Graphical Quibbles...

Ah, I remember getting that issue now. It's a weird one, you're right. I only managed to change the animation by hacking away at the KF in NifSkope. It may be possible to copy the Controllers manually from the KF into the NIF.
Yeah, this one was a bit of an "Argh!". I ended up creating the appropriate nodes using nifskope directly. Love that program!

Anyway, after the "Argh!" subsided, I was able to create a gently moving graphic. I halved the speed of the rotation to make it look less like an active storm that's blowing right now, but more like a persistent phenomenon. Also, look at the second screenshot - I got it (more or less) confined to a single square without looking too flat or anything, I think it's pretty clear which square this graphic belongs to. :)

For the screenshots, I used a fScale = 0.15 and a fInterfaceScale = 0.5.

Cheers, LT.
 

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The Plasmathrower/Hyperian model won't import in blender. This is rather inconvenient since I was going to use it as a base.
AFAIK, it's just the clone worker model from next war with a new texture and rigged to the paratrooper skeleton. You could use the clone worker as base and rig it to a suited skeleton (and it doesn't need to be the paratrooper one, really, just any that's point its gun at something while shooting, so the flames can come out correctly)... of course, that's the fiddly part of the work that I hate.

Cheers, LT.
 
On that subject actually, do you know of any animation set which fires a gun from the hip ? Holding a flamethrower up to eye level like a rifle seems so strange, not to mention extremely difficult due to weight.
 
On that subject actually, do you know of any animation set which fires a gun from the hip ? Holding a flamethrower up to eye level like a rifle seems so strange, not to mention extremely difficult due to weight.
Yeah, there are a couple of animations that could work:
  • Chinese Cho-Ku-Nu - but there's a bit of weird arm movement for the crossbow reload
  • Next War Cyborg - he fires a shotgun held a bit above hip level, should be pretty good, I think, plus his animations are way underused
 
Not really a graphical issue per se, but aesthetic nevertheless. I think "Windmill" and "Sea Mill" should be renamed to "Turbine" and "Sea Turbine". Or maybe "Wind Turbine" for the first one. I used to live near a wind farm, and I'm pretty sure that's what they're supposed to be actually called. Also, it sounds cooler and more futuristic. Windmills in the present day don't "mill" anything. They produce power, and turbine is a correct name.
 
Ok, I'm mostly done. Total Polycount, 950

I now have a fully rigged guy, but I'm not sure how to do the flamethrower aspect. ie, the fire effects and sounds. I'm using a new animation set and skeleton, so I can't just paste it in over the old nif. What parts am I going to need to copy over from one of the existing flame units? Particles are something I don't have a lot of expertise with yet. Is this going to take kf editing ?
 
Ok, I'm mostly done. Total Polycount, 950

I now have a fully rigged guy, but I'm not sure how to do the flamethrower aspect. ie, the fire effects and sounds. I'm using a new animation set and skeleton, so I can't just paste it in over the old nif. What parts am I going to need to copy over from one of the existing flame units? Particles are something I don't have a lot of expertise with yet. Is this going to take kf editing ?
Look at the kf of the plasmathrower or flamethrower. The NiTextKeyExtraData-node contains the information, there is an effect (the flames) and origin node (from the nif) specified. Just replicate it using nifskope.

The flames are an effect from the CIV4EffectInfos.xml-file (the sound is done in a similar way). If you don't feel like it, I can do the flame-y bit, perhaps even in a new colour or changed effect (perhaps biiiiigger? Or reddish flames?).

Cheers, LT.
 
Not really a graphical issue per se, but aesthetic nevertheless. I think "Windmill" and "Sea Mill" should be renamed to "Turbine" and "Sea Turbine". Or maybe "Wind Turbine" for the first one. I used to live near a wind farm, and I'm pretty sure that's what they're supposed to be actually called. Also, it sounds cooler and more futuristic. Windmills in the present day don't "mill" anything. They produce power, and turbine is a correct name.

I think this is a case of "Everyone has a different background, so there will always be something that bugs anyone." like I said to Lord Tirian. In Belgium we do call them windmills. Also Tidal Harnesses could probably be called Turbines as well. Sea Mills seems more clear what it's about. Plus the name is shorter.

Total Polycount, 950

Awesome. :D That's low enough to use in the mid- or end-game.
 
I've found the mentioned node, but I can't see anywhere in it that specifies an origin node/coords. Could you maybe take a screenshot of where that data is

The offer to do it for me is appreciated, but I'll never learn that way :)
Hopefully after this is sorted, I can retroactively correct the animations for the flamethrower and plasmathrower. May eventually do Helion art too.

Also, will I need to modify any kfs other than rangedstrike ?
 
I've found the mentioned node, but I can't see anywhere in it that specifies an origin node/coords. Could you maybe take a screenshot of where that data is
Ayup, I circled it in red.

The upper entry "Num Text Keys" just specifies how many entries are there, if you need more, just increase the number and hit the green refresh button below it. Make sure that the first and last entry are as they are before the edit (with the start animation code and the end).

