[UNIT] PPQ unit art and questions thread

Clanky did some SC2 conversions, but the animations for alot of his conversions seem like they were made for final frontier, most of the flying units are set as naval.

This is the link to his converted units: https://forums.civfanatics.com/resources/starcraft-units.23272/
Cool looking units. I made a modified strikeA.kf that uses the FF Torpedo. It is trivially easy to change the effects in the kfs with nifskope. I made a hopefully useful info graphic.
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Figured it was about time for a name change.
 
Does final frontier have something like an energy ball effect?
 
While I was shopping for knight animations I checked out the Omen Horsemen. They have this cool fire effect. Not energy balls, but could have potential for modifications. I think it would have been a good starting point for the Byzantine Dromon greek fire effect.
palerider-jpg.593579
 

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I ran into some issues working on a custom flag for NOD. This is the decal I am working with and it is transparent and everything. But in game the teamcolor does not show and instead the whole flag is black. What's the deal with that?

Help would be greatly appreciated.
 

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I "copied visible" and pasted into a clean file. Exported as DXT3. Works for me. The vanilla files are DXT5. So, I think that rules that variable out. It seems visible crap remains in the alpha channel for some reason. The work around I use is to just paste visible crap into a new empty file. Maybe it is a limitation of GIMP2, or I am missing some simple fundamental thing about how alpha channels work. :think:
 

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I ran into some issues working on a custom flag for NOD. This is the decal I am working with and it is transparent and everything. But in game the teamcolor does not show and instead the whole flag is black. What's the deal with that?

Help would be greatly appreciated.
Seems to be working for me:
Spoiler :
untitled-1-jpg.595836

The only always-black area is the one you have black in your decal "image" (not the alpha channel). Normally for flags the image part is completely white, and the flag gets colour via the alpha channel. Not completely sure, but I think black means primary colour, white secondary colour and grey is a mixture of both colours.
 

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Thanks toad. That fixed it. The error was probably down to the Paint.NET exporter than, either that or my compression method of choice.
 
@PPQ_Purple While I'm thinking about it. A work around to the lack of alpha fade for the flag shader is to use a visibility controller. That does work. You can't throttle the alpha up and down. But, you can switch it on or off with a "NiBoolInterpolator". You just have to swipe a "NiVisController" and put it in the ninode that contains your trishape. Then add the Boolinterpolator to your kf.
 
Just when does Anti-AirStrike trigger in actual gameplay?
I tried a bunch of bombing runs on a test map against SAM infantry and I can't get it to trigger. I can trigger it manually via CTRL+U but that's not the point.
 
Just when does Anti-AirStrike trigger in actual gameplay?
I tried a bunch of bombing runs on a test map against SAM infantry and I can't get it to trigger. I can trigger it manually via CTRL+U but that's not the point.
I think it is broken in the 319 patch. The air craft animations also hang during intercept. That bug has made me forgo air strikes in most games.
 
Seriously? I assume there is no way of fixing it ever. Dam
 
I wonder if it can even be patched or if its in the unreleased part of the code. I'll have to check.
Also, if the bug is new to 3.19 is there a way I could get a hold of the 3.18 code somehow? What was the earliest released version?
 
I'm not sure what animation this is about. In K-Mod, if I let some Fighters carry out air strikes against a group of Barbarian Mobile SAMs, an animation is played when an interception occurs: the launching station gets aimed toward the sky and the vehicle shakes a bit. I'm attaching a screenshot.

I've put the whole patch history of Civ 4 on GitHub a few days ago (edit: Oh, I see you had already noticed.)
https://github.com/f1rpo/Civ4CE/commits/main

Looks like CvUnit::updateAirStrike is responsible for playing the animation (assuming that we're talking about the same thing). That function was added by patch 3.13; I don't see any changes to it in patches 3.19 or 3.17.
 

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For some reason I couldn't get it to fire using a mod based on vanilla files. Which is odd because I have distinct memories of seeing it in games. Which is why I was confused.
I spent a couple hours yesterday even before you replied using your repo to hunt down the relevant function and came to the same conclusion you did including the fact that there is no diff between the 3.13 and 3.19 versions of that function. Which got me even more confused.

At this point I am beginning to question if my CD is scratched. Only toad says he has the same problem as well. Could it be something that was patched out by some major mod like BUG and everyone just uses from than on?
 
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