HOWTO: New Unit Creation

I'm having a bit of trouble with multi animations. I have a strike.fbx and an idle.fbx I load them into nexus buddy, assign the animations but an error pops up on export? Am I supposed to put both .nifs in a single .fbx and load that? Bit confused :blush: when it came to this, if anyone could shed some light on this it would be greatly appreciated.
 
Ah I didn't set the anims up in blender start/end what not. Do you know where and how I can do this?
Spoiler :
Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at Firaxis.Framework.Export.GrannyExporterFBX.ExportFBXFileWin32(String szInputFilename, String szOutputFilename, String szAnimDefFile, IntPtr ProgressFunction)
   at Firaxis.Framework.Export.GrannyExporterFBX.ExportFBXFile(String szInputFilename, String szOutputFilename, String szAnimDefFile)
   at GrannyFudger.AssetImportContext.CreateOutputFiles(List`1 animDefList)
   at IndieStoneMaterialMaker.Form1.export_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
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    Win32 Version: 2.0.50727.4952 (win7RTMGDR.050727-4900)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
IndieStoneNexusBuddy
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    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/sid%20meier's%20civilization%20v%20sdk/Nexus/x86/IndieStoneNexusBuddy.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
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----------------------------------------
System.Drawing
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    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Firaxis.Framework.Granny
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    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/sid%20meier's%20civilization%20v%20sdk/Nexus/x86/Firaxis.Framework.Granny.DLL
----------------------------------------
Firaxis.Framework
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/sid%20meier's%20civilization%20v%20sdk/Nexus/x86/Firaxis.Framework.DLL
----------------------------------------
System.DirectoryServices
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    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.DirectoryServices/2.0.0.0__b03f5f7f11d50a3a/System.DirectoryServices.dll
----------------------------------------
System.Core
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----------------------------------------
System.Xml
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    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Firaxis.Framework.Granny.ImplWin32
    Assembly Version: 1.0.0.0
    Win32 Version: 
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/sid%20meier's%20civilization%20v%20sdk/Nexus/x86/Firaxis.Framework.Granny.ImplWin32.DLL
----------------------------------------
Firaxis.Framework.FirePlace
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/sid%20meier's%20civilization%20v%20sdk/Nexus/x86/Firaxis.Framework.FirePlace.DLL
----------------------------------------
msvcm90
    Assembly Version: 9.0.30729.4974
    Win32 Version: 9.00.30729.4974
    CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.4974_none_50940634bcb759cb/msvcm90.dll
----------------------------------------
Accessibility
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----------------------------------------
System.Design
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----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 
I'm having a bit of trouble with multi animations. I have a strike.fbx and an idle.fbx I load them into nexus buddy, assign the animations but an error pops up on export? Am I supposed to put both .nifs in a single .fbx and load that? Bit confused :blush: when it came to this, if anyone could shed some light on this it would be greatly appreciated.

I didn't import multiple animations into NexusBuddy simultaneously. Messing around with frame numbers seemed too much like hard work.

My process was:
1. Create all your animation FBX files, by import the same NIF into Blender with a different animation KF file each time then exporting to FBX. I named the output files, for example, housecarl_idle.fbx, housecarl_run.fbx, housecarl_strikeA.fbx.

2. Use NexusBuddy to make the initial mod files and set up your test mod in ModBuddy with using the idle version, housecarl_idle.fxb in my example.

3. Delete the export folder from your working directory.

4. Load the next animation, housecarl_run.fbx into NexusBuddy. Set the material and texture stuff and then export.

5. Copy only the outputted animation to another location e.g. make a holding pen folder called animations.

6. Repeat steps 3-5 for each animation you want to convert.

7. Add the animation files to your mod and manually edit the fxsxml file to point to them. See my housecarl unit if you want to see how I set the fxsxml.

It would be nicer if I could just load my FBX files one by one into NexusBuddy without having to worry about the frame numbers. I prefer my method because although it is repetitive, I don't have to think as much which is bonus when converting units.
 
:)

+ Tits. Can't get the landmark xml to read in a mod either... :( That means improvements, terrain, natural wonders, resources and pretty much everything else ruled out too...

A great help would be for people to experiment and try to get a mod to pick up any kind of change from the artdefines_wonder / landmark files in a mod...

I've tried removing EVERYTHING from it, which with the unit/unitmember ones if I did that all the units would be invisible.

i was out over hte weekend. i recall firaxis was sayingt hat the game loads terrain stuff separately than units and LHs. also resources are handled different in maps. I dont know much else but I hope that info helps in finding the problem with terrain.
 
NEW VERSION:

http://www.theindiestone.com/lemmyandbinky.com/civ2/IndieStoneNexusBuddy0_5a.zip

Features include:

nn1.png


* Fancy menu showing off all the features that don't work yet ;)

* Saves your entire Nexus Buddy unit project upon saving or export to be loaded and edited later via 'Load a creation'.


nn2.png


* New action binding gives english names for all event codes, so you can select anims to use for that event from a convenient drop down.


nn3.png


* Ability to add external .gr2 anim references in addition to ones from the source gr2/fbx file.


nn4.png


* Generates the target FXSXML file on the fly so you can see how the options translate to the file as you change them.


nn5.png


* Improved details page allows you to edit the unit's stats a lot more easily and to easily allow for more data to be editable in the future. Also these are saved so when you load your creation in Nexus Buddy they will not need resetting.

nn6.png


* Export your files to a ModBuddy project!


nn7.png


One click and all your files are in the project, all neat and tidy.


nn8.png


* Multiple exports will insert multiple units into the project side by side!

nn10.png

If artdefine xml files exists in the project you export to, it will merge the new artdefine entries into the existing one, meaning you don't have to manually add them or merge them together.

nn9.png


* Automatically fills in the mod actions for your unit XML files!

NOTE: It'd be wise to back up your mod project before using the Mod Buddy export feature for now, just in case.

Enjoy! :)

Let us know of any problems.

I've updated the first post with the new even shorter tutorial. ;D
 
That add external feature is going to save me loads of time, not to mention we get to tweak the animations easily with the event code bindings info. Can't wait to get home and start working with this! :D
Great work yet again.

Cheers
 
The new NexusBuddy looks fantastic!

Question: Do have a complete list of event codes in there, including the ones for ranged units and vehicles?

I'm suprised that Civ 5 doesn't support more than two strike animations since Civ 4 did. Perhaps it does if you use event codes starting with 3... like in Civ 4.
 
The new NexusBuddy looks fantastic!

Question: Do have a complete list of event codes in there, including the ones for ranged units and vehicles?

I'm suprised that Civ 5 doesn't support more than two strike animations since Civ 4 did. Perhaps it does if you use event codes starting with 3... like in Civ 4.

Thanks! :)

At the moment it's just the one template. Basically the rifleman's template which is the same as most melee land units. 'Combat Land' it's called. The template defines the event codes and also the extra state graphs etc to put into the fxsxml.

I'll get all the different templates in at some point, for ranged units, workboats, settlers etc. What would be handy, if anyone wanted to help out, would be a list of event codes and best guesses at what events they signify (guessed from the anims used) along with the contents of the fxsxml (bar anims / textures / models) for different 'types' of units. If I have those I can get those new templates in really quickly and do a quick update and we can quickly fill it out with various templates.
 
Looks like I dont have to continue working on that tech tree app no more

Hey if you wanna keep up with this I'll gladly stop doing it and focus on something else, don't want to tread on your feet if you've already been working on it, there's plenty else we can work on. :)
 
lol its cool.....i was going to ask you if you wanted to combine them when I was finished anyways. Saved me the trouble....but if you need any help let me know.
 
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