Getting Civ 4 Units into Civ 5

I would be grateful if someone could help explain the "clean up" process for NIF scripts to make them blender friendly.
 
I ran into the same problem that human machine ran into about the unit staying black after removing the vertex color in post #107. I took bernie14's response about opening the missing texture in the uv/image editor window and it seemed to work. After joining the meshes to the body I continued on to the next steps. The problem I am having is making a single texture using the bake method. (I mentioned this first part in case it has something to do with my issue.)

here is my uv/layer jigsaw before the bake

screenshot 1.jpg

here it is after the bake

screenshot2.jpg

Only one of the materials were baked out of the 2.

here is the screenshot in object mode

screenshot 3.jpg

I have been on this for hours trying to figure this out to no avail. Any help is greatly appreciated.

I also have the same issue that LoneGamer had in post#21 about assigning the proper vertex groups because their are only 2 materials and the unit has a weapon and sheild in the same mat. He solved it but Im not sure how he did it.

I would like to contribute converted units to the civ community since there is a shortage of people doing so.
 
I was finally able to fix both issues and actually got the unit in game :whew:. The only problem I'm having now is the f scale. My unit is extremely small. I changed the f scale in nexus buddy but the unit is still tiny as a bug. Somebody please help, I'm sooo close.
 
I was finally able to fix both issues and actually got the unit in game :whew:. The only problem I'm having now is the f scale. My unit is extremely small. I changed the f scale in nexus buddy but the unit is still tiny as a bug. Somebody please help, I'm sooo close.

did you get the civ4 mesh onto the civ5 bone template?....the civ4 meshs tend to be quite small and have to be sized up significantly in order to fit the civ5 templates

go to this TUT to scale up the civ4 mesh....there are many templates out there now...:D
 
I'm still confused: Can we extract the civ 5 animations and use them with new/modfied civ 5 meshs or not?

dont know exactly if i am following u....afik, we can take any mesh, size and shape it, apply the proper rigging and bone names to the appropiate civ5 template, export an fbx, create a gr2, then that mesh will use the corresponding fsxml file to animate the model
 
did you get the civ4 mesh onto the civ5 bone template?....the civ4 meshs tend to be quite small and have to be sized up significantly in order to fit the civ5 templates

go to this TUT to scale up the civ4 mesh....there are many templates out there now...:D

Thanks Bernie14
I created my first unit with civ5 animations using that tut. I'm on my second unit now.

I'm having trouble getting this one to show up in game though. I redid the SQLs and fxsxml in modbuddy but got the same result (he is invisible). When renaming the bone nodes in nifscope, do you have to put them in any particular order? The bones for the nif was in a different order. After the pelvis came the spine.
 
Thanks Bernie14
I created my first unit with civ5 animations using that tut. I'm on my second unit now.

I'm having trouble getting this one to show up in game though. I redid the SQLs and fxsxml in modbuddy but got the same result (he is invisible). When renaming the bone nodes in nifscope, do you have to put them in any particular order? The bones for the nif was in a different order. After the pelvis came the spine.

i am not very good with nifscope. I have noticed invisible units when the export settings are not right....make sure it is correct...it is case SeNsItIvE......

aside from that, what i usually do if I am going to use a nif file is get rid of everything except the mesh files, then import to blender, open up a template and copy the nif import to the template, then give it a "temporary" material, resizet o fit the template, use the "make parent" to assign to the skeleton, then toggle materials back and forth to rig the vertices to the proper bones and line up the body parts...then I get rid of the old mesh....it is same as the process I use in my TUT.....
 
i am not very good with nifscope. I have noticed invisible units when the export settings are not right....make sure it is correct...it is case SeNsItIvE......

aside from that, what i usually do if I am going to use a nif file is get rid of everything except the mesh files, then import to blender, open up a template and copy the nif import to the template, then give it a "temporary" material, resizet o fit the template, use the "make parent" to assign to the skeleton, then toggle materials back and forth to rig the vertices to the proper bones and line up the body parts...then I get rid of the old mesh....it is same as the process I use in my TUT.....

