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[BTS] LOTR: Proper Mumakils (war & wild)

Discussion in 'Civ4 - Unit Graphics' started by Zerver, Jan 26, 2017.

  1. Zerver

    Zerver CIV4 Unit-Maker

    Joined:
    May 24, 2007
    Messages:
    549
    Location:
    unidentified
    Hello everyone, particularly LOTR fans and mod developers.
    Ever since I played Civ4 and wanted to have a LOTR mod, the biggest wish & also a problem was to have this awesome unit.
    It felt to me almost like LOTR is not a LOTR without a proper Mumakil model. But there was nothing worthy looking (my canonic ideal is a movie animal, of course).
    And after like 10 years of fruitless attempts of finding anything appropriate to use, I've finally managed to make a somewhat acceptable looking unit.
    Standart vanilla elephant proportions didn't match the movie no matter how you reskin it, nor I had any clue of how to create a fully animated unit by myself.
    After a bit of Nifscope bone scale manipulation a satisfacting result has been achieved, as you may see below.

    It's not 100% ideal nor done, but thus far IMO better than anything I could hope to find.

    Please download, rate and comment, would appreciate to hear your opinion!
    Spoiler Screenshots :







    Spoiler Downloads :
     
    Last edited: Jan 26, 2017
    topsecret and esvath like this.
  2. rtt4a

    rtt4a Prince

    Joined:
    Mar 3, 2009
    Messages:
    469
    Looks great:goodjob:
    Could you provide artdefines xml also?
     
  3. Zerver

    Zerver CIV4 Unit-Maker

    Joined:
    May 24, 2007
    Messages:
    549
    Location:
    unidentified
    Well it looks something like this:


    Spoiler defines :
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_ELEPHANT</Type>
    <Button>Art/Interface/Buttons/Units/mumakil.dds</Button>
    <fScale>0.92</fScale>
    <fInterfaceScale>0.3</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/mumakil/mumakil_wild.nif</NIF>
    <KFM>Art/Units/mumakil/WarElephant_Carthage.kfm</KFM>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/WarElephantShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.45</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    <SelectionSound>AS3D_UN_EUMUMAK</SelectionSound>
    <ActionSound>AS3D_UN_EUMUMAK</ActionSound>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_WAR_MUMAKIL</Type>
    <Button>Art/Interface/Buttons/Units/war_mumakil.dds</Button>
    <fScale>0.92</fScale>
    <fInterfaceScale>0.3</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/war_mumakil/mumakil.nif</NIF>
    <KFM>Art/Units/war_mumakil/WarElephant_Carthage.kfm</KFM>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/WarElephantShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.45</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>


    Make sure you create a button in a right directory for it!
     
  4. Nomad or What

    Nomad or What Wayfarer Supporter

    Joined:
    Nov 25, 2012
    Messages:
    693
    Location:
    Wherever the winds take me
    Thank you for this! I would love to convert this to CiV if you don't mind. :D

    Also, I have the BFME II mesh and skins if you want to re-skin it (not sure if it is too high polycount or not, though), they are here.

    It looks like this:

    Spoiler :


    Keep up the good work!
     

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