Help porting Beyond Earth Models

Crimson_Raider

Chieftain
Joined
Mar 24, 2018
Messages
9
I am currently trying to port in the SABR model from Beyond Earth. I was successfully able to obtain the textures, gr2 files, and the fxsxml, but I noticed that in the fxsxml there were some lines of code for the SABR that read as follows:

<BoneUsage>
<Bone name="FX_Scanner_Bone"/>
<Bone name="FX_MG_Bone_R"/>
<Bone name="FX_MG_Bone_L"/>
<Bone name="Point_GunEnergy"/>
<Bone name="Point_GunTop"/>
<Bone name="Point_GunVentLeft"/>
<Bone name="Point_PROJECTILE01"/>
<Bone name="Point_PROJECTILE02"/>
<Bone name="Point_GunVentRight"/>
<Bone name="WORLD_center"/>
<Bone name="wolfBeetleLLegRear1"/>
<Bone name="wolfBeetleLLegRear3"/>
<Bone name="wolfBeetleButt"/>
<Bone name="wolfBeetleHead"/>
<Bone name="wolfBeetleRLegFront1"/>
<Bone name="bone_Balance_L"/>
<Bone name="bone_Balance_R"/>
<Bone name="wolfBeetleLLegFrontPlatform"/>
<Bone name="wolfBeetleRLegRearPlatform"/>
<Bone name="wolfBeetleRLegFrontPlatform"/>
<Bone name="wolfBeetleLLegRearPlatform"/>
</BoneUsage>

So my question is, do I need to replace the "wolfBeetle" sections of bone in the xml with something that is compatible with Civ 5? And if so what should I replace it with? Any support is greatly appreciated! :)
 
No. The bones are the name of the bones in the .gr2 3D model, and the reference made in the .fxsxml is to potential targets of particle/ballistics effects made in the .ftsxml trigger definition file.


Nexus Buddy 2
does the necessary conversion work for you.

[FYI, this subforum is for completed tutorials, not questions. I've alerted the moderators to move it.]
 
Nutty is spot-on. If I might add an optional point, it would be that the .ftsxml files refer to particle effects that may not exist in CiV but exist in BE. I have heard (but never tried to find out) that the particle effects will work in CiV as well by porting them over and adding them in either directly into the original files or via a "fake" DLC (effectively appending them to the original files), but I don't know. If not, you will have to reference effects that already exist in CiV or the models will animate but will not have any effects.

You will also have to port any unique sounds over as well, but this can be easily done in a mod.
 
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