>>New Animation Possibilities (Combinations Post)

hello all, i like what your'e all doing here and i decided to try to help. I tried switching the horse archer and camel archer animations, and the result looked very strange...

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Hehe nice :) the camel archer's is probably no good for anything like that, but I can see the horse archer being modified to look like a rider on some fantasy beast. :D
 
I'm currently trying to make a modern worker using the ModernEngineer model.

Basically, I want to have the 3d model of the Modern Engineer, (I'll retexture it so it looks different) and have worker animations.

Only thing is I am uncertain about what I need to do.

I'll keep trying and if someone has any suggestions. I'll check back here periodically. ;)
 
First you'll have to put the modern engineer nif and nif_fx in the folder for modern worker and rename them. That's the easy part.

Second you'll have to make sure the engineers bones have similar names to the workers otherwise you'll probably will receive weird animations.
It's possible that this still won't work, if so no chance, sorry.

Third you'll have to put all the modern workers tools with the linked nodes to the engineers similar ones and orientate them properly.

Check Rabbit White's Tutorials about the nifviewer and the beginning of this thread closly how to make this.

If you're lucky voila. Mission accomplished.:)

Sorry this is very complicated to explain step by step. You will have to go through all the mentioned tutorials to achieve this. If you'll then have more particular questions they will be easier to answer.:p
 
Ploeperpengel said:
First you'll have to put the modern engineer nif and nif_fx in the folder for modern worker and rename them. That's the easy part.

Second you'll have to make sure the engineers bones have similar names to the workers otherwise you'll probably will receive weird animations.
It's possible that this still won't work, if so no chance, sorry.

Third you'll have to put all the modern workers tools with the linked nodes to the engineers similar ones and orientate them properly.

Check Rabbit White's Tutorials about the nifviewer and the beginning of this thread closly how to make this.

If you're lucky voila. Mission accomplished.:)

Sorry this is very complicated to explain step by step. You will have to go through all the mentioned tutorials to achieve this. If you'll then have more particular questions they will be easier to answer.:p


Arrgh!! That's a problem... I don't have 3dsmax or nifviewer... I am trying to just rename files and hope to get it to work that way.

The first thing I did is what you suggested and well, it caused the game to lock up. :p

Next I just gave the modern worker the modern engineer files and change the reference in the art file accordingly. This produced the right model in game but I don't have any animations. Also, I get the Great Person Glow.

Not sure what else I can do.

I was hoping to do this to give the modern worker a more worker look, as the Modern Engineer looks more like a worker than the original modern worker does. :p
 
First: I hope you didn't mess around with the gamefiles but put the files in your custom assets or a modfolder instead!

second ok you got the model in the game. the gloweffect is part of that you can remove this in the nifviewer. Just the animation's missing which either means wrong bonenames and structure or a simple xml error. Check xml first.

the nifviewer is in the maxtools. You don't need 3D max to use it. Otherwise I wouldn't have created a single model up to now.;)
 
Ploeperpengel said:
First: I hope you didn't mess around with the gamefiles but put the files in your custom assets or a modfolder instead!

second ok you got the model in the game. the gloweffect is part of that you can remove this in the nifviewer. Just the animation's missing which either means wrong bonenames and structure or a simple xml error. Check xml first.

the nifviewer is in the maxtools. You don't need 3D max to use it. Otherwise I wouldn't have created a single model up to now.;)

No no lol of course not. I tried to make this change to the modern worker for my mod.

In any case, after trying several things I just decided to change the modern worker texture itself to give it the look I wanted. It would be nicer if I had the 3d model of the modern engineer instead, but I'll settle for what I have now. ;)
 
Ok but please don't let yourself be disencouraged just because the tutorials are a long read. It's learnable. really!:) and greatly expands the possibilities of getting the results you want. Still I would recommend to start with an easier model for nifediting cause the worker has a lot of tools you need to orientate. Better start of with an ordinary unit such as the warrior. That's better to learn to use the rotation matrix;)
 
hehe, alrighty. I'll get the nifviewer up and running tomorrow and fool around with it and see what I can come up with. :p
 
I have a question. If i wanted to give the artillery the ICBM explosion for when it attacks/bombards what do I need to do?
 
