Explorers

Okay, the long overdue Meso Explorer is finally finished. Hopefully there won't be any problems with this one. If anyone could post a screenshot in-game, I'd be very grateful, as I'm too busy.
The download link is the same as before. Enjoy!
Okay... not to sound ungrateful or anything, but I hate it when board members become the guinea pigs for unit makers. There are unit makers (like Chug) who, if they don't have the time... they just don't release.

Please check them in-game first... there's too many models that are getting released that don't even work in-game... and I'm afraid that (once again), it includes this one.

I've just spent time downloading, installing, XML'ing and trying to test this in game multiple times... all to no avail... it just doesn't work... best I can get is a red blob. I've tried Spearman and GreekPhalanx KFMs... neither work.

If you don't have the time to check-it in-game... please wait to release it until you do (or PM someone to see if they can check it for you).

I like your models NikNaks... but there's a sting of errors with these suckers every time they're released it seems! :crazyeye:
 
I've just spent time downloading, installing, XML'ing and trying to test this in game multiple times... all to no avail... it just doesn't work... best I can get is a red blob.

I get the explorer, must be an error in your nif path (or shadernif).

I've tried Spearman and GreekPhalanx KFMs... neither work.

Spearman holds the spear strange, trying Phalanx now ;)

EDIT: yep, Phalanx is better, that way he actually holds the spear correctly.
 
I get the explorer, must be an error in your nif path (or shadernif).
Hmmm... well my apologies if the error is on my end, but I thought my XML was up-tight... what did I do wrong?

Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_EXPLORER_MESO</Type>
			<Button>,Art/Interface/Buttons/Units/Explorer.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,3,8</Button>
			<fScale>0.46</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Meso/Explorer/MesoExplorer.nif</NIF>
			<KFM>Art/Units/Unique/Greek/Phalanx/GreekPhalanx.kfm</KFM>
			<SHADERNIF>Art/Units/Meso/Explorer/MesoExplorer.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>

I can easily switch the KFM string... I tried it both with spearman and phalanx.
 
Your xml looks good to me, are you sure you have no typo in the actual path (Art/Units/Meso/Explorer/) ?

I get red blobs when the nif path is wrong, the only case I ever got them, so it imo still is the most likely cause.

As to Phalanx, he holds the spear right, but not his hand, so it runs through the hand.
 
Okay... my bad... the error was indeed on my end (so I kinda feel stupid right now)... I pk'd the file, but put it in the wrong directory (oops).

Still, when you know you're the guinea pig, it's easier to jump to conclusions... it would still be nice to have things tested in-game by the unit creator so when they stick it up for download they know it's good to go, not guessing/hoping.

For example... it says "uses spearman animations"... well, if you use spearman animations, I have a feeling you don't get what you're expecting:
MesoExpSpear.jpg



Now if you use the phalanx animation, you get a better result, but the spear is thrust through the guy's poor hand:
MesoExpPhal.jpg



Things like this should be caught and/or improved on before they're released to the community.

Still a nice looking unit, and it has a head this time... but the animation issues still aren't ironed-out all the way.
 
The spear through the hand thing can be difficult to fix, or at least it can be time consuming (you'll have to move the spear AND the hand rotations in sceneviewer/nifskope). It's quite annoying. :(

But there's an easier way of fixing it for this unit. Judging by wolfshanze's screenshots, you can use the spearman animations, but just rotate the spear 90 degrees.
 
Well, at least it's better than the massive knees and headless-ness from before.
Concur... it's much improved... having a head is always a good thing.
 
To fix the hand through spear, why don't you just rotate the hand? I usually base most models off of Firaxis modified in blender, adding pants, sleeves whatever.
I run into the hand through spear problem all the time, just use these Local Rotation numbers in the BIP R Hand.

1 0 0
0 0 1
0-1 0

And the hand should be fixed, I'm looking at the NikNak's explorer in the nif viewer right now. That looks the problem.
I think all spear users model's hands are twisted differently then, say, swords users. But this is a quick fix that generally works for me. Nobodies complained... Yet.
 
Wonderful! The hands don't look skewed out of place now, either. Uploading version, er...

I've lost count. Let's call it v3.
So which dang animation am I supposed to use with this new version (is it 3.0 or 30?). I'm getting confused... pick one NikNaks... Spearman or Phalanx? Last time you said "Spearman" but "Phalanx" actually worked much better.
 
Davy v3 is here! Now with a cool horn, no gun-belt, no head on the hat and a (hopefully) better skin.

See the OP for details.

P.S. No new screenshot, could someone post one for me?

All better now, thx.
 
Missing texture file... probably need another DDS... where did the horn come from... the scout?
 
Back
Top Bottom