Discussion in 'Civ4 - Caveman 2 Cosmos' started by Dancing Hoskuld, Sep 12, 2011.
No it has been around almost from the beginning.
They do exist, but you can't plant them as a resource or really utilize them for carnival based cages. Sadly. Opossums are the north American marsupial, though, so have at 'em and ALL THOSE BEARS you get.
I have made some researches, and I was actually found some useful animal packs (sorry in advance for the long list/post).
http://zt2downloadlibrary.wikia.com/wiki/Kaibab_Squirrel_(Whalebite) who can be found here https://www.dropbox.com/s/8et43ehbelcne1v/zzzz-Kaibab Squirrel.z2f?dl=0
http://zt2downloadlibrary.wikia.com/wiki/Red_Squirrel_(HENDRIX) who can be found here https://drive.google.com/drive/folders/0B442QuWePTBncm1jVFgyYzlDVkE (it was in the zEuropeanExpeditions file) (on a side note many fish can be found here too like these http://zt2downloadlibrary.wikia.com/wiki/Humphead_Wrasse_(HENDRIX) and http://zt2downloadlibrary.wikia.com/wiki/Ocean_Sunfish_(HENDRIX) )
On a side-note, if you need animals for the Floriensis zone (when they will be added), I also know two animals that could be useful
here for the stegodon: https://sites.google.com/site/onepi.../majestic-megafauna/majestic-megafauna-part-2
and here http://thezt2roundtable.com/topic/10407297/1/ for the Giant Marabou Stork
As far as I know, all the links are working correctly (if not, I have dowloaded them yesterday, just in-case).
Wow... outstanding. Who's capable of converting these to our use now? I'm still fuzzy on that.
Squirrel! Sheep, Marmot, PORCUPINE (cool), Arctic hare... not sure about the rest but those 4 would be awesome additions from the Canadian pack.
In the first link, Mink, Hamster, Rat... all cool!
The Argentina one has a weasel and some further snake variety... nice.
Yeah there's a gold mine here. I'm just not the guy to install it all. Maybe I could help with stats though.
If I was able to use gmax, I could give an helping hand on this one. But, badly, when I start the program it mention that a Identification Code, but when I click on the link it open an Internet page who not are the one that are supposed to open (in fact it was the mainpage of an site nammed Autodesk), which made me hesitate to try something.
Edit: Also, do we have an Emu model already? If not, I know where to find one.
https://sites.google.com/site/edmspot/mods-zootycoon-2/animales , all the links works, even the ones without an image, (except for the coelacanth and the sharK, which was unfortunate for us)
I wonder... I got the free Daz studio I was linked to by an ad on this site. I haven't played around with it but I wonder if it would help somehow.
You mean this link?
just for be sure to don't fall into one of those internet pesky traps.
That's the one. I downloaded it but just haven't had much time to do much with it. They send you a lot of emails for a while after but otherwise it seems a solid deal. Of course, some research into the whole 3d art side of things in Civ IV modding in general would also probably be a good place to start. The general forums have a lot of threads on the subject.
Doesn't seem to be a need to convert much, those models are .nif files and should be pretty much plug and play.
The animations included are not compatible with the CivIV engine, but it may be possible to convert those to kfm files.
Are they low enough polygon count to be workable? When you say plug and play, what's the steps to 'plugging' those in?
How would one go about attempting that?
Set up the unit xml... point the ART_DEF for the animal at the .nif file for the animal that is found in the package Dr. Elephant posted links to.
The nif file and the dds textures for it should be placed in the same folder.
The polycount of those zoo tycoon animals aren't over the top, though I would make them with less if I had made them specifically for C2C.
Complicated.... I would use blender v2.49b, import the nif file and then animate it from scratch within blender.
Maybe blender supports the animation files used in zoo tycoon with the right plugin, if so it would probably be capable of saving them in the kfm format used by the civ engine.
Edit: In case you don't know this... The .z2f is a compressed file archive that can be unpacked by 7z.
Glad to help.
Note: the hamster are (in fact) in the zEuropeanExpeditions file, which also contain an model for lemming, red squirrel, hare, jerboa and hedgehog. Here an list of what this pack contain: http://zt2downloadlibrary.wikia.com/wiki/European_Expeditions_(HENDRIX)
The first link, is about an pack containing the european polecat (AKA ferret), and the european water vole (which could be also used for an muskrat). The infos mentionning the hamsters are only warnings for the ZT2 users, that the European Expeditions pack are needed for the animals to works. On a side note: The canadian pack have an good mink model. And the Exceptional East pack have an good sea mink (an animal extinct between the late 19th century, or early 20th century) model too: https://www.ztwds.net/t3562-july-the-fourth-contest-entry-exceptional-east
Also, I have forget to say that in the download link for Stegodon, it was an model for the Toxodon too, in the part 3 of the pack: https://sites.google.com/site/onepi.../majestic-megafauna/majestic-megafauna-part-3
Talking about Stegodon (and thus elephants), the only problem is: At the period, where Floriensis lives, they are in fact two species: the dwarf version on their island, and the elephant-sized one in the mainland Asia.
