Native American Cavalry

no worries. i will probly make one more native. i think i will give him the musket. i just wish i could use the cavalry weapon on the musket man. but im not entirely sure how i could rotate the gun symmetrically in the nifviewer.

Nice unit.:goodjob: I find it easier to rotate objects with nifscope.
 
is there a re-equip and grafting tutorial for the nifskope?

I've only seen C. Roland's leaderhead tutorial. That only covers fixing leaderhead exports from blender. I equip items with Nifviewer then go to nifscope to rotate it. You can rotate it by degrees, you just have to figure out which value represents which axis.
 
Hi Garret

I attempted to use your new native cavalry files, and I ran into something I can't fix. When the unit is idle (it's done moving or stays in sentry mode) the indian graphics change back to the normal cavalry look. Can't figure out why... Here's how I've labelled the civartdefine file:


Spoiler :
<UnitArtInfo>
<Type>ART_DEF_UNIT_MUSTANG</Type>
<fScale>0.42</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/Mustang/Cavalry.nif</NIF>
<KFM>Art/Units/Mustang/Cavalry.kfm</KFM>
<SHADERNIF>Art/Units/Mustang/Cavalry_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
<ShadowAttachNode>HorseBip Spine1</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>


Any ideas what may cause this??
 
the error is caused by a lack of freeze graphics.
1) either turn off "frozen animations"
2) or make copys of the .nif file and rename them to match whatever freeze files are used on this unit, for which you will have to unpak the .fpk files to check.
3) or you can rename the nif files to something other than the default cavalry, try native_cavalry.nif and native_cavalry_fx.nif. the files and the xml need to be changed in the same way.
 
the error is caused by a lack of freeze graphics.
1) either turn off "frozen animations"
2) or make copys of the .nif file and rename them to match whatever freeze files are used on this unit, for which you will have to unpak the .fpk files to check.
3) or you can rename the nif files to something other than the default cavalry, try native_cavalry.nif and native_cavalry_fx.nif. the files and the xml need to be changed in the same way.

Aahhh... some new options to tinker with! Thanks. :)

1) I did have animations switched off, for the sake of memory. I'll try switching animations back on.

2) What's an .fpk file and how do I "unpak" it???

3) That one seems easy enough.

OK, back later with some results. Thanks again.
 
Changing the filenames of the nif and fx_nif files seemed to have fixed the problem I brough up earlier. One down, one more to go... :)

There is still a smaller issue left with this unit. For some reason, when the unit is selected for play, the information at the bottom of the screen isn't updated properly.

For example, if this unit just was just built in a city and is in active mode, it still shows the city build information at the bottom of the screen, instead of the unit's mission menu. I can click repreatedly on that unit and move it around, the bottom of the screen still shows the city build info.

In the attached screenshot, it shows that I selected this new unit, but it shows instead the image of the previously selected unit on the bottom lefthand side of the screen, in this case a mounted musketeer... It's still playable, but it can be confusing and this will prevent this unit from getting promoted if its mission menu does not show up properly. I've had that problem before with this same unit -- apparently it's still happening.
 

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Does turning off "frozen animations" resolve this new issue?
 
Does turning off "frozen animations" resolve this new issue?

No apparent effect as far as I can tell. Is this a situation where I have to turn off Warlords and reload for the switch to normal animation to take effect?
 
I'm not sure, but one should always try restarting civ4 to see it that fixes whatever problem they are having.
 
I'm not sure, but one should always try restarting civ4 to see it that fixes whatever problem they are having.

OK, but restarting Warlords with the graphics options modified as suggested most definitely did not fix the problem with the native cav... Sigh.
 
You can try option # 2 from before to see if that works. Otherwise it sounds like a python problem.

unpak utility
 
fpk files are located in the Assets folder in whatever directoy you chose to install Civ into.
They are like zip files, you unpak them into a folder filled with a plethora of little files that includes all of the art files.
 
fpk files are located in the Assets folder in whatever directoy you chose to install Civ into.
They are like zip files, you unpak them into a folder filled with a plethora of little files that includes all of the art files.

In my mod folder? In its xml folder or its art folder? Sorry for the confusion...
 
the files are located here:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets
They should be unpaked to a location that is not searched by the game. I have mine in a folder on the desktop.
 
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