HOWTO: New Unit Creation

ill prob post some up once i can figure out wat it is exactly im doing wrong when exporting to FBX....maybe ill just send them all to someone who knows what they're doing if anyone wants to help. I got tons of models.
 
I got two problem with my model

It only shows the model,not his gun and the bomb

Secondly, I got black ray appearing some times on the screen when i load the game and select my unit

I probably do something wrong but don't know what

I can upload my fbx or an other file if it helps
 
Hey guys, what's up with you, there's still no new thread in the units section.;)

Yeah, I'm working on porting a Housecarl unit from Total Realism which could be used for a Scandinavian/Viking civ. Having issues though.

I got two problem with my model
It only shows the model,not his gun and the bomb
Secondly, I got black ray appearing some times on the screen when i load the game and select my unit
I probably do something wrong but don't know what
I can upload my fbx or an other file if it helps

These types of issues sound familiar...

Having lots of problems though with the Blender FBX export - doesn't seem to be very reliable. Often my meshes turn out a bit mangled once they are converted to GR2. This seems to be more common if I have a model with multiple meshes in it - the Housecarl has a body, an axe and a shield. Often only the body is visible - probably because the Axe (for example) is just a child of the BIP Hand node rather than actually being rigged to it.

If I combine all the bits into a single mesh it seems that most of the time the FBX comes out looking more or less OK, but then I have to combine the textures into a single texture and fiddle with the UV mapping, etc. If this is the only way to get things to work then getting any unit with props (i.e. most of them) is going to be more work.

Overall, my main priority is trying to come up with a reliable and robust conversion process for Civ4 units - I'll then write up a tutorial - then the units can roll. At the moment, I haven't figured out a reliable enough method - there is a lot of trial and error in Nifskope and Blender to get a NIF -> FBX -> GR2 that is not mangled and animates OK.

It may be that we need to play with the FBX export options - switch off optimization, etc. It could be that the optimization is mistakenly removing vital bits of the mesh.

Also, I have seen one or two fixes to export_fbx.py posted around other forums - might be worth a try. If anyone understands Blender scripting and Python perhaps they can make the script more reliable and robust.

On another tack Lemmy, with your tool we can now get vanilla units to open up in Granny viewer. I wonder if this means that the Skeleton and Animation importer from here could be made to work: http://gr2decode.altervista.org/docs.html. If we could just get the vanilla unit skeletons into Max or Blender then we could potentially rig homemade meshes to vanilla skeletons/animations. This is probably the only way I can see us making Archer or other projectile units any time soon.
 
Using this tool as a little test of my own to import a building, I thought it was kinda funny that the Art Defines section of the smart exporter assumed that the mesh being exported was a unit. Easily changeable but noteworthy. It is rather annoying that the exporter will refuse to export the mesh if it is a building without animations.

EDIT: Tried doing my ICBM instead and Civ V crashed trying to install the mod... I edited the fxsxml to reflect the Nuclear Missile .dge animations, used MISSLE_STATE_01.fsmxml (I know it's spelled incorrectly but that's how it was spelled by firaxis) and used FX_Triggers_NuclearMissile.ftsxml (this just pastes the fire at the main bone in the rocket). I also edited the unit art xml files to better reflect missiles.

I know that the missile has only 1 animation of 10 frames of doing nothing and only 1 bone, but that shouldn't really matter.
 

Attachments

Using this tool as a little test of my own to import a building, I thought it was kinda funny that the Art Defines section of the smart exporter assumed that the mesh being exported was a unit. Easily changeable but noteworthy. It is rather annoying that the exporter will refuse to export the mesh if it is a building without animations.

For buildings you are probably better following the older method that uses the Material Maker rather than Nexus Buddy and just skipping the animation and unit related stuff.
 
If I combine all the bits into a single meshes it seems that most of the time the FBX comes out looking more or less OK, but then I have to combine the textures into a single texture and fiddle with the UV mapping, etc. If this is the only way to get things to work then getting any unit with props (i.e. most of them) is going to be more work.

How do you combine the bits in a single mesh? (I'm using Blender)
 
How do you combine the bits in a single mesh? (I'm using Blender)

From memory: select all objects using A in object mode and then do Ctrl-J to join everything into one mesh.
 
Perhaps we should discuss Civ4 to Civ5 conversion issues in this thread instead so that we don't dominate this one.
 
Just a thought Lemmy, for the next version of the tool can you make the unit created by NexusBuddy cost 1 hammer or something. Just so I don't have to click through 15 turns to see whether the art is working...
 
Out of curiosity, is any of this applicable to the other 3D assets? Resources, terrain, etc..
 
You can, in theory, make buildings and terrain, but there are a few issues that need resolving first with the building shaders. We've yet to do it successfully but then we've not really tried yet. ;D

So you're gunna take a look into it?
 
First unit released here.
 
Back
Top Bottom