Moar Units - All 3D Unit Assets

Moar Units - All 3D Unit Assets 2017-10-09

Deliverator

Graphical Hackificator
Joined
Feb 12, 2008
Messages
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London, UK
Deliverator submitted a new resource:

Moar Units - All 3D Unit Assets - All the 3D unit art elements used in the Moar Units mod.

This Modbuddy project contains all the 3D unit art from Moar Units to date. Enjoy :)

Description of Assets:

AH64-Apache - AH64-Apache attack helicopter (original Civ 5 unit by Snafusmith).
ArmoredHorseman_ArmorA - Saka Horse Archer Armor adapted to use Horseman animations. Used in the Horseman unit.
Bandeirante_Armor - GreatMusician_Renaissance_Male rigged to Musketman animations. Used in the Bandeirante unit.
Berzerker_Swordsman_Armor - Edited Berzerker Armor rigged to...

Read more about this resource...
 
Hey Deliverator,

I have used the trebuchet and got it into the game thanks to your files.

I do have one question though, there is an animation that fires when the projectile hits an enemy. It looks like a little animated cloud, and one appears for each enemy it hits. This cloud stays visible and animated for like 1 minute and 38 seconds before it disappears (98 seconds).

Is there something I can change to make that disappear quicker, like change the timing for that to disappear to maybe 1 or 2 seconds? or does it have to do with maybe an error in the way I added the code to my mod?
 
I do have one question though, there is an animation that fires when the projectile hits an enemy. It looks like a little animated cloud, and one appears for each enemy it hits. This cloud stays visible and animated for like 1 minute and 38 seconds before it disappears (98 seconds).

Is there something I can change to make that disappear quicker, like change the timing for that to disappear to maybe 1 or 2 seconds? or does it have to do with maybe an error in the way I added the code to my mod?

Yeah, this issue I know about. If you locate m_Timelines within Trebuchet.ast you can see where the two VFX for the attack animations are attached. There are two Transfer effects, FX_Catapult_Boulder_Trail_01 and FX_Trebuchet_Fire_Trail. Transfer means that the effect moves from a point in the source model to the target unit and is commonly used for projectiles. It is unusual to have two simultaneous transfers but it was need here to make the flaming boulder effect. I think what is happening is that the FX_Trebuchet_Fire_Trail transfer is not shutting off correctly so it lingers for a while - it might be possible to fix this by adjusting the timings but I'm not sure.

Also I've never played with the m_nTrackIndex value - perhaps the second Transfer effect needs a different m_nTrackIndex value.
 
Yeah, this issue I know about. If you locate m_Timelines within Trebuchet.ast you can see where the two VFX for the attack animations are attached. There are two Transfer effects, FX_Catapult_Boulder_Trail_01 and FX_Trebuchet_Fire_Trail. Transfer means that the effect moves from a point in the source model to the target unit and is commonly used for projectiles. It is unusual to have two simultaneous transfers but it was need here to make the flaming boulder effect. I think what is happening is that the FX_Trebuchet_Fire_Trail transfer is not shutting off correctly so it lingers for a while - it might be possible to fix this by adjusting the timings but I'm not sure.

Also I've never played with the m_nTrackIndex value - perhaps the second Transfer effect needs a different m_nTrackIndex value.
Any changes I made to the timings had no effect in game. I was just editing the Trebuchet.ast file directly within ModBuddy...
 
Any changes I made to the timings had no effect in game. I was just editing the Trebuchet.ast file directly within ModBuddy...

I take it you rebuilt your mod after editing the file? In any case, I'm not sure that editing the timings will resolve it. It may be that the m_nTrackIndex can be used to resolve it, or it may be a setting in the .artdef even. Even then I'm not 100% sure it can be resolved because non of the vanilla units layer up two VFX transfers like this. Eventually I might have a look at polishing this up, but it won't be for a while as I'm focused on other things at the moment.
 
I take it you rebuilt your mod after editing the file? In any case, I'm not sure that editing the timings will resolve it. It may be that the m_nTrackIndex can be used to resolve it, or it may be a setting in the .artdef even. Even then I'm not 100% sure it can be resolved because non of the vanilla units layer up two VFX transfers like this. Eventually I might have a look at polishing this up, but it won't be for a while as I'm focused on other things at the moment.

Yes I rebuilt it :). But yeah, it’s not game-breaking at all, so it’s not a big issue. I tried changing the timing and the m_nTrackIndex to a few different values, but I never could see a change in the FX in game. So it may not be as simple as just changing the value within ModBuddy, I didn’t open asset editor or anything....but no worries, this unit looks and operates great! And it’s a nice stepping stone from catapult to bombard.
 
The Yamato is just the base game Battleship.
 
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I guess you've made a model of Super Dreadnough Yamato, (either based on historical or a parody of Leiji Matsumoto's works :p )

No as I've said already I haven't made one - Moar Units used the original Civ VI Battleship graphics for the Yamato. There is a Civ V Yamato model in this pack if anyone wants to convert it.
 
Hey Deliverator, seems like a patch somewhere along the way has changed how the longswordsman hold their swords on idle. When I first used the Longswordsman from your MOAR project files they held the sword like this (which was like March of 2018 when I added them to the mod)
unknown.png


but now they are holding the sword like this
unknown.png


but interestingly, when I have your Steel and Thunder mod enabled they hold the sword like this
unknown.png


what could have changed on Firaxis side of things to cause the change or what should i look at to fix the way they hold the sword in the 2nd pic?
 
Nice that i've been informed about more proper sword holding (And mods that have or have nots) as i've already included Longswordsman into my big mod (coming soon. Now i'm working on Renaissance Units, which well actually improving their appearances).
What?
 
I'd suggest using the Longswordsman assets from this Github project:
https://github.com/deliverator23/UnitArtCooker

The Moar Units Assets here are quite out of date. The above project is the one I have used to build assets for both Steel & Thunder:UX and UU.
 
Thanks Deliverator! they look excellent again :) (and even better now with the way they hold the sword)
unknown.png

Great! Although these South American Knight helmets properly should have the Heads added too so that they have faces. They look quite cool without faces anyway!
 
Checking at Trebuchet asset, it comes with TWO assets, one is Trebuchet itself, the other, FX. In order to make this Trebuchet Greek Fire to work, do I need to make BOTH VFX.XLP (and add FX asset there) and VFX Artdefs? so the output will show greek fire being hurled instead of "!" and Asset Error incurred will be solved. if VFX Artdef is needed, how to add FX Assets into this Artdef and what needed to be done next?
 
Checking at Trebuchet asset, it comes with TWO assets, one is Trebuchet itself, the other, FX. In order to make this Trebuchet Greek Fire to work, do I need to make BOTH VFX.XLP (and add FX asset there) and VFX Artdefs? so the output will show greek fire being hurled instead of "!" and Asset Error incurred will be solved. if VFX Artdef is needed, how to add FX Assets into this Artdef and what needed to be done next?

VFX artdef is needed. VFX.blp -> VFX.xlp is needed. You can check what the built out Steel & Thunder: Unit Expansion looks like here: https://github.com/deliverator23/UnitExpansion
 
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