The entries between the start and end entry all have the same structure, first the time (in sec.) when they occur and then the entry what happens. Effect entries have the following syntax: EFFECT:name_of_the_node:effect_defined_in_the_XML

In this case, the node (of the plasmathrower, see 2nd screenshot) is fx_dummy_rifleblast_modern - you'll find that bone in the nif of the plasmathrower at the muzzle of the gun, where it's supposed to shoot from, also note that the scale of the node is applied to the size of the effect. The effect is EFFECT_RIFLEBLAST_FLAMES2, this one is a custom one from Planetfall specified in the CIV4EffectInfos.xml (in which a nif-file is referred, namely the one containing the blue fire effect, by modifying that nif, you can change the effect).

Sound effects are similar, they have the same structure but don't specify an origin node, but you'll find out quickly by just looking at them.

Also, will I need to modify any kfs other than rangedstrike ?
Unless you want to attach other funky effects while it's not attacking, no - AFAIK gun units only have the rangedstrike-kf as attack animation. You could, however, attach (in the same manner as above) an explosion to the death animation to make them go "BOOM"! ;)

By the way, these things are why I find nifskope so ridiculously use- and powerful. Apart from modelling, you could do almost everything else with it, somebody should really write an in-depth tutorial, but I'm never sufficiently motivated to do so...

Cheers, LT.
 

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This should be all the info I need, then.

But I noticed, the plasmathrower and flamethrower units have animations in their folders, obviously the ones they use. I've got a fair bit of experience here, and I usually prefer to make KFMs in a seperate, centrally acessible folder. Much like you're doing with the textures in art/shared. Any objection to me making a seperate flamethrower kfm, rather than sticking animations in the hyperian's folder? I'll do it with proper animation/kfm names, too.

I've use Konverter before, and I'm also well aware of issues with custom kfms, and how to solve them. This is mainly a question of a slight change in planetfall's organisational structure. In FF, I store them in the directory art/animations/KFMNameHere .Could do a similar thing here ?
 
Picture and file attached. There are two subfolders within the zip. one containing the hyperian nif and texture, the other containing the kfm/animations.

they don't have to be anywhere near each other in the file structure at all.
Flames work perfectly, clothing is teamcolored, everything seems good to go, unless someone feels like adding a gloss map.

I think this firing animation is far better suited to a flamethrower.
 

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Picture and file attached. There are two subfolders within the zip. one containing the hyperian nif and texture, the other containing the kfm/animations.

they don't have to be anywhere near each other in the file structure at all.
Flames work perfectly, clothing is teamcolored, everything seems good to go, unless someone feels like adding a gloss map.

I think this firing animation is far better suited to a flamethrower.

Thanks awesome! :D

I'm wondering, what does the flamethrower.nif do? I've never seen anyone include a nif with the animations before.

Also, despite the naming, the included animations are only for the Hyperian, correct?

But I noticed, the plasmathrower and flamethrower units have animations in their folders, obviously the ones they use. I've got a fair bit of experience here, and I usually prefer to make KFMs in a seperate, centrally acessible folder. Much like you're doing with the textures in art/shared. Any objection to me making a seperate flamethrower kfm, rather than sticking animations in the hyperian's folder? I'll do it with proper animation/kfm names, too.

I've use Konverter before, and I'm also well aware of issues with custom kfms, and how to solve them. This is mainly a question of a slight change in planetfall's organisational structure. In FF, I store them in the directory art/animations/KFMNameHere .Could do a similar thing here ?

My experience, and the reason for the current organizational structure, is that for graphics to work correctly even with Animations turned off, the animation files need to be in the same folder as the nif, and the kfm file has to have the exact same name as the nif. Do the FF graphics work correctly even with animations turned off?
 
I'm wondering, what does the flamethrower.nif do? I've never seen anyone include a nif with the animations before.

My experience, and the reason for the current organizational structure, is that for graphics to work correctly even with Animations turned off, the animation files need to be in the same folder as the nif

The answer to these two questions is the same, so I'll answer both at once.

As mentioned, I have a fair bit of experience with this. Mostly through trial and error (AKA: Experience), I have discoverered that, for animations to work, the following must be true

1. The folder containing the kfm must also contain a nif, to which the skeleton defined in the animation matches.

2. The folder containing the kfm must also contain a nif which has the same base name as the kfm (ie, flamethrower.kfm must be in the same folder as flamethrower.nif)

3. There must be an appropriately named and skeletoned (is that even a verb?) nif for every .kf which is referenced in the kfm.

The above reasoning is why the existing flamethrower unit is named "paratrooper.nif" and includes the paratrooper animations within it's kfm. I found this solution unsatisfactory, messy, and inefficient, and so I challenged it. Thi post contains a birief summary of my findings, part of which were determined via discussion and observation with other members of this wonderful forum, and part of which were simple trial and error on my part. It would be arrogant and probably untrue to call myself a pioneer, but I at least tried to find a better way, and suceeeded. Perhaps others who came before me merely didn;t document their findings too well. Another belief I have is that if you think you're the first or best person to do anything, you are completely wrong, and I try my best to avoid such claims.

