Nagato and Arizona BBs

GeneralMatt

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The Nagato is another unit for Gaius Octavius' mod, and, as I was working on it anyways, I decided to touch up the old Arizona model I had done, and give it a new texture.

Nagato-1.jpg

Nagato_II-1.jpg


Arizona-1.jpg

Arizona.jpg


Nagato
Arizona
 
Both look really nice!!
Especially the Nagato
:goodjob:
 
the models are very good. But i have an issue with the Arizona.
the interactive area is to big. ( i mean if you move with the mouse over the unit to mark it ) The zone is to tall ! If onther units located in the neighbour pad i can select it because the Arizona model will always overlab the units near to it.
Can i adjust the interactive zone in the .nif file with NifSkope ???
Which parameter i need to edit :rolleyes:

please help please.
 
the interactive area is to big. ( i mean if you move with the mouse over the unit to mark it ) The zone is to tall !

:hmm: the unit is just to big, right?
Then make it a bit smaller, by adjusting the fScale value for it in the ArtDefines_units.xml.
 
no no - the model have the right size. Also the interface size is fine.
But ingame it is very difficult to select another unit at an neighbour pad.

example unit with this Arizona model is set next to a different one.
If you move the cursor over the other model you can see the stats in the left site of the
monitor -now when i want to select this model the game bring the arizona model up :confused:
For an test I exchange the Arizona with another model same size and so on.
Problem is gone. So 100% it is caused by the Arizona ......
 
I know this problem from some units (tall ones i.e. - the stock frigate or the trebuchete will do it sometimes too, so it's not just Arizonas problem). There is no hit polygon nor anything like that in the civ4 .nif files, so no simple solution.

You can workaround the problem, by rotating the map (Ctrl+ <- / ->) to select the units behind the offender.
 
man, no good news i think. Is it possible to add this hit point to the .nif file ?
Or maybe this hitpoint is simply to big :confused:
 
I tried the unit ingame, and it's really rather extreme on this one - even rotating the map to a different angle does not always help. The model and the .nif do look very clean however, there are no obvious problems with it.

And no, there is no hit-box of any kind - the engine derives this behavior from some unknown calculations (possible the scaling or movement limits from some animations auxillary objects, but even if so, i have no idea how to fix it, without screwing that animations). I'm afraid, unless someone else have any idea, or maybe Matt happens to look in here, you might be out of luck with this one.
 
What a nightmare !!!
So i have to remove this gorgeous unitmodel from my mod - such a pain ! :cry:

still hope somebody can help ...... :thanx:
 
Try the attached nifs.

What a nightmare !!!
So i have to remove this gorgeous unitmodel from my mod - such a pain ! :cry:

still hope somebody can help ...... :thanx:

@ Refar
I think, i also run into this problem with some of my own models. Reimporting the model in blender, applying the scale/rotation to the ObData and exporting the mesh again solved it (i did the same here). [Therefore, i guess, the problem should be connected with the scale of the mesh. :confused: ]

and Welcome back :)
 

Attachments

Cool, thanks Coyote
 
:goodjob: man sounds perfect !! will test it this evening ;)

EDIT

fantastic ! the model is working correct now. Coyote - you make my day :)
 
Yes Cool - the hitpoint is working correct now !!!

Thanks Coyote for quick help :goodjob:

Cheers !!!
 
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