setting up units in the xml artdefines.

Voltron81

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Nov 13, 2008
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I am making a mod which adds an age beyond modern. I do not have the software to create my own models, i have to rely on the community. I noticed several things. Some people do more work than others. While those that do less obviously are doing more than me, I, in no way want this to seem negative. If you were to download the marauder unit, all files are neatly in the folder just substitute with an an existing art define and your golden.

How do you handle a file with no .kmf? Or like in some cases the file just has dds and a nif? While this is far more than i can accomplish at this point, i need to know where to go with it from there. I have added several units to the game already and have a working knowledge of it. I have done reskins with nifskope, paint.net (very nice does dds files without the need to convert). To get around the shader file i often just copy and rename unit.dds with unit_fx.dds and i get the unit in. (i don't play with shadows so i doubt this to be an issue for me at least)

I have unpacked the original files and messed around with copying over other units animations and such and still run into walls. (I had an android with a musketeer hat and gun instead of his arm cannon) any help or a point would be awesome.
 
Typically if there is no KFM included it uses a base Civ animation which is either mentioned in the post, or is assumed to be obvious (ie - "Hey guys, this is a reskin of the warrior, I gave him a fryingpan instead of a club" would imply you should use the warrior animations). If there is only a DDS file, then it is a flat out reskin and the DDS will have the same name as the existind DDS for the unit they said was used as a base.
 
thanks for the info. That is what i assumed before. Did so and got the android with the muskateer hat and gun. I will go and fiddle with it again. Is there a specific file that deals with the unit's accessories? Or is that reference in the nif file?
 
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