Unit Request Thread

Can anyone port this into Civ V? It'd be much appreciated (and maybe some without the cigarette too).
I had a go at converting this but it was unusable - see pic as to how it looks in blander. So instead I did a reskin of the Civ 5 Infantry with .303 and Owen Gun but Owen Gun animates the same as the Marine so it does not look like a sub machinegun when it fires. Civ 4 Marine did this much better. Slouch hat and OD jungle greens. Did you need it top be desert khaki for your mod? Download from here.

Master Blacksmith from Civ 4 Colonization also done.

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Ah! Sorry for the unusable model. And yes, I would love for it to be in Khaki!

EDIT: If that's undoable, then it's fine. Thank you so much anyway!
 
Ah! Sorry for the unusable model. And yes, I would love for it to be in Khaki!

EDIT: If that's undoable, then it's fine. Thank you so much anyway!

I have re-uploaded it with a desert skin. It only takes 5 mins in paint.net to change.
desert_q3D.png
 
Units look amazing Wolfdog. Now if you can only port a unit of yourself to replace the Giant Death Robot as an analogy of how much you kick ass :P
 
So instead I did a reskin of the Civ 5 Infantry with .303 and Owen Gun but Owen Gun animates the same as the Marine so it does not look like a sub machinegun when it fires.

how did you get it to animate like marine gun? I thought we couldn't use the civ5 marine model?
 
how did you get it to animate like marine gun? I thought we couldn't use the civ5 marine model?

Sorry, I meant to say the sub machinegun FX for the Marine by editing the FX_triggers. Yes we still can not use the Marine model.
 
The tutorial is a pretty easy follow. I did one last night. pretty close to do civ4 units now.

Do you think I could learn in one weekend, given that I have no 3D art knowledge whatsoever? If someone asked me the same question about Lua modding and they had no programming experience, I'd have to tell them "no, probably not". It's very frustrating. But I should probably get a start on it since my mod is not going forward without this...
 
@Pazyryk: If you do it, I will owe you a great debt, as I also need these units badly, and I also know nothing about 3D art. I still have lots of other things to do with my mod though :)
 
The tutorial is a pretty easy follow. I did one last night. pretty close to do civ4 units now.

I think the steps in a tutorial would be relatively easy to follow, but it's currently unclear which tutorials are up to date, and of the ones that are, which steps are relevant. I spent several hours a couple of weeks ago getting into Blender, doing some basic 3D artwork tutorials. (Gotta note, I am most definitely not an artist, but once they're pointed out I can understand the technical aspects of 3D geometry, coordinate systems, and all the fun I ran into in my brief Blender introduction) I would be very keen to be able to follow a tutorial and work on getting some new units into CiV (particularly fantasy ones, as PawelS and Pazyryk are looking for as well, since I need them for my mod too). It's a process that would be useful twofold - it helps the community and gives me more 3D artwork experience.
 
I think the steps in a tutorial would be relatively easy to follow, but it's currently unclear which tutorials are up to date, and of the ones that are, which steps are relevant. I spent several hours a couple of weeks ago getting into Blender, doing some basic 3D artwork tutorials. (Gotta note, I am most definitely not an artist, but once they're pointed out I can understand the technical aspects of 3D geometry, coordinate systems, and all the fun I ran into in my brief Blender introduction) I would be very keen to be able to follow a tutorial and work on getting some new units into CiV (particularly fantasy ones, as PawelS and Pazyryk are looking for as well, since I need them for my mod too). It's a process that would be useful twofold - it helps the community and gives me more 3D artwork experience.

Wolfdog's tutorial is pretty good:

http://forums.civfanatics.com/showthread.php?t=511396

post any confusion/questions in his thread and he or I can help out.
 
If someone asked me the same question about Lua modding and they had no programming experience, I'd have to tell them "no, probably not".

Aw please don't tell me that. I'm holding out hope that I could make custom Civs someday. Or at the very least make a flag Mod.

I really wish there were some more unit mods for the indigenous American Civs. Especially the Maya and Shoshone.
 
