Murphy613
Prince
- Joined
- Nov 18, 2012
- Messages
- 483
For Éa, of course. Reduced down to top 3 roughly in order of need:
skeleton warrior
goblin archer (matching the existing wolf rider)
orc axeman
Thanks for your efforts! Much appreciated.
It takes 100s of hours to learn to do anything worthwhile. (Or 1000s ... that's how much I've put into mod programming.) Have you posted the specific problems (with files) in Deliverator's tutorial thread? I know Wolfdog and Ekmek are major contributors there, but maybe you will get help from the master of 3D graphics himself...
I'll trade you some coding time for some units, if that helps. No serious commitment. But I can usually whip up a Lua function in not too much time. (And the Éa dll now has an Animal faction and other things that might be useful for you.)
The above comment made me think the current version was all buggy, so I never bothered to download it before.Modder Note: All of my effort now is on Éa III, Sword & Sorcery. Therefore, I'm only providing minimal support for the current version, and bug reports aren't particularly useful to me. There is a known problem where the current Éa II, v17, requires BNW and at least one other "pay DLC" to be installed, even though the mod disables them (I agree this sounds crazy). Éa III will require BNW (because it uses many of the new features) but not any other pay DLC.
It's not buggy, but it's also not a complete game. The mod's complex victory conditions aren't hooked up yet. The current (released) v17 might be interesting to you as a modder though: it really pushes the limit of what's possible without dll modding. Phase III will come with an extensively modded dll.
Just wanted to let you know that that worked. Downloaded and loaded. For those using Firefox, go to Options. Advanced. Network tab. Check the box for Override automatic cache thingy. And type in like 950mb or some such. Not sure if doing the same in IE will work or how to do it, but I'm sure its there.
That's most likely a browser limit:
For phase 3 I'll have an alternate download with the Media Pack split into < 200Mb pieces (the limit for free MediaFire account). But it's a pain to split up so that will have to wait. Hope to release an alpha for phase 3 in April.
That's great news. I'm currently reading the tutorials to help you (and the whole community) in this endeavor, but my keyboard is broken and it's a pain to use only the mouse, not to mention typing in Unified Remote's keyboard.
I have no experience with converting units to Civ5, but I know a way to at least load the unrigged model of these units into Blender. By using the Bone Weight Copy option in Blender, you should be able to rig it to a suitable Civ5 skeleton afterwards.Bad news. None of those load into blender properly. Neither does the Clan of Embers Goblin, Longbowman or Crossbowman. Wolfdog tells me many fantasy units have similar issues.
I have no experience with converting units to Civ5, but I know a way to at least load the unrigged model of these units into Blender. By using the Bone Weight Copy option in Blender, you should be able to rig it to a suitable Civ5 skeleton afterwards.
However, many of these units were created by swapping the head with Nifskope, which works for the unit itself, but is a nightmare once you want to modify the unit. I do not know how Civ5 handles these things, but you might need to attach the head to the rest of the mesh in Blender before you can use the unit.
Anyhow, to import the unrigged model you need to load it into Nifskope (Here is a list of Civ4 tutorials for Nifskope, some might be helpful for convertion to Civ5, too). Once loaded, you will have to remove the unit mesh from the unit file tree by setting the number of children of the parent NiNode to zero (do not forget to refresh with the green arrow symbol beneath):
Spoiler :
Then remove the whole unit file tree as well as all the (now) non-essential nodes within the unit mesh tree:
Spoiler :
Save the nif and it should now be importable into Blender.
If the unit was created by swapping the head, you will have to do the same procedure for the head to import it in Blender as well.
I have no experience with converting units to Civ5, but I know a way to at least load the unrigged model of these units into Blender. By using the Bone Weight Copy option in Blender, you should be able to rig it to a suitable Civ5 skeleton afterwards.
However, many of these units were created by swapping the head with Nifskope, which works for the unit itself, but is a nightmare once you want to modify the unit. I do not know how Civ5 handles these things, but you might need to attach the head to the rest of the mesh in Blender before you can use the unit.
Anyhow, to import the unrigged model you need to load it into Nifskope (Here is a list of Civ4 tutorials for Nifskope, some might be helpful for convertion to Civ5, too). Once loaded, you will have to remove the unit mesh from the unit file tree by setting the number of children of the parent NiNode to zero (do not forget to refresh with the green arrow symbol beneath).
You will have to give the "Name" column a bit more space. Best make area that is used for display the unit smaller and then move the border of the "Name" column to the right, making the "Value" column smaller in the process. Best compare your image with one of mine.Thank you very much for your detailed post. I'm sure this will help me a ton. I currently have an issue though. When I load the swordsman_fx file from the skeleton folder (btw, what's the difference between _fx units and regular ones?) I don't have all those things you have on the upper left screen (I don't know the word for them. Observe:
Spoiler :
I don't understand this discussion, but I get a feeling that perhaps it's easier to create a new skeleton model than to convert it from Civ4...