Aaaah....crap, i see the tutorial doesn't cover that part.
Okay, ultra short introduction:
In UnitInfos.xml you have this:
in your unit entry.
That's the link to the art, if you want to add custom art.
These art entries then have to be created in the XML\Art\ files.
For new unit entries you go to XML\Art\ArtDefines_units.xml, for Civilzations to XML\Art\ArtDefines_Civilizations.xml etc.
In these files you have then entries like this:
Copy such an entry. Change ART_DEF_UNIT_LION to ART_DEF_UNIT_ASSYRIAN_BATTERING_RAM. Then you have lion graphics for your battering ram, but if you do this accordingly also for the civ and the leaderhead, then your mod shouldn't crash anymore.
Then you have to get some art, just use something from our database
.
Important are then the entries for the buttons and this part:
In this case there's a folder "Art" in the assets folder, which has a folder "Units", which has a folder "Lion" in which these files are (and many more; all are needed).
If you have a new unit, put it somewhere into the Art folder of your mod, put the unit there, and change the above mentioned paths.
If there is no .kfm file in the unit folder, then the modder should have mentioned which to use instead.
If there is no _FX.nif in the folder, then use the normal .nif file.
Ignore the button for now until it works, and ask if you have problems with any of these parts.
Okay, ultra short introduction:
In UnitInfos.xml you have this:
PHP:
ART_DEF_UNIT_ASSYRIAN_BATTERING_RAM
in your unit entry.
That's the link to the art, if you want to add custom art.
These art entries then have to be created in the XML\Art\ files.
For new unit entries you go to XML\Art\ArtDefines_units.xml, for Civilzations to XML\Art\ArtDefines_Civilizations.xml etc.
In these files you have then entries like this:
PHP:
<UnitArtInfo>
<Type>ART_DEF_UNIT_LION</Type>
<Button>,Art/Interface/Buttons/Units/Lion.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,6,5</Button>
<fScale>0.61</fScale>
<fInterfaceScale>1.3</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Lion/Lion.nif</NIF>
<KFM>Art/Units/Lion/Lion.kfm</KFM>
<SHADERNIF>Art/Units/Lion/Lion_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/LionShadow.nif</ShadowNIF>
<ShadowAttachNode>LionBip Spine1</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.28</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
Copy such an entry. Change ART_DEF_UNIT_LION to ART_DEF_UNIT_ASSYRIAN_BATTERING_RAM. Then you have lion graphics for your battering ram, but if you do this accordingly also for the civ and the leaderhead, then your mod shouldn't crash anymore.
Then you have to get some art, just use something from our database

Important are then the entries for the buttons and this part:
PHP:
<NIF>Art/Units/Lion/Lion.nif</NIF>
<KFM>Art/Units/Lion/Lion.kfm</KFM>
<SHADERNIF>Art/Units/Lion/Lion_FX.nif</SHADERNIF>
In this case there's a folder "Art" in the assets folder, which has a folder "Units", which has a folder "Lion" in which these files are (and many more; all are needed).
If you have a new unit, put it somewhere into the Art folder of your mod, put the unit there, and change the above mentioned paths.
If there is no .kfm file in the unit folder, then the modder should have mentioned which to use instead.
If there is no _FX.nif in the folder, then use the normal .nif file.
Ignore the button for now until it works, and ask if you have problems with any of these parts.