[FfH II Art Team Blog]

I hope this Druid art made it into 41k. I can't find it though, can someone point me in the right direction please?

This took a while. My apologies

Download here: http://forums.civfanatics.com/downloads.php?do=file&id=13894

Spoiler :
demo4_76i.jpg


Each druid carries a worn wooden staff, tipped with antlers taken from a fallen deer, and a single phoenix feather - a gift from Sucellus.

not entirely sure what will become of him since kael has apparently stopped working on FFH, but I'm sure he'll find a home among one or two of the modmods around here
*glances at RifE*
 
Wow, I love that druid!
 
The druid is nice, but i still tend to prefer green robes. Also, I think it may necessitate new Elven, (Satyr :please: ), Lizardmen, and Dwarven Druid graphics of similar quality. (I also would like Kuriotates to have a Dryad UU for the Druid, which would look like a prettier, female Treant.)


I think this rejected proposal for the Vampire model could work much better as a vampiric Phalanx. The Calabim don't have unique art for that unit yet.



Also, could someone repeat which animations were the Kuriotates Musteval recon like supposed to use? I'm thinking of releasing a updated version of my modmod this evening, and would like to get that fix in first.
 
If I made no mistake, you can use this

Code:
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_ASSASSIN_KURIOTATES</Type>
            <Button>Art/Interface/Buttons/Units/Assassin Kuriotates.dds</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Civs/Kuriotates/Assassin/Scout.nif</NIF>
            <KFM>Art/Units/Unique_Sumeria_Vulture/Unique_Sumerian_Vulture.kfm</KFM>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_BEASTMASTER_KURIOTATES</Type>
            <Button>Art/Interface/Buttons/Units/Beastmaster Kuriotates.dds</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Civs/Kuriotates/Beastmaster/Scout.nif</NIF>
            <KFM>Art/Units/Maceman/Maceman blood.kfm</KFM>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_HUNTER_KURIOTATES</Type>
            <Button>Art/Interface/Buttons/Units/Hunter Kuriotates.dds</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Civs/Kuriotates/Hunter/Scout.nif</NIF>
            <KFM>Art/Units/Unique_Sumeria_Vulture/Unique_Sumerian_Vulture.kfm</KFM>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_RANGER_KURIOTATES</Type>
            <Button>Art/Interface/Buttons/Units/Ranger Kuriotates.dds</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Civs/Kuriotates/Ranger/Scout.nif</NIF>
            <KFM>Art/Units/Unique/Aztec/Jaguar/Aztec_Jaguar.kfm</KFM>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_SCOUT_KURIOTATES</Type>
            <Button>Art/Interface/Buttons/Units/Scout Kuriotates.dds</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Civs/Kuriotates/Scout/Scout.nif</NIF>
            <KFM>Art/Units/Unique/Aztec/Jaguar/Aztec_Jaguar.kfm</KFM>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
 
The only issue with that is the nifs need to be renamed. Or the animations need to be in the same folder as the nifs. One or the other. ;)

So more like this:
Code:
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_ASSASSIN_KURIOTATES</Type>
            <Button>Art/Interface/Buttons/Units/Assassin Kuriotates.dds</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Civs/Kuriotates/Assassin/Unique_Sumerian_Vulture.nif</NIF>
            <KFM>Art/Units/Unique_Sumeria_Vulture/Unique_Sumerian_Vulture.kfm</KFM>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_BEASTMASTER_KURIOTATES</Type>
            <Button>Art/Interface/Buttons/Units/Beastmaster Kuriotates.dds</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Civs/Kuriotates/Beastmaster/Maceman.nif</NIF>
            <KFM>Art/Units/Maceman/Maceman blood.kfm</KFM>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_HUNTER_KURIOTATES</Type>
            <Button>Art/Interface/Buttons/Units/Hunter Kuriotates.dds</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Civs/Kuriotates/Hunter/Unique_Sumerian_Vulture.nif</NIF>
            <KFM>Art/Units/Unique_Sumeria_Vulture/Unique_Sumerian_Vulture.kfm</KFM>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_RANGER_KURIOTATES</Type>
            <Button>Art/Interface/Buttons/Units/Ranger Kuriotates.dds</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Civs/Kuriotates/Ranger/Aztec_Jaguar.nif</NIF>
            <KFM>Art/Units/Unique/Aztec/Jaguar/Aztec_Jaguar.kfm</KFM>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_SCOUT_KURIOTATES</Type>
            <Button>Art/Interface/Buttons/Units/Scout Kuriotates.dds</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Civs/Kuriotates/Scout/Aztec_Jaguar.nif</NIF>
            <KFM>Art/Units/Unique/Aztec/Jaguar/Aztec_Jaguar.kfm</KFM>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>

