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[UNIT] Gearing class destroyer 2 types: as launched and FRAM2

Discussion in 'Civ4 - Unit Graphics' started by kine100, Jun 2, 2019.

  1. kine100

    kine100 Chieftain

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    Late, or after ww2 destroyer Gearing class 2 types: as launched in 1946 and 60/70's FRAM2 types.

    Download here

    Gearing class Wiki

    WW2 style: 1946

    60/70's cold war era FRAM2 style

     
  2. Sword_Of_Geddon

    Sword_Of_Geddon Mysterious Jungle Warrior

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    Very nice work here.
     
  3. kine100

    kine100 Chieftain

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    :crazyeye::goodjob:
     
  4. rtt4a

    rtt4a Chieftain

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    Nice looking ships:goodjob: tested in game and both works. Theres gunfire animations but turrets wont turn.
     
  5. kine100

    kine100 Chieftain

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    sorry for turret things..
    I didn't separate the parts.
    I am really not good for animation and technical things and choose not having bigger problem.
    again, I am really sorry for that I cannot help.
     
  6. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    Yea. I took a little look at it and actually making the thing animate would not be easy. Someone would have to load the model up in 3D software, modify the skeleton to fit and than manually skin the mesh to the new skeleton piece by piece. All the while constantly keeping in mind how each of the animations work and how they are supposed to work. And once that is done someone would have to spend way too much time going through every single animation modifying it so that it actually works with the new skeleton. Not easy.

    Anyway, I had a couple hours to kill so try this on for size.
     

    Attached Files:

  7. Sword_Of_Geddon

    Sword_Of_Geddon Mysterious Jungle Warrior

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    Wow thanks for doing that Purple, good to see you on the forums again btw.
     
  8. rtt4a

    rtt4a Chieftain

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    Thanks PPQ :thumbsup: tested in game and works fine.
    Thanks also Kine for making great new units.

    Edit: Closer look and animations works but gun turrets r little out of there places.
     
    Last edited: Aug 6, 2019
  9. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    can you post a screenshot so that I can adjust? They looked fine where I am from. Also, are you using the included special KFM or the default destroyer one? Because it won't work with the default ones.
     
  10. rtt4a

    rtt4a Chieftain

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    Hi,
    i tried with 46.kfm but with that the whole unit stops to work. I mean that it shows in game and all but in pedia theres nothing but button.
    After that i tried wtih destroyer.kfm and unit works expect those turret places.
     
  11. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    This is the XML I am using for testing and it all works fine with it:
    Code:
            <UnitArtInfo>
                <Type>ART_DEF_UNIT_DESTROYER</Type>
                <Button>,Art/Interface/Buttons/Units/Destroyer.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,7,9</Button>
                <fScale>0.7</fScale>
                <fInterfaceScale>1.1</fInterfaceScale>
                <bActAsLand>0</bActAsLand>
                <bActAsAir>0</bActAsAir>
                <NIF>Art/Units/46/46.nif</NIF>
                <KFM>Art/Units/46/46.kfm</KFM>
                <ShadowDef>
                    <ShadowNIF>Art/Units/01_UnitShadows/DestroyerShadow.nif</ShadowNIF>
                    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                    <fShadowScale>1.0</fShadowScale>
                </ShadowDef>
                <iDamageStates>4</iDamageStates>
                <TrailDefinition>
                    <Texture>Art/Shared/water_ship_wake.dds</Texture>
                    <fWidth>1</fWidth>
                    <fLength>180.0</fLength>
                    <fTaper>1</fTaper>
                    <fFadeStartTime>.2</fFadeStartTime>
                    <fFadeFalloff>0.35</fFadeFalloff>
                </TrailDefinition>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bSmoothMove>1</bSmoothMove>
                <fAngleInterpRate>720.0</fAngleInterpRate>
                <fBankRate>.2</fBankRate>
                <fExchangeAngle>25.0</fExchangeAngle>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
                <AudioRunSounds>
                    <AudioRunTypeLoop>LOOPSTEP_DESTOYER</AudioRunTypeLoop>
                    <AudioRunTypeEnd>ENDSTEP_DESTROYER</AudioRunTypeEnd>
                </AudioRunSounds>
                <SelectionSound>AS3D_UN_DESTROYER_FORT</SelectionSound>
                <ActionSound>AS3D_UN_DESTROYER_FORT</ActionSound>
            </UnitArtInfo>
     
  12. rtt4a

    rtt4a Chieftain

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    Weird.. i use exactly same art defines expect name, but unit wont work correct in pedia..
    Did you checked also pedia page or just graphics in game?