Hadrean said:
I have a question. If i wanted to give the artillery the ICBM explosion for when it attacks/bombards what do I need to do?
There's an effects xml file somewhere, misc I think. If the ICBM explosion is done as an effect then it would be there. All you'd need to do is copy its entry (everything between the main tags) into the artillery's effect (overwriting it of course).

Although I don't know if it'll work as you expect. I think what you'll get if you do that is a nuclear explosion at the end of the cannon's barrel. :eek:
 
Rabbit said:
There's an effects xml file somewhere, misc I think. If the ICBM explosion is done as an effect then it would be there. All you'd need to do is copy its entry (everything between the main tags) into the artillery's effect (overwriting it of course).

Although I don't know if it'll work as you expect. I think what you'll get if you do that is a nuclear explosion at the end of the cannon's barrel. :eek:

Hmm I did that for bombardment only and I got a nukelear explosion, now I just need help on getting the effects of the nuclear explosion.(fallout, etc.) and also minimizing the explosion size.
 
Hadrean said:
Hmm I did that for bombardment only and I got a nukelear explosion, now I just need help on getting the effects of the nuclear explosion.(fallout, etc.) and also minimizing the explosion size.
Hmmm, the size... if there's a scale tag in effects definition then obviously that's what you need to change. If not then you'll need to scale down the nif file itself for the explosion. If you do that you'll need to actually do this on a copy of the nif so that you don't affect the normal nuclear explosion, and then of course in the changed bombardement effect you'll need to reference that modified copy instead of the vanilla one.

As for getting the nuclear effects, I don't know much about that. You'll need to look at the ICBM for that although I think you might be out of luck here. My guess is that these effects are tied to the nuke property (most likely nuclearrange, or something like that, don't have the files here), but adding that to the artillery will not do anything unless you make it behave like an ICBM, i.e. explode.
Basically, you'll need python modifications to make it happen, either by creating a mini (not visible but fully functional) icbm that "shoots" out of the connon, or by some other more straightforward ways. I'm not expert on that, so you should post this question in the main C&C forum.
 
arrgh and egad,

I don't think I'm stupid....but

I have tried this for 2 nights now...and other than making my computer puke I have not gotten close to getting this right.

oh ok, I did get a fem_settler over a samurai, but mine looked like her face was coming out of his crotch..interesting but not terribly useful,

ussually I just with the bones (that is the nif file yes?) with a pink blob around it...again interesting but not useful, unless I just made a round unit and did replays of the prisoner.
 
micmc said:
arrgh and egad,

I don't think I'm stupid....but

I have tried this for 2 nights now...and other than making my computer puke I have not gotten close to getting this right.

oh ok, I did get a fem_settler over a samurai, but mine looked like her face was coming out of his crotch..interesting but not terribly useful,

ussually I just with the bones (that is the nif file yes?) with a pink blob around it...again interesting but not useful, unless I just made a round unit and did replays of the prisoner.

You should of have taken a screenshot! Then send it to the funny screenshot thread.
 
Interesting thread, I just asked on the request thread if somebody could do the fast worker using the chinese swordsmans animation and sword(from warlords of course). Maybe if one of you guys wouldn't mind you could try that.
 
YAY me...I finnaly did it!

mostly a case of me not FDS (follow directions stupid) did a

spy -> navyseal = success, but I still ended up with the timebomb and camera flash(?) from the spy model...so I need to keep renaming the spyxxx.nif's to the navysealxxx.nifs?

btw other than the timebomb problem, it looked pretty good, in combat she used her rifle properly and didn't even break a nail.
 
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