German Heavy Cruiser (Pocket Battleship)

Very nice vessel Wolfie & GM, Coyote, i will enjoy scaring it into port, will it blow up when confronted by RN ships :groucho:
Here's what the Graf Spee thinks of your British cruisers!

GrafSpeeG4.png
 
Ah, good some variety in the ships to attack and be attacked... I do intend next to play Wolfshanze as the Germans. So far I haven't really got past playing the Celts mostly as Brennus. Will have to see what the other civs are like... ;-)
 
Love the unit, but can't seem to be able to make it work. Looking at the logs, I'm seeing this:

Spoiler :
RESMGR: Failed loading file Art/Units/GrafSpee/Battleship_MD_Damage_Boat_Texture_DamTexture1.kf. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file Art/Units/GrafSpee/Battleship_MD_Damage_Boat_Texture_DamTexture1.kf. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file Art/Units/GrafSpee/Battleship_MD_Damage_BodyGeometry_DamGeometry1.kf. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file Art/Units/GrafSpee/Battleship_MD_Damage_BodyGeometry_DamGeometry1.kf. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file Art/Units/GrafSpee/Battleship_MD_Damage_Boat_Texture_DamTexture1.kf. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file Art/Units/GrafSpee/Battleship_MD_Damage_Boat_Texture_DamTexture1.kf. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file Art/Units/GrafSpee/Battleship_MD_Damage_BodyGeometry_DamGeometry1.kf. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file Art/Units/GrafSpee/Battleship_MD_Damage_BodyGeometry_DamGeometry1.kf. Reason: (code:1) Cannot open file.


I'm missing some stuff. How do I incorporate the new graphics?

The Art Def file is set up as follows:

Spoiler :
Code:
			<Type>ART_DEF_UNIT_CRUISER_AXIS</Type>
			<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,2,12</Button>
			<fScale>0.65</fScale>
			<fInterfaceScale>0.9</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/GrafSpee/Graf_Spee.nif</NIF>
			<KFM>Art/Units/GrafSpee/Graf_Spee.kfm</KFM>
			<SHADERNIF>Art/Units/GrafSpee/Graf_Spee.nif</SHADERNIF>
 
if you have unpacked your civ files you can simply copy the files from your log from the standard BB in the GrafSpee folder. After this it should work. [Even if i have no idea why it doesn´t work now - it should, even with the missing files (side note: it was necessary to change some other kf files because of the turrets and the ship itself, but this files do not touch it)]
 
You do NOT need any additional files to use the Graf Spee... it includes all the needed files in the download... you do NOT need to get additional files from the Battleship, that would be a waste of time/effort.

Here is the code I used, using the exact same files included in the download... the directories I used may be different, but I'm using the same files as in the download:

Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_CRUISER_GERMAN</Type>
			<Button>Art/Interface/Buttons/Units/GrafSpee.dds</Button>
			<fScale>0.99</fScale>
			<fInterfaceScale>0.9</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/German/HeavyCruiser/Grey/Graf_Spee.nif</NIF>
			<KFM>Art/Units/German/HeavyCruiser/Grey/Graf_Spee.kfm</KFM>
			<SHADERNIF>Art/Units/German/HeavyCruiser/Grey/Graf_Spee.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/BattleshipShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>0.83</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>

And of-course, the ArtStyleType xml:
Code:
				<StyleUnit>
					<UnitType>UNIT_CRUISER</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_CRUISER_GERMAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_CRUISER_GERMAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_CRUISER_GERMAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>

That's all I did to use this unit, using the same files... you don't need additional files from the battleship to get it to run.
 
it´s not absolut correct, but i don´t understand why Ambreville has the problem. To the files Ambreville listed is a link in the kfm file and as long General Matt didn´t changed the entries there the link is still there, but i had no problem without the files :confused:
 
Well, the Graf Spee appears correctly in the game, but I get this log entry about files that can't be opened, which is why I'm concerned. I'm using exactly the same coding as what Wolfie posted.
When are you getting the log entries?
 
Well, an Arado 196 already exists for Civ4.

Ar196.png
 
I generally run Civ4 with logs enabled. When I exit the game and check the logs, the information about the failure to open Graf Spee's files is listed there.
Hmmm... in-game does there seem to be any problem with the Graf Spee, or is it just those little reports in the end? Maybe I need to upload more animation files... in-game I've noticed no ill-effect, but I could put the other battleship KF files with the download if that would stop the reports?!?! I just never noticed any problems in-game with the Graf Spee, so never figured I needed more files.

These are the nine "missing" Kf files from the default battleship animation... stick them in with your Graf Spee Kf files and see if it makes a difference in your reports.
 

Attachments

Hmmm... in-game does there seem to be any problem with the Graf Spee, or is it just those little reports in the end? Maybe I need to upload more animation files... in-game I've noticed no ill-effect, but I could put the other battleship KF files with the download if that would stop the reports?!?! I just never noticed any problems in-game with the Graf Spee, so never figured I needed more files.

These are the nine "missing" Kf files from the default battleship animation... stick them in with your Graf Spee Kf files and see if it makes a difference in your reports.

My Graf Spee I think is okay in the game. It's just those log entries that surprised me. I'll try adding your uploaded files and see what that does. Thanks.
 
Let me know if those 9 Kf files cleans anything up for you... if they do, I'll add them to the "official" download.
 
Yes, all good now. The pesky logs aren't showing up. Thanks!
Okay, thanks for the info... I have updated the original post/download with the extra KF files (and I'll talk to Matt about sending me ALL the needed files in the future!).
 
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