Subdued Animals in C2C discussions

Bears even show up on the 1st turn now. I had to make my Homo sapien group run away and my Stone thrower was to far away to intercept. Good thing the 1st "group" can move 2 spaces. The bear started right next to me! :eek:

JosEPh ;)
 
@Dancing Hoskuld

Here is a new graphic for the Cheetah. The exiting one looks weird and deformed. This new one looks much more like a Cheetah. Please replace the old graphic with this new one. Thanks! :goodjob:

The current cheetah graphics are animated, why would I replace it with an unanimated one?
 
The current cheetah graphics are animated, why would I replace it with an unanimated one?

Because it looks more like a deformed Leopard than a Cheetah. I would much rather have a good looking model that's un-animated than a ugly looking model that is animated.

:hmm: I am with DH on this one, animated is way better, since it has been there for 3 years now.

Have you even tried the graphics thread to see if anyone can inform you how to do animations??
 
:hmm: I am with DH on this one, animated is way better, since it has been there for 3 years now.

Have you even tried the graphics thread to see if anyone can inform you how to do animations??

1. Why is animation so important?

2. Not really much since I have been busy with other stuff in C2C. From what I gather making new animations are next to impossible and you have to use existing ones. This is why some units like the Giraffe look weird in the civpedia but normal in game.

Also Zoo Tycoon units being brand new meshes are not easy to covert either. Most animated units in the download section are either existing models with re-textured meshes or linking skeletons of existing units to new meshes.

I now how to do the first and that's how the current cheetah was made from a re-skinned Panther. This is why it looks deformed because it is on a body (mesh) that is not made for the fur (texture).

I won't say never but it is highly unlikely we will get any of these animals animated unless we get a very talented artist on the team who knows animations. Note I have animated in 3D art classes but I have no idea how to do it for Civ4. Which shows you how difficult it is. My hat is off to anyone in the modding community who has done it.

:hatsoff:
 
1. Why is animation so important?

2. Not really much since I have been busy with other stuff in C2C. From what I gather making new animations are next to impossible and you have to use existing ones. This is why some units like the Giraffe look weird in the civpedia but normal in game.

Also Zoo Tycoon units being brand new meshes are not easy to covert either. Most animated units in the download section are either existing models with re-textured meshes or linking skeletons of existing units to new meshes.

I now how to do the first and that's how the current cheetah was made from a re-skinned Panther. This is why it looks deformed because it is on a body (mesh) that is not made for the fur (texture).

I won't say never but it is highly unlikely we will get any of these animals animated unless we get a very talented artist on the team who knows animations. Note I have animated in 3D art classes but I have no idea how to do it for Civ4. Which shows you how difficult it is. My hat is off to anyone in the modding community who has done it.

:hatsoff:

Yeah it i believe has something to do with the re-boning of it, i guess?? Best ones i knew were Danrell, bernie14, Zerver and Bakuel. Besides the ones that were with FfH2.
 
Because it looks more like a deformed Leopard than a Cheetah. I would much rather have a good looking model that's un-animated than a ugly looking model that is animated.

It looks like a deformed leopard because it's boning is that of a lion. The same problem occurs with cattle, giraffes and camels.
 
1. Why is animation so important?

2. Not really much since I have been busy with other stuff in C2C. From what I gather making new animations are next to impossible and you have to use existing ones. This is why some units like the Giraffe look weird in the civpedia but normal in game.

Also Zoo Tycoon units being brand new meshes are not easy to covert either. Most animated units in the download section are either existing models with re-textured meshes or linking skeletons of existing units to new meshes.

I now how to do the first and that's how the current cheetah was made from a re-skinned Panther. This is why it looks deformed because it is on a body (mesh) that is not made for the fur (texture).

I won't say never but it is highly unlikely we will get any of these animals animated unless we get a very talented artist on the team who knows animations. Note I have animated in 3D art classes but I have no idea how to do it for Civ4. Which shows you how difficult it is. My hat is off to anyone in the modding community who has done it.

:hatsoff:

Its certainly not impossible. It just really really sucks to work on. Takes a HELL of a lot of patience! I could do it but I refuse to on the basis of the massive pain in the arse it really is... especially with the methods/programs the CivIV system requires. If it could be done in Poser and ported in it would be potentially worth doing.
 
Its certainly not impossible. It just really really sucks to work on. Takes a HELL of a lot of patience! I could do it but I refuse to on the basis of the massive pain in the arse it really is... especially with the methods/programs the CivIV system requires. If it could be done in Poser and ported in it would be potentially worth doing.

From what i hear, Blender is what alot of them used.
 
Its certainly not impossible. It just really really sucks to work on. Takes a HELL of a lot of patience! I could do it but I refuse to on the basis of the massive pain in the arse it really is... especially with the methods/programs the CivIV system requires. If it could be done in Poser and ported in it would be potentially worth doing.

I have an old an early copy of Poser (and Bryce) when when I was in high school (I wanted to become an 3D animator). They were like my first 3D programs. I am not sure if Poser would help in this case.

From what i hear, Blender is what alot of them used.

Blender is free, so that make sense. In fact I used it to convert the Spore wing meshes for the ornithopter to import into 3D Studio Max. I have 3D Studio Max 6 which is old but it still works fine. If anything its about as old as Civ4.

I have not really spend time to learn more than a few things in Blender. Mostly just leaning how to convert the meshes to 3DS format. Which was surprisingly tricky. Since I totally lost the texture files in the process and had to remake my own.
 
Bears even show up on the 1st turn now. I had to make my Homo sapien group run away and my Stone thrower was to far away to intercept. Good thing the 1st "group" can move 2 spaces. The bear started right next to me! :eek:

JosEPh ;)
They do? That should not happen as the first time the animal spawning code is supposed to run is after you press end turn.
So you started a new game and the bear was right next to your starting units?
 
Here's the screenshot although I think it was the 2nd turn, even though the map says turn 1 the date is 49500BC. So according to your post it was after the initial end turn.

JosEPh
 
Here's the screenshot although I think it was the 2nd turn, even though the map says turn 1 the date is 49500BC. So according to your post it was after the initial end turn.

JosEPh
Ok, that is indeed possible at the moment. There is no grace period, animals start spawning right away (not Neanderthals though).
 
It actually caused me to select a different starting spot which so far has turned out rather nicely this time. :D

JosEPh
 
Did not know that!

Maybe this should be in the FAQ?

JosEPh
 
It's these "Insider" secrets that end up "getting" you. ;)

JosEPh
 
Its not the first 2 against animals... its the first X number of battles against barbarians (including animals) where X equals a handicap amount established by the game difficulty. It was really throwing me off when I was testing combats during the combat mod development until I did some processing analysis and realized what all that code there was all about.

But the 'automatic' part of it only greatly slants the chances (like 95% or something like that) of victory. If you don't have ANY strength on the unit being attacked, you'd still lose (and waste one of your 'auto wins' in the process.)
 
Its not the first 2 against animals... its the first X number of battles against barbarians (including animals) where X equals a handicap amount established by the game difficulty. It was really throwing me off when I was testing combats during the combat mod development until I did some processing analysis and realized what all that code there was all about.

But the 'automatic' part of it only greatly slants the chances (like 95% or something like that) of victory. If you don't have ANY strength on the unit being attacked, you'd still lose (and waste one of your 'auto wins' in the process.)

So guard your settlers. That has always been a good idea.
 
Back
Top Bottom