Graphics Modification Requests Thread

@raystuttgart, nice inventive use ('abuse' haha) of a unit graphic :thumbsup:
I have a dozen more of those if you guys are interested. :)
I am just afraid that you guys will get annoyed if I post too many of such requests at once.
 
@MightyToad

Sorry to annoy you again, but I really have a lot of resource animation requests. :blush:
Just hope that some of that stuff may be useful for your guys Civ4BTS mods as well.

These resources are again "converted Units" from Caveman 2 Cosmos mod.
(Thus most likely the skeleton is a bit strange.)

Could you please help to give these resources "fish animations"?
(Whatever is easiest for you, I will take it.)
Spoiler :

civ4screenshot0006-jpg.613176

civ4screenshot0002-jpg.613177

civ4screenshot0000-jpg.613178

 

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@MightyToad
3 more requests. :blush:

1. Could you please adjust for me this existing Rabbits to work for Civ4Col? It currently crashes Civ4Col if I try to use the animations provided.
(Most likely again that stupid shader issue that makes some Civ4BTS graphics incompatible with Civ4Col and vice versa.)

2. Could you then maybe also adjust these Guinea Pigs in the same way as well? They currently have no animations to my knowledge.
(I am not sure anymore if they even have animations originally. But in WTP they do not.)
Spoiler :
civ4screenshot0001-jpg.613181

3. And I know I am asking a lot at once, but these Turkeys here are currently also not animated.
(Maybe you could make something with them like for the "Canada Goose"?)
Spoiler :

civ4screenshot0000-jpg.613184
 

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The fish should work in CivCol. I added a shader to the water effects. It looks fainter than without it unfortunately. I remember schmitty asking about the ones for whales a long time ago. I'm curious if they even work in CivCol.
Fish.jpg

I rigged the turkeys to sheep like the canadian geese. The models are really way too high poly. Especially for a resource. I rigged it "as is", but someone should redo the models. The shader version is over 900k.
Turkey.jpg

The guinea pigs are rigged to pigs. I originally was going to rig it to the beavers, but decided on pigs because I figured the pasture improvement would be more suitable.
Guinea_Pig.jpg

Adding a skin partition to the rabbits breaks the animations. I don't know what witchcraft Sabotleih used, but there is only one skeleton for all the rabbits. They take turns using it somehow. Anyway, it was easier to just rig them to the beavers. I'm not sure it will work in CivCol.
Rabbits.jpg
 

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@MightyToad
Thanks again a LOT ! :hug:

All the fish, whales, crabs ... in the mod are now happily jumping together.
(So everything used in our fishing and whaling features is now animalted. :thumbsup:)
Spoiler :

civ4screenshot0013-jpg.613248



The turkeys, rabbits and guinea pigs also work flawlessly.
(They are sooo cute !!! :mischief:)
Spoiler :

civ4screenshot0006-jpg.613251



Ol' McToad had a farm, ...
Yeah, we most likely should start a thread called "MightyToad's saved animal refuge" :lol:
 

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Sorry guys. I am here again already ... :(

I would need once more help me animate these 4:
(All of them are again converted Unit graphics from Caveman 2 Cosmos.)

They are all animals that are hunted in our mod.
(Similar to e.g. Deer and Bison.)
  • Big Horn Sheep (Deer animation?)
  • Caribou (Deer animation?)
  • Moose (Deer animation?)
  • Musk Ox (Bison animation?)
Spoiler :

civ4screenshot0000-jpg.613255

civ4screenshot0001-jpg.613258

civ4screenshot0002-jpg.613256

civ4screenshot0003-jpg.613257

 

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@MightyToad
Tested and confirmed that they work perfectly again. :)

Spoiler :

civ4screenshot0006-jpg.613402

civ4screenshot0009-jpg.613403

civ4screenshot0007-jpg.613404

civ4screenshot0008-jpg.613405


 

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Hi guys,

sorry, I really know I am "mass producing" animation request. :blush:
So I really understand if it gets annoying and do not expect this to be solved directly.

However here are a few more Bonus Resources from our mod though that are not yet animated.
And as always, I take whatever animations I get ... as long as it moves, I am happy.

-----

Credits:
All of those are again converted Unit graphics I had found in Caveman2Cosmos mod.
(So the bone structure is probably - or almost certainly - not fitting for a resource.)

-----


Gulls and Vultures:

Is it possible to have them circling in the air?
(Really do not expect anything fancy like wing flapping, just flying in circles above ground.)
Spoiler :

gulls-jpg.613468

vultures-jpg.613466



Ducks, Boobies and Loons:

I would perfectly be happy if they get same animation as for the "Canada Goose".
(They had gotten the Sheep KFM)

Edit:
If that is a problem for the "Boobies", it would also be perfectly fine if they just sit on the water surface and swim in circles.
(Simple circling on water without any other body movement would be good enough.)

Spoiler :

ducks-jpg.613467

boobies-jpg.613470

loons-jpg.613469



-----

As I said though:
As long as it moves, I am happy.
I'll take whatever I get.

Thanks in advance for all help. :hug:

Best regards
ray
 

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Hi guys,

The NIF of this Llama Resource in the Civ4 Download section is crashing Civ4Col.
Could somebody please convert it for me as an _FX NIF (ShaderNif) version?
I guess I can then just try to use the Horse KFM to animate it, as the link told.

Thanks in advance. :)
 
Last edited:
@SaibotLieh

Is it possible to use the animation of your SeaLion here, to create an animate resourse with this Walruss?
(The graphics are a converted Unit graphic from Caveman 2 Cosmos, so the bone structure is probably messed up.)

To work in Civ4Col it needs a "ShaderNIF" (_FX).
I do not really know the difference, but most likely you do yourself already.

Your Sealion:
Spoiler :

sea_lions_ouk-jpg.437076



Walruss:
Spoiler :

civ4screenshot0010-jpg.613480

 

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Ok guys, I better stop for today. :)

Sorry again for annoying with so many requests.
And thanks again in advance for all help.
 
@SaibotLieh

Is it possible to use the animation of your SeaLion here, to create an animate resourse with this Walruss?
(The graphics are a converted Unit graphic from Caveman 2 Cosmos, so the bone structure is probably messed up.)

To work in Civ4Col it needs a "ShaderNIF" (_FX).
I do not really know the difference, but most likely you do yourself already.

Your Sealion:
Spoiler :

sea_lions_ouk-jpg.437076



Walruss:
Spoiler :

civ4screenshot0010-jpg.613480

Does it need to be that model or would the walrus resource based on the sealion model already be sufficient? https://forums.civfanatics.com/resources/walrus-resource.16681/
 
Does it need to be that model or would the walrus resource based on the sealion model already be sufficient?
I just hoped that the model I had shown could be rigged over the bone structure of your sealion with less effort than creating a new model.
Also is a very realistic model for a walruss and I also already use your sealion as well thus the new resource should look a bit different.

But if you can create something that looks even better I am perfectly open for all ideas. :thumbsup:
As long as it looks like a walruss and is thus easy to visually differentiate from a sealion it would be fine.
 

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I just hoped that the model I had shown could be rigged over the bone structure of your sealion with less effort than creating a new model.
Also is a very realistic model for a walruss and I also already use your sealion as well thus the new resource should look a bit different.

But if you can create something that looks even better I am perfectly open for all ideas. :thumbsup:
As long as it looks like a walruss and is thus easy to visually differentiate from a sealion it would be fine.
No worries and fair enough, just wanted to make sure you already know about the other option. I will see if I can fit the walrus model you posted to the resource skeleton.
 
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