Anyway, speaking of trireme.... I think the Trireme would be a more suitable one to rig to rather than the galley. You see here the oars nearly line up perfectly.
galley_trireme.jpg
 

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I tested the multitransform thing. Did nothing. I've attached the one with the skin partition from earlier for reference.

Anyway, speaking of trireme.... I think the Trireme would be a more suitable one to rig to rather than the galley. You see here the oars nearly line up perfectly.
View attachment 607266
Well, I haven't been able to do anything with the galley myself. Maybe that's not the problem at all.
Anyway, the animation of the trireme really fits much better. I will run some more tests and upload these models.
Civ4ScreenShot0136.JPG
 
You're using the "TCiv4MechShader", but forgot to add a skin partition.
View attachment 607032 View attachment 607033

Also should mention. You probably noticed the oars are doing weird things. This is because the game doesn't use the Galley that is in the Vanilla FPK, but the one in Warlords. The original vanilla one in the FPK has damage bones for the oars. They later removed that. So, you should rig things to the one in warlords instead. Alternatively, you could remove the "Dam_OarSet_MASTER", "Dam_OarSet1", and "Dam_OarSet2" from the "NiMultiTargetTransformController". That should disable it (I think).
Or he could package his model with the vanilla galley skeleton. Either way my ship module has a bunch of EU4 ships that I completely that he can use for reference as to what rigs to what and how. Also for simplifying these things. Like, seriously, EU4 models are idiotically over detailed. Each one of those ropes for example is an actual mesh. That's going to do hell for the game. They need some radical simplification and trimming.

Also, great to see someone doing good work converting those over. Hope my suggestions were of help.
 
Each one of those ropes for example is an actual mesh. That's going to do hell for the game. They need some radical simplification and trimming.
I don't think this is a serious problem. Each model eventually weighs 80-150 kb, so the game copes with their processing. Visually, this is no worse than the texture on one polygon.
Anyway, I uploaded the result of my work. Now Indian ships can be downloaded.
 
Like, seriously, EU4 models are idiotically over detailed. Each one of those ropes for example is an actual mesh

If you think these are high poly... :lol:. Nah. The ropes on vanilla ships are meshes. These have 8 points, and 4 triangles. Same as the vanilla ships. I usually use long triangles. So, 6 points and 6 triangles. Not that bad really. If they were actual cylindrical ropes; that would add up fast.
 
TBH, even though you are right and they don't add to polycount much, when I converted some of EU4 ships for RI, I tended to remove most of the ropes anyway, for a different reason. The way the game engine is built causes lots of aliasing on thin objects like ropes. So I find it's actually a case of units looking better with less detail. And I agree, they are generally not too high-poly to use in Civ, even if a bit more detailed than standard units. My rule of thumb always was to try not going over 100kb per finished nif and only go up to 150 in case there is really really no alternative. But then again, that's for RI, a mod that has a ton of assets anyway. I feel a 150kb nif should have negligible impact for a smaller mod.
 
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