Firebug
Not-so Great Engineer
wait so is it entirely possible to get a 2 handed swordsman animation (or as close as we can to) by using samurai armour animations on a swordsman body?
wait so is it entirely possible to get a 2 handed swordsman animation (or as close as we can to) by using samurai armour animations on a swordsman body?
We've gotten so far as to get 3D models and swap animations for units, but have we figured out anything to do with improvements or building yet? I feel it would easier.
Yes, you would copy the Samurai Armor .ast file (for the animations info) then replace the GeometrySet with whichever Swordsman Armor Geometry set you want to use then cook it up!
I've read the thread carefully, looked through T-34 unit and have 1 question. Where's the connection between Gameplay unit (e.g. UNIT_T34 as defined in .xml <Units>) and the new model? I found this in Units.artdef and wanted to make sure that this is it:The minimum files you would need to get the mesh into the game is:
1. Asset file that points to your geometry & material
2. Geo file to go with the fgx file
3. Material file that point to your textures
4. Tex files with you .dds files
5. UnitBins.artdef file that points to your asset (this does not work properly yet and you need to add it back manually after the cooking/build process)
6. Units.xlp file that has you new asset
7. Mod.Art.xml file to tell it what to cook
<Element>
<m_CollectionName text="Units"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
<Element>
<m_Fields> .. </m_Fields>
<m_ChildCollections> .. </m_ChildCollections>
<m_Name text="UNIT_T34"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
</Element>
Yes you are correct, that is the connection and in that part of the units.artdef it will point to your unit member/s.I've read the thread carefully, looked through T-34 unit and have 1 question. Where's the connection between Gameplay unit (e.g. UNIT_T34 as defined in .xml <Units>) and the new model? I found this in Units.artdef and wanted to make sure that this is it:
Code:<Element> <m_CollectionName text="Units"/> <m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements> <Element> <m_Fields> .. </m_Fields> <m_ChildCollections> .. </m_ChildCollections> <m_Name text="UNIT_T34"/> <m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections> </Element> </Element>
I've read the thread carefully, looked through T-34 unit and have 1 question. Where's the connection between Gameplay unit (e.g. UNIT_T34 as defined in .xml <Units>) and the new model? I found this in Units.artdef and wanted to make sure that this is it:
Code:<Element> <m_CollectionName text="Units"/> <m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements> <Element> <m_Fields> .. </m_Fields> <m_ChildCollections> .. </m_ChildCollections> <m_Name text="UNIT_T34"/> <m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections> </Element> </Element>
Awesome stuff guys, can't wait to have some time to make some units myself! I'll be waiting for Deliverator's new tutorial first!
Btw Deliverator, if you have extracted some leaders already, would you mind sending it to me as an obj or fbx so I can open them in maya? I didn't manage to do it yet and I need to really dissect their geometry topology.
Amazing thanks a lot Deliverator! You're the manHere you go! Attached is Hojo in .fbx format.
So is Leader modding looking easier then in Civ5?