I tried my hand at model editing

thanks to all for fixing these units

wolf, as to your reskin for the Essex carrier to remove the number on deck(post 17), the gloss dds file needs to be altered also or else the number still shows up in game. at least that's what happened on my end. attached is a gloss dds file for the essex that helps to remove the deck number
 

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Who glosses numbers? :mischief:

Okay... well thanks for pointing that out Psob2! :goodjob:
 
P.S.
The Pallada class cruiser needs to have the NIF file renamed... it can't be called "Pallada.nif"... while it will work in-game and in Nifviewer, the civilopedia will be broke, which will also probably cause an in-game crash.

For the unit to function properly, it needs to be called "ww1_cr_rus.nif"... this will work both in-game and in the civilopedia.

Shame though... would be nice if all the TR ship models were named after the class instead of after a (often erroneous/misleading) generic nomenclature.
 
Ok, I've been working on this for a bit now. I edited the Kuznetsov model (don't remember where I got it, TR I think) so that it has gloss maps, damage texture and a distorting model on when damaged. The little radar on top works as well! :lol:

Will take a look at this, the Animation.txt says to tell you the author. It is a ship, so just take a guess ;)
 
Interesting. While the model is General Matt's the skin is not. Either way, I'll update the readme.
Here's another one as requested by Wolf, the German Pre-Dreadnought Brandenberg. Added gloss, glow and damage states. I don't know the original author because Wolf neglected to provide that. :p
 

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Here's another one as requested by Wolf, the German Pre-Dreadnought Brandenberg. Added gloss, glow and damage states. I don't know the original author because Wolf neglected to provide that. :p
It is a ship... and a pre-dreadnought at that... so take a guess.

Thanks though!

Speaking of requests... think you can do the German Armored Cruiser Scharnhorst with some gloss? It's from the TR team (I think it was ArdReiss or something like that).
 
Speaking of requests... think you can do the German Armored Cruiser Scharnhorst with some gloss? It's from the TR team (I think it was ArdReiss or something like that).
Aren't you demanding? I'm still working on that German Protected Cruiser you requested last week before I left. :lol:
I'll get on it when I've finished the last ship you requested. I'm also still working on that B-52. I think I may have found an answer to the problem with it...
 
Aren't you demanding? I'm still working on that German Protected Cruiser you requested last week before I left. :lol:
I'll get on it when I've finished the last ship you requested. I'm also still working on that B-52. I think I may have found an answer to the problem with it...
Oh... then I guess that's the same one... I didn't remember requesting it, but it'd be the SAME ship... so I'm not really demanding, I'm just forgetful I asked for the same ship already!

Speaking of "demanding"... remember that Team-Canopus you "teamed" for me (the Canopus with the new grey skin)... you know to get some damage states on it would be pretty cool...
WHISTLE.GIF
 
BTW Is it possible to add gloss for example to the SB2C Helldiver?
If yes i want to learn it how?
 
BTW Is it possible to add gloss for example to the SB2C Helldiver?
If yes i want to learn it how?
Yes. The trick is to add skin instances to the model. I only know how to do this with 3dMax/GMax, so if you use Blender I'm not sure I can help you. I used the tutorial here and applied steps 5-7. It took me a bit to figure out how it works, but you basically want to connect all the vertices of the model that will be affected by a DUMMY bone to that bone. You also want to make sure the model is a child of the same nodes as the default model is. This usually means making the model a child of the 'Damage_Texture' (exact name varies for different models) node. Once that's done, you can export the model and change the shader using Scene Viewer. Assign the proper textures (base texture goes into Detail Map, the gloss texture into Gloss, Environment_FX_GreyMetal into Glow, and the damage texture into Decal) and save.
Then you want to open it with NifScope, along with a Firaxis model of the same general type (if you made a new fighter, open the Fighter_FX.nif) and copy over important things like the NiMultiTargetTransformControler, and any other nodes that the original has but yours lacks.
 
It's possible on most units via max. You need to add a Bone and a Skin Instance, if there is none yet, assign a proper Gloss Shader, then export and merge on the original file with NifScope (pin the new bone to the appropriate bone in the scene).

I had a tutorial on this a while ago. I used NifViewer at that time, but the same can be done better and more reliable with NifScope.
http://forums.civfanatics.com/showthread.php?t=245363

I think Dutchking had refined this method, making shaders without reexporting possible on units that would support none as per my research. But he never came to make a tutorial there.

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Another possibility, is to pin a gloss and a TextureLightning effect to the DefaultShader - check out for example the ShwedagonPaya building, to see how gloss is added there.
 
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