Graphics Modification Requests Thread

Yes, I know that the Civ5 version is cool just didn't want to ask for a conversation, because I remember that last one (Kamehameha?) was a lot of work.
Yes, Kamehameha kicked my ass. I will at least attempt it, but might be a while. If nothing else I will admit defeat, and hand the torch off to someone else (again).

BTW, after listening to what tantan said... This guys sounds like a real jerk. Maybe hammurambi is too nice. I would use him solely because of the beard if for no other reason.
 
Ashurbanipal.jpg

I've got Ashurbanipal as far along as a wish to. I spent a lot of time playing with the bone weights trying to keep separate parts from clipping through each other (especially the beard). Add more weight here, less there, ect. It looks decent right now, but he has gumby arms when he gestures during the greeting. It was necessary to keep the arms from detaching from the torso.

I kept the original arms, but ultimately had to cut off the hands, and splice on hammurambis since he has spider fingers. The bones just weren't lining up with ashurs fat meat hooks.

I didn't bother with a shader version, but the original textures are uploaded by Deliverator here:
https://forums.civfanatics.com/resources/civ5-ashurbanipal-3d-leader-dx9-textures.27614/
 

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He’s marvelous~!! :love: Thank you MightyToad for putting in such a heroic effort! This was a pretty quick turnaround, I can sense your power increasing. Okay, Team Scrubs is on the job :thumbsup:
 
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I've got Ashurbanipal as far along as a wish to. I spent a lot of time playing with the bone weights trying to keep separate parts from clipping through each other (especially the beard). Add more weight here, less there, ect. It looks decent right now, but he has gumby arms when he gestures during the greeting. It was necessary to keep the arms from detaching from the torso.

I kept the original arms, but ultimately had to cut off the hands, and splice on hammurambis since he has spider fingers. The bones just weren't lining up with ashurs fat meat hooks.

I didn't bother with a shader version, but the original textures are uploaded by Deliverator here:
https://forums.civfanatics.com/resources/civ5-ashurbanipal-3d-leader-dx9-textures.27614/
Excellent work!
 
Could somebody please help me to animate this Bonus Ressource (Canada Goose)?
(I created it from remodelling and retexturing an existing other 3D bird graphic.)

I really have no idea how to create animations ... :dunno:
(I am a programmer and not a graphical modder.)

I attached the 3D graphics (nif) in the attached rar.
(The nif structure may be really bad quality, so feel free to totally change it if necessary.)

Thousand thanks in advance. :)

canada-goose-jpg.602621
 

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I rigged it to the sheep like the chickens.
Thanks for your effort to animate my retextured "Canada Goose". :)
(I will check the animations tomorrow. Too tired today.)

Considering the Chicken (which you animated as well for us):

They works perfectly ingame with animation and all and they really look nice. :goodjob:
But they still crash Colopedia for some reason and I can not fix it myself.

For some reason things in Civ4Col Colopedia simply work differently than in Civ4BTS Civilopedia.
(I have not found a Civ4Col graphical modder to check and repair it or simply figure out what causes the crash.)

It would have been cool to have them flap their wings, but it wasn't worth the trouble.
Well, I take what I get. :thumbsup:
(I understand how much effort modding can be.)
 
(I have not found a Civ4Col graphical modder to check and repair it or simply figure out what causes the crash.)
I've made a shader version of the chickens and geese. Colonization only uses shadered stuff from what I can tell. I have no way to test it, but these should work. :shifty:

Looking at the XML for sheep (for WTP on GIT) it omits the non shadered entry entirely. It also has two new ones for <bShadowCastor>, and <bRefractionCastor>. What ever those are. :crazyeye:
 

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I've made a shader version of the chickens and geese.
Thanks a lot. :hug:

<bShadowCastor>, and <bRefractionCastor>. What ever those are.
To my knowledge it is pretty simple:

<bShadowCastor> --> It cast a shadow on land
<bRefractionCastor> --> It is "mirrored" on water

Those are features that were added to the graphic engine of Civ4Col.
(The engine will then calculate it automatically depending on the angle you look at it.)

---

It is not really that important though. :)
Nothing bad can happen if the ArtDef simply ignores them / turns them off.
 

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@MightyToad

Would it be possible to rig this on Sheep to create a Goats Bonus Ressource?
(NIF and texture are attached. If I remeber correctly I found original graphics in Caveman2Cosmos mod.)

Similar to the Sheep, there might be a couple of them walking around and grasing.
Maybe just 4 goats instead of 6 sheep, but whatever is easiest to do, I would take it of course.

goat-jpg.613107


As comparison I just added a screenshot of sheep:
(I am aware that Civ4BTS also has these sheep.)
Spoiler :

civ4screenshot0006-jpg.613109

 

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Would it be possible to rig this on Sheep to create a Goats Bonus Ressource?
Yup. You say this is from C2C. I figured why not just use their resource? But, after looking through their git repository it doesn't look like they have one. It has a strange skeleton that won't work with any animation that I know of.

Goats may look better rigged to deer or horses. Either way it is a very nice model.
 
Yup. You say this is from C2C. I figured why not just use their resource?
The original graphic is not a resource graphic. (see below)
Otherwise I would of course have tried to use that one directly.

It has a strange skeleton that won't work with any animation that I know of.
The original graphic is a Unit graphic and thus of course has a skeleton for Unit movement.
I just "abuse" it as a resource graphic, due to the lack of better alternatives.

Goats may look better rigged to deer or horses.
Sounds even better. :)
As I said, I am grateful for everything I can get.
 
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