omg blender project file is fuc*ed up then cn6 , that why ... SOLVED
Was that added at some point or did I miss it?Also you can resize models in the .artdefs in many cases.
Was that added at some point or did I miss it?
Or maybe I've not tried with wonders, IIRC it was city buildings sizes that I wanted to change when I was searching the artdefs![]()
thxPossibly you didn't do Ctrl-A to copy Location, Rotation, Scale to Object Data before exporting. Also you can resize models in the .artdefs in many cases.
thx maybe you know about how flag works in Orszaghaz? cuz i don't see the way to added it proper...
So how do I measure game size objects? wireframe plain is very limited.Possibly you didn't do Ctrl-A to copy Location, Rotation, Scale to Object Data before exporting. Also you can resize models in the .artdefs in many cases.
The actual flag is a Visual Effect (VFX) so will only appear when Animations are playing I think.
View attachment 535511
thx that help ! but i still can't see how i can connect VFX to the model ...not see it in BLP entry brouser list
or i should just added it by hands in N++?
<m_Timelines>
...
<Element>
<m_Name text="WORKED_A"/>
<m_Description text=""/>
<m_AnimationName text=""/>
<m_fDuration>1.000000</m_fDuration>
<m_Triggers>
<Element>
<m_eType>ASSET_FX</m_eType>
<m_Name text="483"/>
<m_Description text=""/>
<m_FXName text="FX_Flag_Hungarian"/>
<m_CollectionName text=""/>
<m_AttachmentPointName text="FX_Flag"/>
<m_fStartTime>0.000000</m_fStartTime>
<m_fDuration>-1.000000</m_fDuration>
<m_nTrackIndex>0</m_nTrackIndex>
</Element>
</m_Triggers>
...
</m_Tracks>
</Element>
...
</m_Timelines>
THX !yep i find that code yesterday, but i was try to change(rename ) all the flag VFS files PSB PTL AST, but it doesn't work especially with PSB...may be i don't need it , cuz i scary the game gonna have conflict with names? like i got troubles with my new district and using improvment - ice hoocey rink , they disapire from district and improovments artdefs after cooking in modboddy , so i just copy right file in game folder ...i scary it going to be same if i load mod in steam thru modbuddy and i will can't to fix itVFX need to be attached to Attachment Points in the m_Timelines section under Behaviour Data of an *.ast. For example, in WON_Orszaghaz_Movie.ast you can find:
Code:<m_Timelines> ... <Element> <m_Name text="WORKED_A"/> <m_Description text=""/> <m_AnimationName text=""/> <m_fDuration>1.000000</m_fDuration> <m_Triggers> <Element> <m_eType>ASSET_FX</m_eType> <m_Name text="483"/> <m_Description text=""/> <m_FXName text="FX_Flag_Hungarian"/> <m_CollectionName text=""/> <m_AttachmentPointName text="FX_Flag"/> <m_fStartTime>0.000000</m_fStartTime> <m_fDuration>-1.000000</m_fDuration> <m_nTrackIndex>0</m_nTrackIndex> </Element> </m_Triggers> ... </m_Tracks> </Element> ... </m_Timelines>
This attaches the VFX FX_Flag_Hungarian to the Attachment Point named FX_Flag when the build state is WORKED. This is how all VFX are attached.
THX !yep i find that code yesterday, but i was try to change(rename ) all the flag VFS files PSB PTL AST, but it doesn't work especially with PSB...may be i don't need it , cuz i scary the game gonna have conflict with names? like i got troubles with my new district and using improvment - ice hoocey rink , they disapire from district and improovments artdefs after cooking in modboddy , so i just copy right file in game folder ...i scary it going to be same if i load mod in steam thru modbuddy and i will can't to fix it
yep i want new texture not hungarian flag...tutorial will be great ! that very usful info no one work with VFX i reserchi whole site nothing ...Are you actually wanting to edit the texture of the flag itself? If so that is reskinning a VFX which is possible but is a bit more involved - I can maybe do a tutorial for that. If you just want to re-use an existing VFX as it is then there is no need to edit the .psb, ptl and .ast.
Deliverator... got the same problem but with the Leader , smaller size and he lay downPossibly you didn't do Ctrl-A to copy Location, Rotation, Scale to Object Data before exporting. Also you can resize models in the .artdefs in many cases.
all i can see is problem is nexus can't work with vanila leaders models?
yeah i fix it it was some issue with obj file ...but problem is in blender not in nexius , when i load vanila model of Teddy it gets error -not enough spaceThere's nothing specific to Leaders that should cause any rescaling. Did you use .cn6 format to import and export to/from Blender? Is the model incorrectly scaled in FGX Viewer too? If not then the issue could be with the Asset files perhaps.
Did you definitely have the mesh selected when you did Ctrl-A Apply Location, Rotation, Scale. I would do each in turn to be sure.
yeah i fix it it was some issue with obj file ...but problem is in blender not in nexius , when i load vanila model of Teddy it gets error -not enough space
i already have 64 bit blender ,i try everything step by step , still same error... can u try open any leader in blender ? is it will work fine ?Is your hard drive full? The error looks like it happens when attempting to write logging output which is not actual needed to load the model in.
If disk space is not actually an issue then you could try commenting out all the "print" lines in io_import_cn6.py by putting a # at the beginning.
Other things to try:
1) run Blender as Administrator (could be a write permissions issue)
2) run 64 bit version of Blender.
i already have 64 bit blender ,i try everything step by step , still same error... can u try open any leader in blender ? is it will work fine ?