Nutty
Deity
It's fairly simple. See the Landsknecht unit itself for an example of how it's done, by adding the second member type to the ArtDefine_UnitInfoMemberInfos table.
Could you provide a copy of your unit art defines? I'm having some trouble getting the unit graphic to mix both textures in one, and rather than struggle with it, thought that just asking for what you have would make things go quicker. Thanks![]()
<ArtDefine_UnitInfos>
<Row>
<Type>ART_DEF_UNIT_DOPPELSÖLDNER</Type>
<DamageStates>1</DamageStates>
<Formation>DefaultMelee</Formation>
</Row>
</ArtDefine_UnitInfos>
<ArtDefine_UnitInfoMemberInfos>
<Row>
<UnitInfoType>ART_DEF_UNIT_DOPPELSÖLDNER</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_DOPPELSÖLDNER1</UnitMemberInfoType>
<NumMembers>6</NumMembers>
</Row>
<Row>
<UnitInfoType>ART_DEF_UNIT_DOPPELSÖLDNER</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_DOPPELSÖLDNER2</UnitMemberInfoType>
<NumMembers>6</NumMembers>
</Row>
</ArtDefine_UnitInfoMemberInfos>
<ArtDefine_UnitMemberInfos>
<Row>
<Type>ART_DEF_UNIT_MEMBER_DOPPELSÖLDNER1</Type>
<Scale>0.140000000596046</Scale>
<Model>dopp_a.fxsxml</Model>
<MaterialTypeTag>ARMOR</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>ARMOR</MaterialTypeSoundOverrideTag>
</Row>
<Row>
<Type>ART_DEF_UNIT_MEMBER_DOPPELSÖLDNER2</Type>
<Scale>0.140000000596046</Scale>
<Model>dopp_b.fxsxml</Model>
<MaterialTypeTag>ARMOR</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>ARMOR</MaterialTypeSoundOverrideTag>
</Row>
</ArtDefine_UnitMemberInfos>
<ArtDefine_UnitMemberCombats>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_DOPPELSÖLDNER1</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_DOPPELSÖLDNER2</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
</Row>
</ArtDefine_UnitMemberCombats>
<ArtDefine_UnitMemberCombatWeapons>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_DOPPELSÖLDNER1</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>METAL</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SWORD</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_DOPPELSÖLDNER1</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<VisKillStrengthMin>10.0</VisKillStrengthMin>
<VisKillStrengthMax>20.0</VisKillStrengthMax>
<WeaponTypeTag>FLAMING_ARROW</WeaponTypeTag>
<MissTargetSlopRadius>10.0</MissTargetSlopRadius>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_DOPPELSÖLDNER2</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>METAL</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SWORD</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_DOPPELSÖLDNER2</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<VisKillStrengthMin>10.0</VisKillStrengthMin>
<VisKillStrengthMax>20.0</VisKillStrengthMax>
<WeaponTypeTag>FLAMING_ARROW</WeaponTypeTag>
<MissTargetSlopRadius>10.0</MissTargetSlopRadius>
</Row>
</ArtDefine_UnitMemberCombatWeapons>
Beautiful work zwei! I can use him as the Empire Greatsword in Warhammer.
Can I request a small reskin of the armored one, so that his right arm and left leg are teamcolor but the left arm and right leg are white? That would be awesome as a source body for nearly all Empire state troops.
2017/1/7 animation update