It may be difficult for you mortals. Thankfully, I. Am. Mighty.
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Actually, I've been waiting for an excuse to post the "Throg" picture ever since I learned about him from the Loki Series.
Speaking of the MCU... I was reminded of the Heli-Carriers. That would be a more suitable flying ship for this game I think.
I don't know about a new unit. A new shield is super easy. I actually d/led a bunch of reference pics of off google, but then noped out and went back to playing a game I started yesterday.I remember the scenario in Civ3 conquests where the Legionaries could build roads. FYI a Helicarrier would be an amazing unit.
FYI speaking of that scenerio the celts were present in it, awile ago Tantanmen requested a pretty cool celtic/germanic unit, even put most of it together:
Don't know if that isn't something you'd be interested in.
O' Mightiest of Toads,
When I import a unit like an archer into blender and then export it, I always end up with floating meshes that I can't correct. I have this issue with some units that have fidget animations like the vanilla swordsman. I'm using 2.49b and have experimented with various import options. With default import options, I'll sometimes get this error: AttributeError: 'Bone' object has no attribute 'constraints'. If I disable Import Extra Nodes, I can get it to import, but I still have the floating meshes. I've checked the google and haven't found anything yet.
Here's are a couple of screenies of what happens. Also, do you know why on exporting I have transparency issues? It seems to be teamcolour.bmp generally, but I've had it on a few other textures as well. You can see it on the archer's shoulder strap in the pics.
I merged all the units and crap with advanced civ. The game is much different now. The vassals routinely abandon me. The civs also refuse to capitulate until they are on the brink of annihilation. There is no point keeping them alive at that point. So, a conquest victory is going take a lot longer. Also have to use offensive units to garrison conquered cities since they will revolt if you just leave one or two. Slows down an advance a lot.Yeah I think Tant wanted a reskin of the shield. That is something I could do.
Hows that game goingm I need to start one of my myself with the Mycenaens(couldn't have finished them without your work fyi..thankyou!)
It will do this even when I only import and then immediately export the nif.
Here's the archer. All I did was import with Import Extra Nodes disabled. If I leave that on I get the Constrain error.
I don't know. I left the "aggressive AI" unchecked. I've never played BBAI so can't say. I wouldn't say they are more aggressive. More stubborn perhaps.Thankyou for that work with the Celtic guy Toad.
Sounds like Advanced Civ is much more aggressive than BBAI is.
I'm attempting to use the actual Civ 5 animations for the pistol cavalry. I've had some success in converting them to kfs. I selected the equivalent ones. Mostly have a full deck except for the diefade animation. They have way too many key frames. The only thing I have changed so far is the frame rate (30fps). They work in nifskope, but in the game it throws python errors, and this assert:
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Assert Failed File: ..\.\CvPythonCaller.cpp Line: 290 Func: CvPythonCaller::call Expression: !bAssertSuccess || m_bLastCallSuccessful Message: ----------------------------------------------------------
Super vague, but I thought one of the code bois might have a clue. I'm out of ideas for tonight.
I've got the normal carbine cavalry rigged to the vanilla civ4 units like usual. Also did all the riflemen yesterday.
Thanks, Comrade. I think these errors are more likely due to the nif as well. Like you said, the lack of a multitransformcontroller is a big deal. The unit is also scaled to dwarf godzilla. When in the game it towers half way to the moon. I set the scale to "0.1" which had no effect. I've seen this happen before, but I don't remember what caused it.Also, the problem may not be related to animation at all.