[Solved] Issue exporting Leader assets using CivNexus6 - no hair geo

Anton_G

Chieftain
Joined
Mar 7, 2021
Messages
4
Hello! Everyone!
Me and my buddy are working on a new civilisation for Civ 6.
I am mainly responsible for creating a leader model. We both want an animated leader instead of a static image, but since we lack an animator in our team the idea is to modify existing leader model and reuse the existing animations. The face and proportions should stay the same, but other than that I could do whatever.

So, I have figured out how to get the leader model using CivNexus6 into blender succesfully except for the hair - for some reason the geo is not there. Not even in the file previewer, for none of the leaders.
Leaders_no_hair.png


Which is weird since .ast file explicitly states that hair geo is taken from the same .fgx file as everything else.
Ast_structure.png


I've looked into files, and there seems to be a separete set of hair files, but they mostly contain shading information, and never the geo.
I can create the hair myself, no problem, but first i'd like to see how they do it, plus that creates an issue that maybe I should treat hair in a specific way and I have no Idea what way it is.

So, is there a way to get the hair mesh for a leader out of the game? or doing my own is the only way?
 
As far as i know, for all the Leaders, the Hair information is in the .wig files. Those .wig files are a mystery until today, which means we do can generate an empty .wig file for a custom leader model via CivNexus6, but we cannot import hair geometry from those .wig files into Blender. So i think the only way is to create the hair yourself and then later, when it comes to export from blender, create an empty .wig file in CivNexus6.

But sukritact or Deliverator know more about that for sure.
 
Yeah the hair is not a mesh - it is generated by the engine from the .wig files. Do you will need to make your hair as a regular mesh. The V Leaders Reborn project has some examples.
 
Yeah the hair is not a mesh - it is generated by the engine from the .wig files. Do you will need to make your hair as a regular mesh. The V Leaders Reborn project has some examples.
Thank you! So I figured, yeah, I'll check your mod, as that seems exactly like the thing to check!
 
I know it was ages ago, but we finally finished the mod! I used hair cards technique to create hair, worked surprisingly well except for antialiasing - using bright background generated a bright halo around every transparent hair element. - other than that - no big problems since generic leader shader contains all the necessary textures, including anisotropy direction
Link to the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2620002324
 
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