And don't forget to rename the nifs in their actual directory, as well. ;)
 
The only issue with that is the nifs need to be renamed.
I have seen many units where the nifs had completly different path than the kfm, also in completly different folder. Is there a rule when they need the same name? I tested the animations and it looks to me that they worked fine even without any name change.
 
I have seen many units where the nifs had completly different path than the kfm, also in completly different folder. Is there a rule when they need the same name? I tested the animations and it looks to me that they worked fine even without any name change.

It doesnt matter. I rename the nifs to match the kfm files so I have a way to tell what animation the artist wanted to use with his nif. It doesnt mean anything to me to have druid.nif, but having it called Unique_Sumerian_Vulture.nif tell me what I should match it up with. I know its the druid model because its in the Druid directory.

There is a requirement to have a nif with the same name in the kfm directory. So if you point to /units/maceman/maceman.kfm there has to be a /usits/maceman/maceman.nif in the directory. You dont have to use that nif file, and it doesnt effect us often because we rarely use custom kfm's. But thats the reason, for example, that we have "axeman blood.nif" in the directory where we put "axeman blood.kfm". We don't actually use the "axeman blood.nif" for anythign (its just a renamed version of axeman.nif).

And thanks for the xml exports, but I dont touch xml files. I use the editor to write all the xml for me. If I was to cut and paste xml in then the next time the editor runs I would lose the changes.
 
The druid is nice, but i still tend to prefer green robes. Also, I think it may necessitate new Elven, (Satyr :please: ), Lizardmen, and Dwarven Druid graphics of similar quality. (I also would like Kuriotates to have a Dryad UU for the Druid, which would look like a prettier, female Treant.)

Actually, WarKirby created many skins for the druid. One of them is with green robe. We can created (almost) unlimited combination of robe-color and hair-color. All we have to do is switch back-and-forth with his skins.

I already reskinned three druids to match theme of Season Druids. The one from WarKirby is autumn IMHO, so I created Spring, Summer, and Winter Druid. They fits with many human civs (Summer for Balseraph, Winter for Doviello etc). This will lead to more flavourful human civs. Same Druid, different reskins. I only need WarKirby permission to upload the reskins.

I think this rejected proposal for the Vampire model could work much better as a vampiric Phalanx. The Calabim don't have unique art for that unit yet.

They don't have any yet? Hmmm, someone modmodmod this graphic please! :lol:
 

Attachments

  • Spring Druid.JPG
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  • Summer Druid.JPG
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  • Winter Druid.JPG
    Winter Druid.JPG
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Wow, nice one esvath, I've always wanted some druid skins to use for teh neutral civs - I think summer works for Amurites, winter for Sidar and spring for Hippus, with the regular skin for everyone else. Any chance of a special autumn (fall) druid for the Lanun?
 
Wow, nice one esvath, I've always wanted some druid skins to use for teh neutral civs - I think summer works for Amurites, winter for Sidar and spring for Hippus, with the regular skin for everyone else. Any chance of a special autumn (fall) druid for the Lanun?

I did almost nothing. WarKirby already prepared the skins, all I do was put them into dds and reskin the model.

The autumn druid is the "regular" druid created by WarKirby, IMHO. If you'd like another type of druid for Lanun, you might use my Enchantress reskin :mischief: She fits Lanun nicely :lol:
 
I think the Spring Druid would make a better summer druid, the summer druid a better spring druid
 
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