The flamethrower folder I have provided, satisfies all of the above requirements in one, by providing flamethrower.kfm, flamethrower.nif, and renaming all the animations to use flamethrower as the prefix. Every single file within that folder is needed. Do NOT delete or move anything out of the folder, though the folder itself (assuming all contents are intact) can be moved anywhere you like. For the nif, again through practical experience, I have discovered that the skeleton is all the system really cares about. Therefore the flamethrower.nif in the provided folder contains only a skeleton, and no mesh or texture data, purely for resource saving reasons. Thusly it is only 5Kb and not much to be concerned about, but it IS necessary. DO NOT DELETE IT

The system firaxis have in place for this is rather arcane and confusing, at best. Putting the animations in every unit's folder is certainly the cleanest solution, in that it can be guaranteed to work with minimum fuss. But it is also a horribly inefficient solution. And is an oxymoron for any mod which has chosen to use a shared textures folder. like a step backwards in tech.

The technique I have provided here, is a step forwards, as far as I'm aware. It allows foolproof remote acessibility to a kfm, with the guarantee that it will work, and without the necessity to include anything beyond nif and texture(s) in the art's folder. Or to put it another way, you've been doing it wrong all along! And every unit in planetfall which includes animations from an existing animset is inefficient and wasteful.

As a side note, including th boundshape.nif anywhere, ever, is completely pointless and unecessary. In fact, I'd strongly advise doing a text search and removing all instances of boundshape.nif before your next fpk release. Also, nifskope was here. nifviewer sux.

I would personally advise putting the folder structure as follows:
Flamethrower folder goes under art/animations
Hyperian Folder goes under art/units

But that is entirely my personal preference for organisation. and may not fit yours. In any case, you can point the hyperian artdefine at the flamethrower.kfm, wherever you put it, and be certain that it will work. As a side note, you need to actually make a hyperian artdefine, since you don't currently have one.

Protip. Pointing one unit at another unit's artdefine is BAAAAAAAAAAAAAAAAD. Don't do it. Duplicate the data if necessary, but don't put multiple units on the same artdefine where possible unless you're really sure you want them to look identical no matter what. For placeholder art like this case, just duplicate the data in advance please. Would have saved me a little work in testing.

See, I'm not just a cute face ^__^
I have my areas of expertise, and Lord Tirian has his. I'm sure we both have something to learn from each other. And nobody is ever, ever perfect. The day you stop learning is the day you die.


Also, despite the naming, the included animations are only for the Hyperian, correct?

Right now, yes.
In the long term, no.
therefore, wherever you put them in the file structure, it is strongly advised to not make them a subfolder of any existing unit.
The point of seperating the animations from the unit, is to allow them to be stored and acessed in a central location. Eventually, I hope to make the flamethrower and plasmathrower units use them too. Which will require nothing additional in those units' directories, and will in fact allow deletion of the paratrooper anims which are currently there.
 
Since I have edited the previous post so many times, I am now making a new post just to remind you to look at again, in case you missed it. Please read over my previous post one more time, just in case..

And if you're sure you've read it all, please check the "last edited" time and be sure you've read it since then.
 
But if you need a short answer:


1. Put the "Hyperian" folder somewhere
2. Put the "Flamethrower" folder somewhere else
3. Point the artdefine at the "hyperian.nif" and "Flamethrower.kfm" within their respective folders, wherever you put them
4. ???????
5. Profit!
 
Also, nifskope was here. nifviewer sux.
I do prefer nifskope as well, but I have to say, nifviewer has a couple of uses - it's a good test for models before they go into the game, because the rendering is more faithful to Civ4, it's showing the summed up polycount (so you don't have to go through every mesh) and it crashes faster - whenever Civ4 would crash, whereas nifskope can still show models that would kill the Civ4 engine. Good to test them whether something got screwy.

On the animations folder issue, it's a matter of preference, because it's only useful as long as you have re-used animations. If, for example, every flamethrower unit gets a different flame effect (something I'd like and probably want to do later, if you don't mind), then you'd end up with one animation for each model again, just split up into different folders. One thing I do hate, however, is the renaming of nifs to match the animations - I'd rather edit the KFM, if I'm using unique/modified animations anyway.

EDIT: Not saying that setting up an extra shared animation directory is bad, actually I think it's a pretty ingenious idea, as long as you have duplicate animations, just as the shared texture folder is used for textures that are actually shared and non-shared textures are in their respective folders to make it easier to find/organise them. I guess Firaxis set it up as it is because of these two reasons - some textures are reused, but in Civ almost every unit has its own unique animation, making a shared animation directory just messier for organising the graphics team efforts.

Anyway, I'm more than pleased to see somebody with such enthusiasm working on graphics here! :)

Cheers, LT.
 
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