PPQ_Purple
Purple Cube (retired)
- Joined
- Oct 11, 2008
- Messages
- 5,764
I have a most unusual situation. I have a model that works. I can build the unit in game and it has a model and everything. When I use it in the game to fight stuff the animation works as well. I get no error messages. But when I look the unit up in the pedia it does not show up. The entire right side of the screen where the model should be is just blank.
Furthermore, the unit does not show up in the game interface (the bottom toolbar) when selected or selected for construction. Once more, the area is just blank.
The unit is the Chinese Spearman from VD. So I know that the model is not bugged. Can anyone help me ID what I could be doing wrong.
CIV4UnitInfos.xml
CIV4ArtDefines_Unit.xml
Note I am modding FFH so any unfamiliar tags are from there.
Spoiler :
Furthermore, the unit does not show up in the game interface (the bottom toolbar) when selected or selected for construction. Once more, the area is just blank.
The unit is the Chinese Spearman from VD. So I know that the model is not bugged. Can anyone help me ID what I could be doing wrong.
CIV4UnitInfos.xml
Spoiler :
<UnitInfo> <!-- PPQ Axeman -->
<Class>UNITCLASS_AXEMAN</Class>
<Type>UNIT_PPQ_AXEMAN</Type>
<Combat>UNITCOMBAT_MELEE</Combat>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Description>TXT_KEY_UNIT_PPQ_AXEMAN</Description>
<Civilopedia>TXT_KEY_UNIT_PPQ_AXEMAN_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_PPQ_AXEMAN_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<UnitClassUpgrades>
<UnitClassUpgradeType>UNITCLASS_CHAMPION</UnitClassUpgradeType>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iCost>60</iCost>
<iMoves>1</iMoves>
<iCombat>4</iCombat>
<iCityAttack>10</iCityAttack>
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>BONUS_WHEAT</BonusType>
<iProductonModifier>10</iProductonModifier>
</BonusProductionModifier>
<BonusProductionModifier>
<BonusType>BONUS_CORN</BonusType>
<iProductonModifier>10</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
<iConscription>2</iConscription>
<iCultureGarrison>4</iCultureGarrison>
<iAsset>4</iAsset>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_PPQ_AXEMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_PPQ_AXEMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_PPQ_AXEMAN</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<iTier>2</iTier>
<PrereqBuildingClass>BUILDINGCLASS_BARRACKS</PrereqBuildingClass>
</UnitInfo>
<Class>UNITCLASS_AXEMAN</Class>
<Type>UNIT_PPQ_AXEMAN</Type>
<Combat>UNITCOMBAT_MELEE</Combat>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Description>TXT_KEY_UNIT_PPQ_AXEMAN</Description>
<Civilopedia>TXT_KEY_UNIT_PPQ_AXEMAN_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_PPQ_AXEMAN_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<UnitClassUpgrades>
<UnitClassUpgradeType>UNITCLASS_CHAMPION</UnitClassUpgradeType>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iCost>60</iCost>
<iMoves>1</iMoves>
<iCombat>4</iCombat>
<iCityAttack>10</iCityAttack>
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>BONUS_WHEAT</BonusType>
<iProductonModifier>10</iProductonModifier>
</BonusProductionModifier>
<BonusProductionModifier>
<BonusType>BONUS_CORN</BonusType>
<iProductonModifier>10</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
<iConscription>2</iConscription>
<iCultureGarrison>4</iCultureGarrison>
<iAsset>4</iAsset>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_PPQ_AXEMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_PPQ_AXEMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_PPQ_AXEMAN</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<iTier>2</iTier>
<PrereqBuildingClass>BUILDINGCLASS_BARRACKS</PrereqBuildingClass>
</UnitInfo>
CIV4ArtDefines_Unit.xml
Spoiler :
<UnitArtInfo>
<Type>ART_DEF_UNIT_PPQ_AXEMAN</Type>
<Button>,Art/Interface/Buttons/Units/Spearman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,6</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Modules/NormalModules/PPQ/Art/Units/Axeman/spearman.nif</NIF>
<KFM>Modules/NormalModules/PPQ/Art/Units/Axeman/Spearman_Chinese.kfm</KFM>
<SHADERNIF>Modules/NormalModules/PPQ/Art/Units/Axeman/spearman_fx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<Type>ART_DEF_UNIT_PPQ_AXEMAN</Type>
<Button>,Art/Interface/Buttons/Units/Spearman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,6</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Modules/NormalModules/PPQ/Art/Units/Axeman/spearman.nif</NIF>
<KFM>Modules/NormalModules/PPQ/Art/Units/Axeman/Spearman_Chinese.kfm</KFM>
<SHADERNIF>Modules/NormalModules/PPQ/Art/Units/Axeman/spearman_fx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
Note I am modding FFH so any unfamiliar tags are from there.