Frozen Units.

Spankyfart

Chieftain
Joined
Aug 13, 2008
Messages
27
I'm working on a modular civ for BTS and I am using some of zervers units.
These unit only have the xxxxx_fx.nif a xxxxx.kfm but no xxxx.nif.

I've opened up some other already done modular civs and they use the xxx_fx.nif as the xxxx.nif but my unit just freezes (spread arms) and if I want to move them the game hangs.
I would really like to use his units.



Picture also shows 2 launchers, one in his hand and one under his armpit.
I am at a loss here.

Spoiler :

Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_AT_INFANTRY_FRISIAN</Type>
			<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,5,11</Button>
			<fScale>0.44</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Modules/Custom Civilizations/Frisians/Flavor/antitankinfantry/AntiTankInfantry_FX.nif</NIF>
			<KFM>Modules/Custom Civilizations/Frisians/Flavor/antitankinfantry/AntiTankInfantry.kfm</KFM>
			<SHADERNIF>Modules/Custom Civilizations/Frisians/Flavor/antitankinfantry/AntiTankInfantry_FX.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>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>

I've tried to look for thhe problem, but I cannot find anything, if this is the wrong forum to ask please move the thread.
 
Try useing the standard AT_Infantry.KFM its looks like an animation problem.. and the first NIF entry should not be called _FX only the second one.. I know that there is only one _FX.nif in the folder but thats not a problem just write it as if there where two...
 
Try useing the standard AT_Infantry.KFM its looks like an animation problem...

Alright, i'll try that.

Ok i tried that, it loads the unit in worldbuilder instantly (instead of waiting a bit before) but when the game goes out of worldbuilder it stutters.
Which it didn't before it just crashed when i moved it ;)
I have a more then decent machine, E6600 8800gts 512.
 
Unfortunaltely Zerver often forgets to include all the needed files (because these can be taken from the base game) or full instructions.

If the second launcher does not go away on different anims, you could just delete it (the one he does not hold in his hand) it is used for the death animation, but the death anim will look ok without it in most cases.
 
Unfortunaltely Zerver often forgets to include all the needed files (because these can be taken from the base game) or full instructions.

If the second launcher does not go away on different anims, you could just delete it (the one he does not hold in his hand) it is used for the death animation, but the death anim will look ok without it in most cases.

I tried copying the freeze animation, but still the same.
I really like those units though, would love to see the problem resolved.
http://forums.civfanatics.com/downloads.php?do=file&id=8654

That's units i am talking about. It is the AT unit, the Marine works.
Didn't check the others yet.

And yes I see what you mean with instructions and such, I can't understand people put alot of effort into making them and then not add somekind of instruction how to use them.
I mean, most of the time it's rather straight forward, but still.
 
Try this: rename AntiTankInfantry_FX.nif to AntiTankInfantry.nif (without the FX). You will need to adjust the XML accordingly of course.
 
Try this: rename AntiTankInfantry_FX.nif to AntiTankInfantry.nif (without the FX). You will need to adjust the XML accordingly of course.

Cheers, that seemed to work. I did copy all the random files from the original TA directory too (before your reply).
I'll check later if that was it, or the renaming.

Thanks again.


Yeah I rechecked, without the other files I guess I didn't copy every file associated with the unit from the original directory.
Which is strange as I have modular civ's that don't have them (also the TA model from Zerver yet another country).
Ah well you are never to old to learn I guess.
 
and the first NIF entry should not be called _FX only the second one..

Is it a problem to write the _FX.nif into both entries (if only the _FX.nif is available)?
I just did that and the Unit seems fine in the World Builder. But I don't want my game to crash at a later point if it's wrong to do that.
 
I never had a problem with that. The frozen unit is a wrong animation, pick the right animation and everything should work fine.
 
It is fine to use the same file (_FX or not) for both entries.

You need however the Name.nif (no _FX) to be present in the same folder, where the KFM you are referencing is - this because the .Kfm does need this nif -a nif that has the same name as the KFM- to work.

You can rename the _FX.nif you have (as i suggested above) or use the nif from the original unit.
 
Then you probably got rid of more than you would like.

The dummy for the weapon effect is usually called "effect_[whatever effect]" or "dummy_effect_[...]". when deleting stuff be sure not to delete is as well (if it is child of the node you delete it will be lost)
On most units it is attached to the hand bone or weapon bone. Never to actual objects, so removing the weapon should not remove the effect dummy.
 
Then you probably got rid of more than you would like.

The dummy for the weapon effect is usually called "effect_[whatever effect]" or "dummy_effect_[...]". when deleting stuff be sure not to delete is as well (if it is child of the node you delete it will be lost)
On most units it is attached to the hand bone or weapon bone. Never to actual objects, so removing the weapon should not remove the effect dummy.
and so where i've to put this effect then, as child of which ninode?
 
It can basicly be attached to any node you want - the weapon as allways fired in the same position, so basicly the Dummy - if alighned properly - does not need to move and could be child of SceneRoot.

Most common is to attach it to the hand (or, if present, weapon) bone.
 
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