HOWTO: New Unit Creation

If anyone has any suggestions for new features for Nexus Buddy, building / leader exporter and one hammer aside, let me know. :)

Seeing as Open in the File doesn't clear all data could you add a Clear All option that does that? At the moment, I'm finding I new to close and restart NexusBuddy to wipe the data quite often.
 
If anyone has any suggestions for new features for Nexus Buddy, building / leader exporter and one hammer aside, let me know. :)

Nexus terrain editor doesn't work,so if you got the time to look... :)
 
@ Lemmy: does your nexus buddy support resources? if not id like to request that :)

is there some way to easilly use nexus buddy to convert from civ 4 to civ 5 models or should i follow the tutorial i saw before?
 
A teaser of the next version of Nexus Buddy....

NexusBuddy.png
 
@lemmy:

please PLEASE also consider building tile improvements like mines, etc!

GRRRRRRRRRRRRRRRRREAT JOB anyway!!!!
 
Resolving the multiple mesh issue is crucial for 4-to-5 conversion.
Otherwise how to import a mounted unit? :(

BtW, thanks guys for your incredible efforts toward the modders community :goodjob:
 
@lemmy:

please PLEASE also consider building tile improvements like mines, etc!

GRRRRRRRRRRRRRRRRREAT JOB anyway!!!!

Don't worry, they're mostly classed as 'buildings' so will likely be in the same build that buildings are added. The long term goal of this is to be able to create everything, within the interface. Though Nexus/XML would still be a requirement for the more complex changes.
 
Hi Lemmy,
Your new Nexus Buddy is looking amazing :)

When are you going to release it?

BTW,will you include a "create terrain" feature someday?
 
More info on the next version (which will be a few days I think)

The tool is having another major overhaul so that buildings / terrain / leaders and everything else can fit in without it getting cluttered. Source Granny File page has had the anims removed from it and focuses purely on materials / meshes. Depending on the option from the main menu you will get different tabs relevant to that type of object. You can then create your anim definitions and generate an FXSXML in the next page:

sneak2.png


* Templates for event codes and FXSXML files. Select 'Combat Land', 'Air', or 'Settler' or 'Workboat' templates etc to get the correct event code list for that type of unit.

* No more awkward event code manipulation. You assign anims to actions in the same way you assign materials to meshes, with a nice drop down list and proper names for the events.

* It will create different relevant tabs depending on what you're making, so everything will be in context.

* Now when you create a unit/wonder/leader etc you select the FBX and click open, and it will automatically make a stab at setting up your materials etc with a default grey texture. So to get a grey version of your unit or wonder you can in most cases just import and click export and it will generate a default based on your FBX model and using the filename as the in-game name. If you name your DDS containing the mesh name it's targeted at it will automatically be applied, and the type of texture can also be specified in the filename (so Captain_Body_diff.dds would be applied as the Diffuse texture in mine) This all means with properly organised input files you may not need to touch the granny file at all.

* Planned is Mod Buddy support, so you can generate a mod project straight from the tool. In the future I'll try and make this support injecting multiple units / wonders/ leaders etc into a single mod project, with it taking care of adding all the entries to the resource xml files for you.

Then there will be additional pages depending on the type of thing you're making, so in the above example it'll eventually have a 'Unit Definition' page with all the art / xml settings.
 
If anyone has any suggestions for new features for Nexus Buddy, building / leader exporter and one hammer aside, let me know. :)

Test it in linux!

Right now it doesn't even start under Wine (a linux app which emulates windows for running windows apps)

Atm it's looking like I'll have to pirate a copy of windows and dual boot, to be able to mod civ :(
 
Resolving the multiple mesh issue is crucial for 4-to-5 conversion.
Otherwise how to import a mounted unit? :(

You don't actually need multiple meshes for mounted units to be ported ok. See here. I've check die anims and they work ok with this single mesh method.
 
Lemmy!

This is awesome... I've been coding everything from scratch, but this could really help going forward.

Thanks,
Joseph
 
can anyone who successfuly imported their own model, please post up a screen of the settings you use when exporting a model from max to FBX. I want to see if something is wrong with my settings. Thanks in advance.
 
can anyone who successfuly imported their own model, please post up a screen of the settings you use when exporting a model from max to FBX. I want to see if something is wrong with my settings. Thanks in advance.

You shoulda took Binky up on his offer to look at the FBX you'd have had this sorted by now. :p

What FBX exporter are you using? Did you download the latest one with the FBX 2010 option?

EDIT: Oh apparently it went in his spam folder :D
 
no problem, sorry i had sent it empty the first time didnt realize....i resent it now. thanks
and I use a mix of 3ds Max 2011 and MotionBuilder 2011. Max for models and MB for animations.
 
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