Emperor Franz
Chieftain
- Joined
- Apr 1, 2020
- Messages
- 5
Hi there, sorry about the slow response.
As explained here, there are two ways of taking a Civ 4 unit graphic and bringing it into Civ 5:
A) Take Civ 4 unit mesh and rig it to a Civ 5 skeleton so that Civ 5 animations are used.
B) Do a full conversion converting the Civ 4 animations so that they work in Civ 4.
A is preferable in most cases because the quality of the resulting unit will be better. The list of event codes for Civ 4 and Civ 5 do not match up perfectly, and the timings are different even where the events match up. Any unit that has animations converted from Civ 4 will effectively have gaps for some Civ 5 events where no equivalent Civ 4 animation exists.
"Overwrite Meshes from BR2" works by keeping the current skeleton (armature) of the .gr2 model you have open intact and replacing the meshes. For this approach to work you will need to have rigged your imported mesh or meshes to the skeleton of the model you want to use a basis.
I assume the tutorial you have been using is this one from Wolfdog.
A few point about this guide as it is a little out of date (although there is no more comprehensive alternative sadly):
* The Bake Texture process is no longer required as multi-mesh and multi-texture units are now supported by the BR2 format and Nexus Buddy 2. That whole section is a relic of past limitations. That's why the even older tutorial has NO LONGER NEEDED - MAKE A MULTIMESH UNIT INSTEAD all over the Bake section.
* The key part is that you need to select an existing Civ 5 unit to rig your imported mesh to. Every mesh must be fully rigged (have vertex groups assigned to bones) to an armature for the Blender -> BR2 -> GR2 process to work.
* It is actually no longer necessary to use "Overwrite Meshes from BR2" as the "Open BR2" button will directly convert BR2 -> GR2 without you needing to make a copy of the base .gr2 and opening it first.
I hope this helps!
Not a problem Deliverator and thank you. So I recently started on a different project that I hoped would produce more favorable results to occupy my time and I decided to port an armored cruiser (the idea being an intermediary between a Frigate and a full on battleship, though I am hoping to make it compatible with the Expanded Naval Immersion mod, but I digress) and I think I've been able to get a lot of it right. I ran into problems when I put it into Nexus 3d Viewer and the textures are red and gray checkers, not to mention I'm not entirely sure the animations work. I've rigged it to the battleship template I found on that spreadsheet you posted and due to my inability to get ModBuddy working (VIS Shell 2010 refuses to run on my Windows 10) I had to copy-paste the battleship.fxsxml and rename it appropriately. I'll attach the files to this post (it's a mess I know) and let you have a look at it. I greatly appreciate the help and I'll probably take another whack at the Omaha once I'm done with this
Edit: Through some further monkeying around with the files I believe I've resolved the texture issue, will post the updated one; however my suspicions on the animations seem to be correct in that the model is not reacting to the various triggers in Nexus; could I have missed a step?
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