[Unit]Mechanized Infantry with soldiers

The Tollan

Prince
Joined
Oct 29, 2005
Messages
418
This is a mod that changes the appearance of the Mechanized Infantry unit to include soldiers.

These graphical changes make the infantry aspect of this unit more apparent. The description of Mechanized Infantry suggests that soldiers enter and exit the combat vehicles and that both are often simultaneously present on the field.

The mod changes the unit members so that there are two of the vehicles and four soldiers. The unit formation has been changed also.

The soldiers use the Paratrooper animations and mesh, but with a forest style camouflage. The vehicles use the original Mechanized Infantry animations.

I decided not to attempt to change the rifle from the Paratrooper version because of time and detail requirements. Potential future versions of the mod may address this issue.

Future versions of the mod may be released if I make improvements or if others supply material.

Feedback and comments are welcome.

Link to download:

Mechanized Infantry with soldiers

This is another version that shrinks the soldiers for purposes of scale:

Mechanized Infantry with soldiers, Resized


Screenshots:

Spoiler :
1_b9N.png


Spoiler :
2_9S4.png


Spoiler :
civ5screen0060_Jei.png


Spoiler :
sample_9L7.png
 
Paratroopers should be smaller. Then, this will be more realistic and "cool" :D

PD: it seems a good mod
 
If you want to change the relative sizes of the vehicles and/or soldiers, in your sql file, change the values in red

Code:
INSERT INTO "ArtDefine_UnitMemberInfos" VALUES 
("ART_DEF_UNIT_MEMBER_MODERNSOLDIER","[COLOR="Red"]0.14000000059604645[/COLOR]",null,"","modernsoldier.fxsxml","CLOTH","FLESH");

INSERT INTO "ArtDefine_UnitMemberInfos" VALUES 
("ART_DEF_UNIT_MEMBER_MECHANIZEDINFANTRY2","[COLOR="red"]0.10000000149011612[/COLOR]",null,"","Assets/Units/MechanizedInfantry/MechanizedInfantry.fxsxml","CLOTH","METALSM");

0.10 and 0.12 might look better.
 
I like mixed units, and nice reskin of the paratrooper here, I will add compatibility with R.E.D. Modpack in next version :goodjob:
 
Nice to see it is working. I tried at the beginning but it crashed and I though that mixing unbits woth different animations was not possible.

This means it should be possible to have AT Guns mixed with Infantry and AA Guns with Tanks ? if so units on a division scale would be possible :-)
 
I had AT-guns and infantry mixed in R.O.E Stalingrad, so yes this was possible.
 
Nice to see it is working. I tried at the beginning but it crashed and I though that mixing unbits woth different animations was not possible.

This means it should be possible to have AT Guns mixed with Infantry and AA Guns with Tanks ? if so units on a division scale would be possible :-)


some months ago i experimented quite long with these things (using R.E.D. v10) thought it was pretty cool,
and thought about why no serious modder ever did that

scaled the Units pretty extremly down so that i had 25 tanks in one unit (moves take quite long like that :P)
or Carrier Battlegroups = Carrier +3 Destroyer's + 2 Submarines etc.
just one downside, it seems that more than 40 Units in one formation arent possible (CTD)

here are some artdefines if you wanna look :crazyeye:
 

Attachments

Maybe we can help each other out here...

I have experience with various 2d image editing and 3d modeling/animation software, but all of this grannyviewer/nexus mumbo jumbo is like a alien language to me.

If you can get me the paratrooper (or better yet, the marine from G&K) model, texture/maps, and animations in a easily imported format (IE: OBJ for model, PNG or tif for textures/maps, and FBX for animation, though I may not need the animations, depending on how exactly civ 5 reads it. Hopefully it just moves certain vertices linked to certain bones), i'd be happy to make it look more like a modern solider, complete with an m16/ak74.

Eventually i'm planning on making a overhaul that makes mechanized and non-on foot units less mobile in most terrains, giving infantry units a bigger purpose, among other things.

Having mechanized infantry get out to move through jungle and such is a goal, so this would kill two birds with one stone.
 
Thanks, Jabberwockxeno.

I have attached both the Marine and Paratrooper files.

I made .png versions of the main .dds files that are needed to reskin the units. I used Gimp to open and edit the .dds files when making this mod.

All of the .gr2 files that are associated with the animations are included. It is not necessary to change these files or add them into a mod if one is using the default Marine or Paratrooper animations unless changing the model would prohibit their use.

The marine and paratrooper.fxsxml file controls which animations are used. The marine and paratrooper.gr2 files are associated with the mesh and which texture maps are used.

The only .fxsxml file and .gr2 files that I found necessary to change to edit the unit appearance were paratrooper.fxsxml and paratrooper.gr2. A new version of each of these had to be included in the mod.

There were other files with these extensions, but I left them alone.

I used IndieStoneNexusBuddy_old to edit the paratrooper.gr2 so that the game and mod would use the new texture I made.

I am unfamiliar with OBJ and working with the 3D model, but if necessary I can attempt to supply assistance on this matter.
 

Attachments

Thanks, Jabberwockxeno.

I have attached both the Marine and Paratrooper files.

I made .png versions of the main .dds files that are needed to reskin the units. I used Gimp to open and edit the .dds files when making this mod.

All of the .gr2 files that are associated with the animations are included. It is not necessary to change these files or add them into a mod if one is using the default Marine or Paratrooper animations unless changing the model would prohibit their use.

The marine and paratrooper.fxsxml file controls which animations are used. The marine and paratrooper.gr2 files are associated with the mesh and which texture maps are used.

The only .fxsxml file and .gr2 files that I found necessary to change to edit the unit appearance were paratrooper.fxsxml and paratrooper.gr2. A new version of each of these had to be included in the mod.

There were other files with these extensions, but I left them alone.

I used IndieStoneNexusBuddy_old to edit the paratrooper.gr2 so that the game and mod would use the new texture I made.

I am unfamiliar with OBJ and working with the 3D model, but if necessary I can attempt to supply assistance on this matter.

An M16 weapon would fit and differentiate the art more from the standard Paratroopers.

Alright, i'll see what I can do.

You'll have to repackage/convert the file(s) to dds/fxsxml/gr2 or whatever type civ 5 reads, if I can't figure it out, though.

Turns out I already had grannyviewer installed from modding skyrim :)
 
Screenshots don't appear to work.

Spoiler :
attachment.php
 
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