Shirotora Kenshin
Prince
Saka_HorseArcher_ArmorA.fgx is what i used.
sent you a pm with my mod Buddy Project.
sent you a pm with my mod Buddy Project.
Does the attack animation work in Asset Viewer?Something seems to Be wrong with the Saka Horse Archer in the Civ vi Assets modding Directory.
I made a Horse Archer, available for all Civs and my japanese Horse Archer ( i First Do Japan,Then versions for Other Civs, as i want to make more cultural diversity ) and something Is wrong when Its Time to Play the Saka attack Animation, Cause ingame, there isnt a Visible attack Animation. The Unit move a bit, and Then Thats it....the Enemy get their damage But without Visible been Attacked by the Horse Archer. I checked AND made everything Double , But no success...so i Wonder if they delivered Us a Saka Horse Archer, with wrong entries in the behaviour file when it comes to attack ?
Does the attack animation work in Asset Viewer?
Is there no typo where you reference the behavior file in your asset file?
Is it only the attack animation or do none of the animations work?
Have you checked the attack animation name in the behavior file against the attack animation file in the animation folder?
I think the Problem Is definitely from the Assets side. The original Saka Archer armor Works Perfect in Game...hm...so my Horse Archer will only work correctly if they Update the Civ vi Asset Collection...ok.
I Hope you will not Be Angry deliverator, But i will Do my Own Sohei
I'm pretty that SakaHorseArcher.bhv isn't the Behaviour file that was used to make the unit in game because it only has Sound not visual effects such as the arrows. There is also a Saka_HorseArcher.bhv but that doesn't have any ranged attacks. I can probably fix up working Horse Archer assets when I have a chance to dig into it. We have all the raw Animation files so we can put together a new .bhv that actually works.
.ftsxml and .fxsxml are Civ 5 formats and not needed for Civ 6 units but they can be used for reference to find what animation files are used.1. I got 5 files from dreadnought mod (animation is saved in a strange format ".ftsxml":
Should not be needed for community made units, only firaxis made units. What you will need to do though is work out what animations the unit uses and resave all those.2. Then I move all this files into Nexus2 working folders and use "Resave all GR2 Files in Directory" - done, only one file got resaved.
No they not there by default. You can add them manually but you should not need to.4. Start Blender2.7+ and open Nb2 file (surprisingly no textures):
Did you get an error message when you exported to .br2 from blender? No you should use CivNexus6.9. In CivNexus6 hit the button "Overwrite" and select br2 file exported from the Blender - when doing so I am getting an error saying that there is something wrong with meshes. Should I do "overwrite" in the Nexus2?
EDIT: It looks like overwrite from .br2 does not work anymore. Export to .c6n and do a overwrite from c6n and see if that works.
Thanks Deliverator, the only reason I said this was I got a dot net error when I tried that.There is now a radio button to switch between .cn6 import/export format and the old .nb2/.br2 method. The old .br2 import should still work in the same way if you switch the toggle.
Thanks Deliverator, the only reason I said this was I got a dot net error when I tried that.
Thank you. Once again you have saved the day.No sorry, you were correct - the .br2 import/overwrite was broken in CivNexus6 1.2.0. I have uploaded version 1.2.1 which includes a fix for this.
Hey Deliverator,
I have seen your longswordsman in your MOAR units mod...and it looks like this unit do not use the Longswordsman animations from civ 5...but I also have seen that you guys tried to convert those animations for Civ 6.
If i want to make a Longswordsman for Civ 6 using the animations from Civ V, is that possible ? And if not, then let me ask why not ? Thanks
In your MOAR mod the LSman have the blade in one of his hands...but I will Check what it Looks like when he is in combat.