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Graphics Modification Requests Thread

Can someone merge the modelings in these nif files?
Celtic_Dun_Wall_01, Celtic_Dun_Wall_02 and Celtic_Dun_Wall_04.
Seems like it's not possible to merge two NiTriStrips in NifSkope...
 

Attachments

Can someone merge the modelings in these nif files?
Celtic_Dun_Wall_01, Celtic_Dun_Wall_02 and Celtic_Dun_Wall_04.
Seems like it's not possible to merge two NiTriStrips in NifSkope...

Into what geometry do you want them merged?
 
Into what geometry do you want them merged?
I just want the two walls look as one in the game.
I duplicated and pasted the NitriStrip under NiNode, but only one of them appeared in the game.
So I thought, maybe merging the two NiTriStrips into one NiTriStrip might work.

I don't have much knowledge on this, so I am not so sure of it, tho.
 
I just want the two walls look as one in the game.
I duplicated and pasted the NitriStrip under NiNode, but only one of them appeared in the game.
So I thought, maybe merging the two NiTriStrips into one NiTriStrip might work.

I don't have much knowledge on this, so I am not so sure of it, tho.
Draw a picture of what you want, please. I cannot understand you.
 
Draw a picture of what you want, please. I cannot understand you.
This is what really it should look like in the game:
11111.jpg


But instead, I am getting this:
22222.jpg


Only one singular wall.
It should be doubled
 
You pasted a copy of the wall, and you didn't translate it in x or y directions? If you don't they'll be ontop of each other.
 
You pasted a copy of the wall, and you didn't translate it in x or y directions? If you don't they'll be ontop of each other.
What do you mean by translating the x/y directions?
Are there any other than editing the transform of the NiTriStrips?
 
Loo
What do you mean by translating the x/y directions?
Are there any other than editing the transform of the NiTriStrips?
Look at the block details window on the right side of the picture where it says Translation and Scale. You can left-click on the numbers to get text boxes, then type in what numbers you want. Scale made the copy bigger. X and y translation shifted it around. Z translation made it a little lower to be same height as inner wall. It took me 5 minutes. These are simplest things to do with nifskope, to move separate objects around.
I've never worked with walls, so if you want it to fit a city as the city grows, then you gotta ask somebody else.
 
Loo
Look at the block details window on the right side of the picture where it says Translation and Scale. You can left-click on the numbers to get text boxes, then type in what numbers you want. Scale made the copy bigger. X and y translation shifted it around. Z translation made it a little lower to be same height as inner wall. It took me 5 minutes. These are simplest things to do with nifskope, to move separate objects around.
I've never worked with walls, so if you want it to fit a city as the city grows, then you gotta ask somebody else.
If that's what you meant, yes, I've already tried.
But seems like the game force the building to be positioned at (0,0,0) when it's used as walls.
Anyway, thanks.
 
Can someone merge the modelings in these nif files?
Celtic_Dun_Wall_01, Celtic_Dun_Wall_02 and Celtic_Dun_Wall_04.
Seems like it's not possible to merge two NiTriStrips in NifSkope...

I don't know if this will solve your problem, but in attached files, the 2 walls in each Celtic_Dun_Wall_0x.nif file are merged into a single object. Maybe you can make it work with these.
It was easy to do by
1) import a nif file into blender
2) select both walls (they are now separate blender objects)
3) join the two blender objects into one with control-j
4) select everything for to be exported
5) export into a new nif file

Usually, you don't need to do nifswaps if nothing was animated, but i'm not sure with walls.
 

Attachments

I don't know if this will solve your problem, but in attached files, the 2 walls in each Celtic_Dun_Wall_0x.nif file are merged into a single object. Maybe you can make it work with these.
It was easy to do by
1) import a nif file into blender
2) select both walls (they are now separate blender objects)
3) join the two blender objects into one with control-j
4) select everything for to be exported
5) export into a new nif file

Usually, you don't need to do nifswaps if nothing was animated, but i'm not sure with walls.
Thank you @mardonius!
This solved all the problems I had!
Bless ya :thumbsup:
 
I will tell you something i discovered....
Nifskope is great to add models together into one nif, or to replace a child model (becomes a separate object when nif file is brought into blender) with another model in its place (a musket for a sword). But if you add more than 8 models (separate objects) in nifskope, then save the nif file, you will see what you wanted in nifskope.
But when you put this nif into civ4, only the first 8 objects you added will appear (get rendered) inside civ4.
I think you're correct that there's no way to merge separate nif file branches inside nifskope. This is why i learned to merge objects with control+j in blender.
 
Hello creator community. I very much hope there are still creators here who are interested in leaderhead modeling.

I would like to request Shengzu of Qing, the Kangxi Emperor. This leaderhead would immediately become the representative leader for the Manchu civilization (separate from China) that I plan to add to my mod.

It would be great if we had leaderhead art approximating this portrayal of Kangxi:

749741


Generally I try to fill leaderheads using already existing art from the download database, but unfortunately there are no fitting candidates as far as I can tell. While there are many unused Chinese leaders in the database, they are all from Han Chinese rulers whose appearance does not fit the Manchu origins of this ruler. The purpose of the Manchu civilization is to be distinct from Han China and the leaderhead should represent this.

I would be fine with a composite remodel using:
  • Face and beard from Genghis LH: there is actually surprising similarity between that leaderhead and the depiction above, including the skin colour. Other leaderheads that might fit are: Wang Kon or Liu Bei.
  • Headdress from Kublai LH: it's not exactly the same, but it could work.
  • Robes from Taizong LH: match the overall design and appearance. Taizong's animations might also be fitting.
I would really appreciate if someone with LH modeling experience could take a stab at this and help me "unlock" the Manchu civ I want to include.
 
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