Ekmek
on steam: ekmek_e
The models don't seem to be standardized. Great prophet and marine gr2s can even be opened in nexus buddy. Have you tried the other iron clad?
Yeah, I have the problem with all ironclads, which is a shame since they're the closest unit in terms of animation (the broadside gun salvo). I guess the weird setup with the damaged model is messing things up.
The strange thing is: if I open the nb2 file in a text editor, it does list the missing bones, they are apparently removed on import because they're zero-sized (that's me experimenting with the destroyer):
Spoiler :![]()
I'm starting to get the feeling that I'm missing something mind-bogglingly simple here...
EDIT: Anybody with a working import setup willing to try out what happens if they import an NB2 file I upload? If it imports correctly for somebody else, it's my Blender setup that's borked, if not, then it's either my NexusBuddy2 or the model itself.
Thanks for the blend-file, this will help me a lot!Weird the problem you have. If you want it here is a ironclad blend file.
If you post your nb2 file I will see if it imports ok.
The strange thing is: if I open the nb2 file in a text editor, it does list the missing bones, they are apparently removed on import because they're zero-sized (that's me experimenting with the destroyer)
Yeah, that's why I'd like to compare the NB2 files to see whether that's an issue coming from the export out of NexusBuddy or the import into Blender.This sounds like something that should be fixable in the NB2 import script (make it ignore the size of bones), but it's strange that Wolfdog apparently isn't getting the problem?
Odd, so it's the import into Blender that goes funky. Good to know, though, it means I have a starting point to try out different permutations of versions, thanks for the check.lord tirian, I imported your scripts and they work on my setup. I have Win 7 x64 with NexusBuddy2 Beta9 & v8 scripts. If I remember correct I used the first NexusBuddy2 Beta9 as the one that said it was for Win 7 did not work.
Excellent, hopefully custom anims will export properly now.![]()
What problems have you have with custom anims? I believe that custom anims will work fine provided you follow the same process as in the Lion conversion tutorial. For example all the anims for the Sandworm were brought in OK and they were handmade by me - albeit a while ago.
What problems have you have with custom anims? I believe that custom anims will work fine provided you follow the same process as in the Lion conversion tutorial. For example all the anims for the Sandworm were brought in OK and they were handmade by me - albeit a while ago.
I've got the complete .gr2 > .nb2 > Blender 2.7 > .br2 > .gr2 process working now. I used the new scripts to make this extra spiky Raptor Bug purely using Blender 2.7:
![]()
Just for fun, the BE Kraken imported into Blender 2.7 with the new script:
![]()
With the .br2 the Overwrite method is working fine. Directly loading the .br2 and saving as .gr2 works fine in game, but the unit is wrongly oriented in Granny Viewer and animations also look twisted there. Not a big problem as you'd probably only really want do that if adding extra FX bones.
I think Blender 2.49 might still have to be the tool if you want to do anything with animations or Civ 4 files - there's no way I'm porting the NIF scripts to Blender 2.7!
If you want to try out the new scripts here they are, I'll do more of write-up later:
http://forums.civfanatics.com/downloads.php?do=file&id=23407
You need to install the latest Blender and then add these scripts to the addons directory. After than you need to activate the Addons in User Preferences and the new options will be available in the Import/Export menus.
I've got the complete .gr2 > .nb2 > Blender 2.7 > .br2 > .gr2 process working now. I used the new scripts to make this extra spiky Raptor Bug purely using Blender 2.7:
Spoiler :![]()
Just for fun, the BE Kraken imported into Blender 2.7 with the new script:
![]()
With the .br2 the Overwrite method is working fine. Directly loading the .br2 and saving as .gr2 works fine in game, but the unit is wrongly oriented in Granny Viewer and animations also look twisted there. Not a big problem as you'd probably only really want do that if adding extra FX bones.
I think Blender 2.49 might still have to be the tool if you want to do anything with animations or Civ 4 files - there's no way I'm porting the NIF scripts to Blender 2.7!
If you want to try out the new scripts here they are, I'll do more of write-up later:
http://forums.civfanatics.com/downloads.php?do=file&id=23407
You need to install the latest Blender and then add these scripts to the addons directory. After than you need to activate the Addons in User Preferences and the new options will be available in the Import/Export menus.
Hi,
If I may, could I call your attention this post: http://forums.civfanatics.com/showpost.php?p=13353691&postcount=104 ?
The gist of this is, I had a file that was not natively from Civ 4 or Civ 5 that I was trying to import into civ 5. After much agony (including the fact that I had a fbx file that was blender 2.7.1 back before you gave a modern blender version of the scripts) I was able to create a file that looks right in Nexus, right in Granny, has the right number of bones, etc. Everything matches a civ 5 model I'd open up (except that my model is smaller, but scaling would fix that, right?). But when I actually to load the image in Civ 5, I get a massive graphical glitch, which you can see here:
http://forums.civfanatics.com/attachment.php?attachmentid=379683&stc=1&d=1406401987
I just tried it again with your new scripts. Everyone looks the same...except that now I see nothing in Civ 5. Just an invisible unit. I have been at a complete loss as to what is wrong.
In the hopes of finding a solution, I have attached the various files related to this to this post, as a .rar. I used the mesh override trick. The overall procedure (other than .fbx editing in blender) is blender->br2->NexusBuddy->Meshoverride/add materials->gr2.
Thanks for any help you may be able to give...
Wow, this issue still isn't resolved? I will take a look at it but I can't make any promises. It's worth a fresh set of eyes, though.