    <UnitArtInfo>
    <Type>ART_DEF_UNIT_GEARING_1946_DESTROYER</Type>
    <Button>,Art/Interface/Buttons/Units/Destroyer.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,7,9</Button>
    <fScale>0.66</fScale>
    <fInterfaceScale>1.1</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/46/46.nif</NIF>
    <KFM>Art/Units/46/46.kfm</KFM>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/DestroyerShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <iDamageStates>4</iDamageStates>
    <TrailDefinition>
    <Texture>Art/Shared/water_ship_wake.dds</Texture>
    <fWidth>1</fWidth>
    <fLength>180.0</fLength>
    <fTaper>1</fTaper>
    <fFadeStartTime>.2</fFadeStartTime>
    <fFadeFalloff>0.35</fFadeFalloff>
    </TrailDefinition>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bSmoothMove>1</bSmoothMove>
    <fAngleInterpRate>720.0</fAngleInterpRate>
    <fBankRate>.2</fBankRate>
    <fExchangeAngle>25.0</fExchangeAngle>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop>LOOPSTEP_DESTOYER</AudioRunTypeLoop>
    <AudioRunTypeEnd>ENDSTEP_DESTROYER</AudioRunTypeEnd>
    </AudioRunSounds>
    <SelectionSound>AS3D_UN_DESTROYER_FORT</SelectionSound>
    <ActionSound>AS3D_UN_DESTROYER_FORT</ActionSound>
    </UnitArtInfo>
     
  13. rtt4a

    rtt4a Chieftain

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    this is how pedia page looks with 46.kfm
     

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  14. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    That is odd indeed. Here is what it looks like for me.
    pedia.png

    This being said, I did see these things happening with units before with some other units when testing. But the only way I've ever seen it happen is if the KFM was in a different folder than the nif.
     
  15. rtt4a

    rtt4a Chieftain

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    I have seen this also earlier, but if I remember correct it was because some error in file entries..
    This one is really weird, its something in kfm-file.. tested many times and all works fine with regular destroyer.kfm (expect misplaced turrets).
     
  16. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    The odd thing is that I did not actually edit the KFM it self at all. All the edits are in the kf files. I just renamed the kfm file because I felt like it. Basically each of the kf files I had to manually open and edit the location of each of the turret bones to match their new positions.

    Since I can't reproduce the issue I'll do the next best thing and give you debugging instructions. Start by taking each of the kf files in the folder one by one and replacing it with the default ones from the destroyer.

    So pick -> replace -> load game. If the error is gone than report the file to me. Otherwise revert to the modified file I made and pick the next one.

    PS. How are you testing this? My test environment is basically a mod that only has this one unit and 2 xml files.
     
  17. rtt4a

    rtt4a Chieftain

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    Ill try that when have some free time. Im testing with ROM-AND2, latest version.
     
  18. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    If you are inserting it strait into another mod than it might be conflicting with something from it as well. Make sure to test it without anything else first and than carefully introduce it to make sure you are adding it correctly.
    For my own work with RiFE I add all my models as a custom module to make sure no clashes occur. And even than fiddling might be required at times.
     
  19. kine100

    kine100 Chieftain

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    :thumbsup::crazyeye: Thanks a lot Purple~!!
    recently I am learning animation to make the tin cans move like units..
    Still far from there though,
     
  20. DearHunter

    DearHunter Chieftain

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    Sep 11, 2019
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    after downloading which folder do I place this in I'M new and this is a neat ship
     

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