stolenrays
Deity
- Joined
- Aug 2, 2009
- Messages
- 2,063
No I didn't thanks for the link.I guess I didn't consider effects to be part of an animation.
I tried changing the sounds and effects, but it did not work properly. I can't even find the final frontier art even after unpacking the BTS art. I think that and that the .kfm needs to be pointing at my modified version may be the problem, but I am not sure and changing the .kfm path to my mod messes up the animation.
The line in the kf file should not point to any directory, but to an entry in the Civ4EffectInfos.xml (EFFECT_INVASIONSHIP_LASE RFIRE_BIG or EFFECT_RIFLEBLAST_MODERN or example).I see it now. The effect line was pointed to the proper directory, there just isn't any effect.![]()
The line in the kf file should not point to any directory, but to an entry in the Civ4EffectInfos.xml (EFFECT_INVASIONSHIP_LASE RFIRE_BIG or EFFECT_RIFLEBLAST_MODERN or example).
You don't need any other files than a complete infantry animation set (rhe kfm and kf files). Put them into the folder of your Jaffa, change the infantry_md_rangedstrike.kf in the way I've described in the tutorial and change the <KFM> entry in your Civ4ArtDefines_Unit.xml to point to the kfm file in your Jaffa folder. That should do the trick.
Strange, your animation works for me with the new effect. You are using BtS, right? Try the attached achieve as a mod, the infantry should be replaced by your Jaffa with the new effect.I think that I followed your tutorial exactly, but my animation still does not work. I've attached the folder with all infantry files and the artdefines.xml file to hopefully get some assistance for what is going wrong.![]()
This was only the quickest way to test the unit, I don't see any reason why it shouldn't work within a BtS mod that uses a modified artdefines.xml.It definetly works. Thanks. I uploaded the wrong version though and need to finish coloring the mesh. I see what you did. You didn't change the artdefines.xml and instead just replaced the folder/files. I replaced the artdefines.xml paths.
Compliments, they're very cool![]()
I've gotten it to work in the mod, except I want to change the staff weapon sound effect. Do you know where to change that?
Btw, nice button![]()
Good work
Your talking about jaffa staff weapon sound made me have an idea for dataskywalker:
As long as any civ ingame does have its specific language while units do speak, it would be nice to have SG civs "speak" proper languages...
Goauld to speak Egiptianone, Tauri (mostly) English, Asgard would fit Viking
one and so on...
You could use the assets from such stock civs, just apply the proper one... it would be a great way to realism.
What do you think? Are you going to curse me?![]()
You change it in the rangedstrike.kf file in that folder I uploaded. Right now it says UN Sound I think. Sabo provided a link about changing animations in this thread. That is the link I used as it encompasses effects changing as well.