Thanks for the reply bernie14 :thanx: .
I usually do the nif scope bone rename, but this is defenetly another way I could try. Thanks for that.

The problem for the spearman, I beleive, was the blender nif import settings. I had the apply skin deformation activated.

I did run into another invisible unit dilemma recently with the correct import setting. I beleive it was the original nif beacuse I had the non uniform scaling not supported error when exporting. The alt A didnt work so I deleted everthing but the mesh and skeleton. It must of had some corrupt nodes.
 
The actual version of Blender 2.6 needs Nif Script in 2.6 version:
http://niftools.sourceforge.net/forum/viewtopic.php?f=13&t=3172

EDIT:
wrrr I have wasted some time to find below information about needed versions. If somebody needs it:
Requirements Version Download Link Additional Notes
Blender 2.49b Blender 2.49b
Python 2.6.6 Python 2.6.6 Only 32-bit, x86 version supported
PyFFI 2.1.11 PyFFI 2.1.11
Blender Nif Scripts 2.5.8 Blender Nif Scripts 2.5.8

Link to source http://niftools.sourceforge.net/wiki/Blender

Thank you this is what I needed to know. What a headache so far.

Do I need this? IndieStone NexusBuddy...I cannot get a working app for this. The one I found that someone posted does not work.

So far so good. All except for IndieStone NexusBuddy, all apps are up and running. My plan is this. I have a WWI mod I made for CiIV. I want to start by reskinning all of the infantry units and put them in the CiV unit graphics thread. Then I will work on ships and artillery. I suppose I should take the process of learning this nice and slow?
 
All except for IndieStone NexusBuddy, all apps are up and running.

Make sure you place IndieStone NexusBuddy in the same folder as the Nexus.exe. (C:/........Steam/SteamApps/Common/Sid Meier's Civilization V SDK/Nexus/x86)
 
Make sure you place IndieStone NexusBuddy in the same folder as the Nexus.exe. (C:/........Steam/SteamApps/Common/Sid Meier's Civilization V SDK/Nexus/x86)

I could not get it to work right. So, for the time being I'll leave you guys to your craft. If any of you can get me out a batch of WWI infantry, I'll be much obliged. In the meantime, I'll stick to learning other aspects of modding. :)
 
Hello guys, I could need some help. I am trying to import the Civ4 aircraft carrier in blender, which works BUT I can't import the texture. I set the right path to all texture files, including "environment_fx_greymetal.dds" which is needed for that unit, but after the importing the whole texture is white. There are no error message in the console. What could went wrong?
 
Hello guys, I could need some help. I am trying to import the Civ4 aircraft carrier in blender, which works BUT I can't import the texture. I set the right path to all texture files, including "environment_fx_greymetal.dds" which is needed for that unit, but after the importing the whole texture is white. There are no error message in the console. What could went wrong?

It might be looking at the wrong path. Are you seeing pink or grey on your model in blender?
 
Is the map imput setting to UV coordinates, under the material buttons tab? If its pink then the mesh is not connected to the DDS file.
 
Is the map imput setting to UV coordinates, under the material buttons tab? If its pink then the mesh is not connected to the DDS file.


Ah well it worked thank you. I wasn't in edit mode. Pressing the tabulator key and then adding the texture worked just fine. But there is another problem i ran into:

I was able to load the .fbx file into nexus buddy to create a new unit, but I can't get the texture asigned to it. I select the correct texture in "BaseTextureMap", but after I load it in granny viewer, the unit doesn't has a texture. Maybe some screenshots make it clearer:

http://s1.directupload.net/file/d/3033/e74dnsla_png.htm
http://s7.directupload.net/file/d/3033/pvswimi3_png.htm

What could be the cause of that problem?
 
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