Unit Request Thread

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.

I had a look and it was missing 2 vertex groups - Base HumanNeck1 and Base HumanSpine2. Created both groups and assigned vertexes and exported to br2 OK.
Really good job by the way. It is OK to overlap too. Have attached blend and br2.
 

Attachments

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

I tried unselecting everything and then running the export again, but no luck. There's another error, which seems to be about the usage of "raise" in the script (it says exceptions should not be strings, which I imagine would inhibit proper error reporting from the error the exception was actually intended to tell you about.) Thanks for the advice and the tutorial, I'll take a look as soon as I can!

I had a look and it was missing 2 vertex groups - Base HumanNeck1 and Base HumanSpine2. Created both groups and assigned vertexes and exported to br2 OK.
Really good job by the way. It is OK to overlap too. Have attached blend and br2.

Awesome, thank you so much! :D I'll pick this up again as soon as I can. So, the issue was that there were vertex groups referenced in the bone structure of the Berserker that I hadn't duplicated in the zombie? I gather not every vertex group is associated directly with the skeleton of the model, only a few key ones are and the rest is done by its relative position?

I did take a stab at a pegasus rider yesterday and it all seemed to be going ok. It shows up fine in Granny viewer but it's invisible in game. (Coincidentally, the horseman unit from CiV crashes Granny Viewer when you try to load it? That was the unit I used as a template, which may bode ill for this process.) With some joining and adapting of your tutorial, I've ended up with a two-mesh, two-texture model, which I believe Deliverator made it possible for us to work with in NexusBuddy2 a little while back? (It seems to let me assign the multiple texture to multiple meshes fine.) I'll tinker with that some more later this week, if I get the chance.
 
http://forums.civfanatics.com/showthread.php?t=168749

Hey there, looking for a Canoe possibly with some scouts in it for a Voyageur UU for Canada.

If anyone could provide this, that'd be awesome!

Not as wanted as the one above, but I would love to see this converted as well (Australian Calvary Flavor):

http://forums.civfanatics.com/downloads.php?do=file&id=11498

If anyone is up for this, although it's not too necessary, I'd like for the horse to be recolored brown.
 
Not as wanted as the one above, but I would love to see this converted as well (Australian Calvary Flavor):

http://forums.civfanatics.com/downloads.php?do=file&id=11498

If anyone is up for this, although it's not too necessary, I'd like for the horse to be recolored brown.

It looks good but it needs a bit of work to get it looking like a real Lighthorseman. I am sure I will get round to converting it unless someone beats me to it.
 
Another request:

Prime Minister

Spoiler :
Pre-Modern

5rLVWxh.png


Modern

k0n0.png


I'd like two versions, but am more than happy to settle for one. I kind of what him to look evocative of the icons you can see above. It's a Great Writer replacement.

After much searching, I've found some possible bases:

http://forums.civfanatics.com/downloads.php?do=file&id=10386
http://forums.civfanatics.com/downloads.php?do=file&id=4459
http://forums.civfanatics.com/downloads.php?do=file&id=21890
 
Hey, everyone. I'm making a civ with a unique unit that I need unit art for. The unit's a Pegasus Knight, and while you can easily take one of the ones someone's made for Civ 4 and convert it, this is going to be a bit more difficult. See, the civ I'm making is based on the Fire Emblem series of games, the most recent one, specifically, and I want the unit art to match its appearance in the game. I can provide pictures to anyone who decides to take up the project, just know that it's going to be a bit more difficult than a simple conversion. You can find the link to my civ's development thread in my signature.
 
I kinda took over that Supernatural Civilizations mod, so it would be grand to have some of the special units.

I am talking werewolves, zombies with muskets, a giant Cthulhu devastating everything, some kinda banshee flying through the air (slaughs), and a Japanese oni, which reminds me basically of a red troll with horns and club.
 
we could use the CEO too

There's a CEO unit?

EDIT: Oh, the Corporate Executive. Yeah, that could totally work.
 
Hi guys!
If anyone have time, I found these three mods fo Civ 4

Mechanized Infantry - Dardo IFV
http://forums.civfanatics.com/downloads.php?do=file&id=11767
http://forums.civfanatics.com/downloads.php?do=file&id=14689

Modern Armor - C1 Ariete
http://forums.civfanatics.com/downloads.php?do=file&id=11925
http://forums.civfanatics.com/downloads.php?do=file&id=14632

Helicopter Gunship - Mangusta
http://forums.civfanatics.com/downloads.php?do=file&id=12216


I think they can improve a lot the Modern Era for Rome (Italy). I tried to convert them myself, but unfortunately I had many problems, I'm not a modder.. They was originally made by KrugerPritz but Dardo and Ariete was redone by Nikko with new and more realistic textures, with better result I think.

If anyone can port these in Civilization 5, I think that all who like Rome Civ. will be very happy. :)
Thanks!

This has been done. DardoAriete & Mangusta.

I am planning to work next on the Khmer Ballistae Elephant then the 2 destroyers. After this I will then work on some fantasy units.
 
My saga of troubles with this zombie unit continues! I've applied the zombie br2 that wolfdog posted to the berserker template, and it's so close to working!

Spoiler :
attachment.php


To me, that looks like a vertex (or vertices) being anchored to the origin when they should be moving with the units. Will tinker further and see where I get!
 

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  • Error.jpg
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My saga of troubles with this zombie unit continues! I've applied the zombie br2 that wolfdog posted to the berserker template, and it's so close to working!

Spoiler :
attachment.php


To me, that looks like a vertex (or vertices) being anchored to the origin when they should be moving with the units. Will tinker further and see where I get!

I think I have come across this before. From memory it was a single un assigned vertex. As soon as I found and assigned the un assigned vertex/s it no longer had tearing.
 
I think I have come across this before. From memory it was a single un assigned vertex. As soon as I found and assigned the un assigned vertex/s it no longer had tearing.

I was thinking the same thing and I've been through and re-exported the model several times now with the vertices tweaked. Selecting all of the vertex groups definitely selects all of the vertices in the mesh and the nature of the tearing doesn't seem to have changed. I've shuffled around which vertices are in which groups a few times now, but with no success.
 
I was thinking the same thing and I've been through and re-exported the model several times now with the vertices tweaked. Selecting all of the vertex groups definitely selects all of the vertices in the mesh and the nature of the tearing doesn't seem to have changed. I've shuffled around which vertices are in which groups a few times now, but with no success.

I quickly appended it to a swordsman template (have not made a berserker one yet) and it looks good in nexus viewer. I have not tried in game as generally if it works in nexus viewer it will work in game. There may be issues with the berserker template that we don't know of yet.

Spoiler :
attachment.php
 

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Wanted to know if smeone can have a go at 2 naval units - Brig and a Man o war. Although I am ready to create the 2d icons art and such I was hoping if anyone interested in getting the 3d models in.
Reason I thought of Brig was because the privateer model in civ5 is essentially frigate with a black flag,..Man-o-war is just to add some imp/colonization flavour..:king:
 
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