How To: Import Civ5 Meshes to Blender to Create Civ5 Units

They removed it from their site. And I have an old version.
 
They removed it from their site. And I have an old version.

The one I have is from March 2011 and it works with printscreen.

BUT... it doesnt work on my Win7 64-bit (it wouldnt take) but I did get it to work on a winXP machine. Even when i tried it with compatibility mode. That could be your problem.
 
I have this viewer.
http://gr2decode.altervista.org/download.html

And .gr2 file
http://forums.civfanatics.com/downloads.php?do=file&id=20028

58080aaae9956ad348c96cbacf889029.png
 
Bernie,

Thanks for the awesome tutorial! Thanks to you and others I've finally gotten my models and units into Civ5. One question thought - how did you make your template for the bones? I'm trying to find (or make) one based on the vanilla civ5 mechanized infantry unit. Thoughts?

Thanks,
-Smitty
 
Bernie,

Thanks for the awesome tutorial! Thanks to you and others I've finally gotten my models and units into Civ5. One question thought - how did you make your template for the bones? I'm trying to find (or make) one based on the vanilla civ5 mechanized infantry unit. Thoughts?

Thanks,
-Smitty

yah I've been wondering too
 
Bernie,

Thanks for the awesome tutorial! Thanks to you and others I've finally gotten my models and units into Civ5. One question thought - how did you make your template for the bones? I'm trying to find (or make) one based on the vanilla civ5 mechanized infantry unit. Thoughts?

Thanks,
-Smitty

sorry, havent been on in a couple of days....but I think you have figured it out....i used a deliverator template, the "d" asset viewer (which shows coordinates) and just tweakingwith blender.....i saw your other post first, so i know that's essentially what u have been doing :goodjob:
 
Ok, we had installed our printscreen program but we need to place the “import_3DXML.py” file which was included in the zip in the following folder (of course, as long as you placed everything in default when installing)....."C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\import\import_3DXML.py"
This location was incorrect for me, took me a bit of hunting but I found where it is for me, may well be the same for other Win7 users:-
"C:\Users\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\import\import_3DXML.py"
 
Getting an error when I try to import some 3dxml file's created with the Printscreen program. See Rar.

An error?

I have nothing. Absolutely nothing. There is no vertices in the mesh.
 
OK, I know I'm not supposed to jump ahead... but I only want to do a very simple reskin (for now). It's really just a recoloring so I'm trying to bypass all the heavy 3D stuff.

If I understand correctly, all I need to do is edit the Unit_DIFF.dds file (which I know how to do already). I thought at first that I could just edit the fxsxml file to point to this and be done with it. But that doesn't work and I believe it is because the gr2 also needs to know about the new Unit_DIFF.dds file.

If I understand correctly (pt. 2), to view (and edit?) an existing gr2 I need the older version of the SDK which has a functional Nexus viewer. So I downloaded pt.1 and pt.2 from the links in the OP and extract. There seems to be something fishy at this step (see * below). Anyway, I start up the old SDK and select Nexis Viewer. Then I get this error (twice followed by other errors): "Unknown argument type in message: LoadAsset". This is where I'm currently stuck.


*During extraction, it is apparent that much of the same content is duplicated in the two "parts". The parts aren't identical: one is ~10k and the other ~7.5k (as rar files). But the massive duplication makes me think something is wrong. Am I not getting the whole thing? The whole extracted sdk1 folder is now 67,968,254 bytes. Is that right?

[Edit: using Windows 7]


Edit2: If someone really wants to do me a favor, they could recolor the rocket artillery unit for me. What I really want is for the unit to be fully invisible. I'm combining this with another unit member (in formation) to take advantage of the shooting missile effect. See screenshot below. This is my Druid casting a Magic Missile spell. I just need the rocket artillery unit to be invisible and I'll be set. I've attached the base Civ5 rocket artillery assets below. (I still want to learn to do 3D art, but I've got 100s of hrs of Lua and C++ coding that I really need to be doing instead...)
 
Did you change the registry entry for the viewer?

In the HKCU\Software\Firaxis\Nexus\Viewer key, the string value Executable should be the full path to Viewer.exe
 
Thanks! That worked.

OK then. Next step, edit gr2 to point to a different DIFF.dds file. ... ... ...? Well? ... Crap. I guess that was not the way things work...

So, is it really absolutely necessary for me to generate an fbx file if all I want to do is edit the existing gr2 file to point to a different DIFF.dds? (And, am I correct in my assumption that I need to change the gr2 file to utilize a new DIFF.dds?)
 
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