Anyone else getting a crash when you try to convert the marine.gr2?
I see what you mean now it crashes with both nexus buddy & material maker. Maybe you could use the paratrooper or infantry gr2's as your template.
Anyone else getting a crash when you try to convert the marine.gr2?
try
Code:for %%i in (*.gr2) do grnreader98 %%i -a -t
afri_anc_city_new.txt
antiaircraftgun_new.txt
antitankgun_new.txt
artillery_new.txt
atomicbomb_new.txt
barbarian_euro_alpha_new.txt
battleship_new.txt
cannon_new.txt
caravel_new.txt
carrier_new.txt
catapult_new.txt
eurofemale18_new.txt
gatling_gun_new.txt
greatartist_early_flagbearer_new.txt
greatmerchant_early_leader_new.txt
jetfighter_new.txt
mayan_atlalist_new.txt
mobilesam_new.txt
plantation_mid_banana2.txt
u_american_minuteman_new.txt
u_indian_warelephant_new.gr2.txt
u_japanese_samurai_new.txt
u_roman_ballista_new.gr2.txt
u_spanish_treasure_cart_new.txt
union_rifleman_new.txt
worker_euro_modern_new.txt
worker_euro_new.gr2.txt
xp_privateer_new.txt
Anyone else getting a crash when you try to convert the marine.gr2?
IGrannyModel has a RemoveMeshBinding method but does NOT have a AddMeshBinding method. So I can RemoveMeshBindings but I can't add new ones.
...
But it would be awesome to overcome this final hurdle so that we can actually create modding tools that allow multi-mesh objects (which a lot of Civ4 models are) to be flawlessly imported to Civ 5 without merging meshes. But for now I'm stuck...
Well done, Deliverator!Success!
I'm no expert, but the experts are apparently busy... (Let me know if I've got any of this wrong!)With this access to the full unit model, what can a modder do now that he couldn't do before?
Ekmek said:Did it require nexusbuddy changes?
Can I make a request? Just answer a few questions for someone who knows very little about this.
1. With this access to the full unit model, what can a modder do now that he couldn't do before? Does it allow the creation of custom animations?
DocBuchanan said:2. Effects like smoke, muzzle flash, etc... These are not part of this progression, right? These are the things that depend on the skeletons being correct so they'll look right... right? If that's the case, has it been at all possible to access and edit these effects? If impossible, what will having access to the skeletons do for us? It just goes to assume that custom animations would need custom effects. If neither of these things are possible... how does skeleton access help?
DocBuchanan said:3. With the inevitable success of this breakthrough, what major graphics hurdles still remain?
DocBuchanan said:I can think of the one that hurts me in my bad place, and that's not being able to create new terrain features, like cacti on desert tiles, or a vulture. A rock outcropping. Little stuff like that.
DocBuchanan said:4. Is all of this going to break at launch of the next expansion?
Yes, there's some pretty complex new code in my latest Nexus Buddy. I'm going to start a new Nexus Buddy thread soon to share beta versions while I continue refining and adding to it.
Terrain textures is one of the simplest things to mod requiring only a paint program and editing a CSV file. I'm surprised no-one seems to have done much of this given that its one of the things that hasn't changed since the beginning. See this post. Perhaps another tutorial is needed.
3D stuff like features ought to be possible, but I haven't dug into yet. See this thread.
I'm speechless. This is awesome work - I'm sure everyone in the community would be posting here if they knew what kind of a breakthrough this was. Simply fantastic!!
It would be great if you could include a feature shader in Nexus Buddy which could deal with the existing feature art (and add new ones!). The building shader works, but the art 'floats' above the hex (noticeable that units stand 'in' it, instead of on it), and the old Nexus Buddies can't deal with the existing feature shaders at all.