Wolfdog's tutorial is pretty good:

http://forums.civfanatics.com/showthread.php?t=511396

post any confusion/questions in his thread and he or I can help out.

Awesome, I'll give that a try this weekend. Thanks!

not a graphic request but a unit ability request:

http://en.wikipedia.org/wiki/Kunstschutz

a unit that can take great works from a city if you are at war with that civilization. I think it could act like a missionary.

I can think of how I'd do that, but it would either be a DLL mod or a human-player-only ability added directly through the UI. Sounds like an awesome concept though - mind if I "option" it for one of the civs in my Wheel of Time mod? I'm not sure if I'll change great works and may not use it then, but it does look very cool.
 
I can think of how I'd do that, but it would either be a DLL mod or a human-player-only ability added directly through the UI. Sounds like an awesome concept though - mind if I "option" it for one of the civs in my Wheel of Time mod? I'm not sure if I'll change great works and may not use it then, but it does look very cool.

have at it!
 
Bumping this! Seriously would love these as barb replacements.

I just tried the first zombie, mapping it onto the Berserker template. (The Berserker's attack uses two short axes, one in each hand, I figured it would look like the zombie mauling someone if he used the berserker's animations.) But I fell over at the last hurdle because the vertex groups in the zombie didn't map well to the groups in the berserker. I thought I was almost done but now I can't export to NB2 because of "unweighted vertices". :(

I thought I could fix that by manually assigning all unassigned vertices to new vertex groups that matched the naming convention used by the berserker, but no dice. All of the vertices are now included in vertex groups (checked by going through all vertex groups and selecting them, which left no vertices 'unhighlighted'), but it still says some are unweighted. Maybe if I assign the vertex groups to bones...? Or maybe the problem is that I might have overlapped some of the vertex groups with existing ones? Or is that allowed? Do I need to adjust the vertex group weights accordingly for overlaps? (These questions aren't all specifically aimed at you, TPangolin, I figured I'd put them out there where they're most relevant!)

In case it helps a knowledgeable person debug this:
Traceback (most recent call last):
File "E:\Program Files\Blender 2.49a\Blender\.blender\scripts\export_br2.py",
line 323, in saveBR2
raise "Error: Mesh has unweighted vertices!"

EDIT: Oh, and in case anyone can fix my blundering, I've attached the blend that will not export.
 

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I just tried the first zombie, mapping it onto the Berserker template. (The Berserker's attack uses two short axes, one in each hand, I figured it would look like the zombie mauling someone if he used the berserker's animations.) But I fell over at the last hurdle because the vertex groups in the zombie didn't map well to the groups in the berserker. I thought I was almost done but now I can't export to NB2 because of "unweighted vertices". :(

I thought I could fix that by manually assigning all unassigned vertices to new vertex groups that matched the naming convention used by the berserker, but no dice. All of the vertices are now included in vertex groups (checked by going through all vertex groups and selecting them, which left no vertices 'unhighlighted'), but it still says some are unweighted. Maybe if I assign the vertex groups to bones...? Or maybe the problem is that I might have overlapped some of the vertex groups with existing ones? Or is that allowed? Do I need to adjust the vertex group weights accordingly for overlaps? (These questions aren't all specifically aimed at you, TPangolin, I figured I'd put them out there where they're most relevant!)

In case it helps a knowledgeable person debug this:
Traceback (most recent call last):
File "E:\Program Files\Blender 2.49a\Blender\.blender\scripts\export_br2.py",
line 323, in saveBR2
raise "Error: Mesh has unweighted vertices!"

EDIT: Oh, and in case anyone can fix my blundering, I've attached the blend that will not export.
Unselect all vertices and then try to export. After the error message, the unweighted vertices should be selected. Then assign these vertices to the most fitting vertex group. If they are on the border between two groups, you can assign them to both groups. This is allowed and often will look more natural. Only the vertex groups with an existing bone node in the skeleton will be exported, all other groups will be dismissed.

If you still struggle with the weighting, maybe this might be a good alternative:

http://forums.civfanatics.com/showthread.php?t=320560
 
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