Deliverator
Graphical Hackificator
Could be that mixing and matching models with animation sets doesn't work.
<Entry>
<zType>FORMATION_WARRIOR</zType>
<UnitAsset>ASSET_UNIT_WARRIOR</UnitAsset>
<UnitMeshAnimatorAsset>ASSET_UNIT_WARRIOR_MESH_ANIMATOR</UnitMeshAnimatorAsset>
<UnitPortraitAsset>ASSET_UNIT_PORTRAIT_WARRIOR</UnitPortraitAsset>
</Entry>
And the files are saved NAME, NAME_AnimatedMesh and NAME_portrait
The animated mesh is in a new folder inside units called MeshAnimator
Reskinning seems to work then. But can you cut out the head model and replace it with something else?Finally got somewhere with modding 3D Units thanks to AssetRipper which does a pretty thorough job of turning the asset bundles back into a functional Unity project.
View attachment 632617
View attachment 632618
Yeah, I heard that you'd asked that - we need to do a bit more thinking internally before we can even give a coherent answer.
I'm a bit surprised about the terrain there - those are simple prefabs - but understand the point about units. The Scout prefab for instance has few objects but does have these four scripts. The last one is just for testing in the editor so not needed strictly speaking, but the other three are necessary. Is the scripts you would need, or does having the actual prefabs add something? From what I've seen, looks like the prefabs you're extracting from the asset bundle are exactly the originals.
I think the issue is primarily around the Mono Scripts since all the other raw material in the Prefabs such as meshes, animation, materials and textures seem to be extracted correctly and without issue. If there was a drastically cut down graphics template Unity project that had sufficient Mono Scripts to allow functional Terrain and Unit assets to be built into bundles that would be an excellent start. Perhaps with one fully working example of each category of Prefab. (I'd like to be able to play with the Fog Of War too, but that is a more niche request than Terrain and Units).Is the scripts you would need, or does having the actual prefabs add something? From what I've seen, looks like the prefabs you're extracting from the asset bundle are exactly the originals.
Reskinning seems to work then. But can you cut out the head model and replace it with something else?
Yes, judging by what I see, it will work like in Civ 4 and 5...it's just making entirely new unit models, prefabs. That would be alright. The question to resolve is how to add the new prefabs as culture-related replacements of the existing units, so that a Carthaginian spearman would be different from the Babylonian in looks only. At this stage, from what I read, that's not possible. A workaround would be to add unique units for all nations that have the same base stats, but sounds like more work.If you're asking can you modify the mesh of Units as well as the texture then the answer is yes, but if you want something equivalent to the Attachment system in Civ VI then Old World doesn't work in that way. Each Unit Prefab is a complete model with all body parts, armour and weapons. I guess you could do something where you had helmets that were rigged to the head bone (assuming the naming is consistent on different skeletons) and then you could reuse the same helmet for multiple different Unit Prefabs - that might work.
Yes, judging by what I see, it will work like in Civ 4 and 5...it's just making entirely new unit models, prefabs. That would be alright. The question to resolve is how to add the new prefabs as culture-related replacements of the existing units, so that a Carthaginian spearman would be different from the Babylonian in looks only. At this stage, from what I read, that's not possible. A workaround would be to add unique units for all nations that have the same base stats, but sounds like more work.
That would be well beyond me...It may be possible to create a framework for cultural variation for units via a DLL mod.