Also we can (theorically) use the stegodon model for the North/South Americas elephants too as the model are very similar to the Cuvieronius and Notiomastodon: https://en.wikipedia.org/wiki/Cuvieronius , https://en.wikipedia.org/wiki/Notiomastodon
Here two articles on the subject:
(not need to read the full texts, as the wiki page but the great lines could be useful, notably the South America distribution map.)
And for the mastodon (Mammut americanum) for the northern hemisphere.
This model could be useful (as the ZT2:EA model, for it, are ugly): http://thezt2roundtable.com/topic/9070682/1/#new
....Also, they are an another for North America (notably the South-West side, where the most of their fossils have been found): Stegomastodon mirificus. But the informations for it are scarces, at best
: https://en.wikipedia.org/wiki/Stegomastodon , http://fossilworks.org/cgi-bin/bridge.pl?a=taxonInfo&taxon_no=51762
If we add, to them, the woolly mammoth, the Colombian mammoth (and it dwarf subspecie: https://en.wikipedia.org/wiki/Pygmy_mammoth), we could «possibly» have 7 «elephants» for the Americas....Probably no need to add them all though.
If you want to keep on adding new animals, there's also the Elephant Bird, a giant ratite from Madagascar.
We can only add animals that have graphics. We can most often convert those made for Zoo Tycoon into non-animated animals quite easily. Animated would be preferred.
I am writing up the steps necessary to add a new animal. Unfortunately you have to do almost 75% of the work needed before you can tell if the graphics will work.
I absolutely know nothing in the art of coding, but for the Elephant Bird, couldn't it be possible to just alter the colors of the existing Moa, as it had approximately the same size and shape ?
That's called reskinning. It would be possible. Just need to modify a copy of a Moa skin file I suppose. Not that any of this is really in my realm of efforts but new team members are always welcome.
"Just need to modify..." famous last words. You need someone who does art!
Stumped again! The units I have looked at so far don't have button are. Oh well I'll use the "Rubber Ducky" button for now.
I figured out that if I make a generic nothing animal with all the minimum stuff in it I can use it to test each set of art before needing to get into the detail of the animal.
If you ask Whisperr real nice I bet she'd help you with that.
Eh, if you're going to add tamed units, I would actually like to see this consolidated into groups. For example, I don't believe there needs to be a specific tamed unit for each rhinocerous (although what I'm talking about will be broader than just variations on one animal). Instead, there is just one unit that you can build, and the ability to spread more of a given building/myth is allowed to the unit based on what's pre-existing in your civ.
For example, you'd have a tamed domestic herbivore unit. This unit could then build any of the common dosmetic herds in your city, provided you had such a herd (or resource) pre-existing elsewhere at the time of construction. So horses, donkey, sheep, pig (deer? Missing any?). And have separate, single tamed units for different categories: e.g. tamed big cat, tamed exotic herbivore (rhino, giraffe, zebra, maybe deer, maybe kangaroo if not split out, etc), tamed ursine (all the bears), tamed canine (although I think there is only one 'civilian' dog unit - the tamed wolf and the breeding pair wolf that the tamed doesn't obsolete - as opposed to the military units). Tamed small mammal (none exist at the moment, but would include things that can build marsupial and rodent cages). Tamed primates. (List here is not exhaustive.) These tamed units could build animal-specific structures provided that animal is present in your civ (a tamed herbivore unit could build a giraffe standard if you have giraffe myth), as well as more general buildings like herbivore cage.
It is similar to the concept of bards or its upgrade being able to build any story/stories provided you had the myth/story in the city you're using it in. However, I was going to suggest a difference too. In Fall From Heaven, spells were handled by adding promotions to the unit based on existing resources (possibly at any time provided it visits a city, or possibly only at construction/upgrade). This allowed the control bar to only show the spells it "knew" instead of showing them all but graying out the ones that were unavailable (as happens with bards/entertainers and the stories). If at all possible, I would suggest a similar scheme for the tamed units in order to help reduce the sheer number of control buttons a unit might have.
(I also wouldn't mind seeing that scheme used for the myths/story/stories of educator units so as to reduce the extensive list of build orders they have, that causes a slight slow down/freeze whenever you select them in a city. However, their list is so extensive that changing it might instead cause slowdown when they are built and their promotions are all populated - I don't know how the performance issues might compare. Also, it would require adding new promotions that get added to these units, and potentially the code to handle it all if it is not already existing/available in C2C.)
Certainly I can understand it is much too late to make such extensive changes.
Also, if you're fiddling with new animal units and their myths, I would not mind seeing tamed sheep finally added. It seems tamed units of every other domestic animal exist (and none too few of generally non-domesticated animals, like zebra and rhinos), but not sheep.
Separate names with a comma.