caramac said:
Hi, great tutorial. It really was simple to understand.
However, I was wandering if there was any way you could actually 'draw' on the textures with paint or some other program. I really would like to be able to change the skirt on the swordsman to be tartan to go with my Scottish Civ mod currently under construction.
I got the idea of this maybe being possible after thinking about the 'Sims Creator' that came with Sims 1 as the skins are laid out flat and you could draw on them.
I know this probably isn't possible with the units from Civ 4 but any ideas on anything similar would be very helpful.
Well the skins of the characters are laid out flat in the the texture files (for swordsman that would be swordsman_128.dds). The trick however is to figure out which part of the image goes on which part of the unit. It's easier with human units, for example it's immediately obvious where the sword is drawn, and the skirt, and the face of course. For any part you're not sure about just add some sort of a clear marker (i prefer an arrow) that clearly stands out from the rest of the image (this is of course working with a
copy of the original texture

), and in game take a look where it appears. Once you know what goes where it's easy to reskin units.
Ploeperpengel said:
Do you have an idea why the head is still in quite a normal position in the game after I moved it in front of the breast of the model in the viewer in both nif and fx? I get a lovely hunch for an orc in the viewer but doesnt show
I think I encountered something like this before. My best guess is that when you're trying to mess around with positions and orientations of bones, some (or most likely all) of them are getting overridden by the animations. Essentially the animation sets (in the process of playing through) the absolute position/orientation of objects, or in this case vertices of the model which are skinned to the bones. So regardless of where you positioned the bone, it will always appear in the same position in the game.
Attached objects, such as swords and shields, are controlled relatively to the dummy object or bone they are attached to, that's why we can adjust their position/orientation to better fit to the model.
The way to go around this limitation is to create your own head (or use one created by someone else). Rescale the head node to something like 0.0001, attach the new head and scale it up to 1000 to compensate for the 0.0001 scale. Position and orient it according to your needs (the orientation will be hell btw

) and that should do it. This works because you're attaching the head like a sword as oppose to skinning it to the bones (like the original head).