Unit requests thread

GarrettSidzaka made a Workermarine that used the worker body but marine kfm. That's a little after WWII, but is that the type of thing you want?

That sounds like it might work, I'll check it out. Thanks for the info.
 
How about some X-Com type units (tanks, fighters and spaceships, humans in various body armors, and various aliens (especially the Sectoids)?

I know there was a Civ3 X-com mod somewheres.

For a grey alien, I'd think reskinning one of the settler unit's kids would do.
 
I just thought of something... whose head could we put on top of a Great Artist to be used for Mesoamerican civs?

The clothing certainly looks like it could be reskinned as a mariachi outfit... the problem is that it would look too Mexican for the Incas.

Spoiler :
Guadalajara_mariachis.jpg
 
This is not realy a unit request, but it is close.
I reboned this model for use in a mod, but in the game only the rifle shows up. The model just doesent.
Could someone just look at the nif and see why this is occuring?

it´s seems that it is caused by the rigging, i´m unable to recreate the NiSkinPartition in nifscope (bad NiSkinData - no all vertices have weight), but deleting this information and the unit was displayed again (i checked it only in nifviewer - but like you said the unit was invisible, afterwards not)

what exactly caused the error :confused: but i would suggest you check your rigging
 
it´s seems that it is caused by the rigging, i´m unable to recreate the NiSkinPartition in nifscope (bad NiSkinData - no all vertices have weight), but deleting this information and the unit was displayed again (i checked it only in nifviewer - but like you said the unit was invisible, afterwards not)

what exactly caused the error :confused: but i would suggest you check your rigging

I simply stuck it to the infantry skin. I checked it but it seems like all the vertexes have veight. I realy can't find the probem. Would uploading the .max file help?
 
had the time for a second look, while i still think that there are some vertices not assigned (3 or 4 from the backpack) it was not the reason for your problem. But i only realised it after importing the nif in blender.

Exported the non shader nif was a lot smaller than your nif, but after adding the NiSkinPartition for a shader model the nif had a similar size. So after adding the shader information to the NiTriShape (has shader: yes; shader name and value to -1 |side note: you should really change from NitriStrips to NiTriShape, it halves the number of triangels) also in your nif the model was displayed in nifviewer.
i have attached my both exports, one without niskinpartition (3) and the shader model (4), the last still need correct set texture slots (see refars tutorial). Also both still need the nif swap your "animation nif".

Oh and i don´t know if 3 really works in game because of the missing niskinpartition, but it´s worth a try

edit: file removed
 
had the time for a second look, while i still think that there are some vertices not assigned (3 or 4 from the backpack) it was not the reason for your problem. But i only realised it after importing the nif in blender.

Exported the non shader nif was a lot smaller than your nif, but after adding the NiSkinPartition for a shader model the nif had a similar size. So after adding the shader information to the NiTriShape (has shader: yes; shader name and value to -1 |side note: you should really change from NitriStrips to NiTriShape, it halves the number of triangels) also in your nif the model was displayed in nifviewer.
i have attached my both exports, one without niskinpartition (3) and the shader model (4), the last still need correct set texture slots (see refars tutorial). Also both still need the nif swap your "animation nif".

Oh and i don´t know if 3 really works in game because of the missing niskinpartition, but it´s worth a try

Aghh, I have no idea what you just said. It's like you are speaking chinese.
What refars turtorial (refar is who exacly?)?
The only thing I get from these in the game is a static, white colored model (even thou I have the texture in the correct place as shown in nifscope)
 
refar is the guy who has a chocolaty avatar. He is a master of doing stuff. He was on the JARM project.
 
here is the tutorial: http://forums.civfanatics.com/downloads.php?do=file&id=7232

you should really read some tutorials about nifviewer / nifscope to understand how units in nif work (i only say it because i want to see the resulting mod) ;)

short sumerize:
vanilla units have two nifs, one non shader and one shader version, the last has the _fx in the name. Shader units have different texture setting (but will have in most cases a better performance).

Your nif (and also my) are not game ready nifs, at least because i use blender a lot of information are lost in the process of exporting the unit (and your nif looked similar), therefore you have to copy (swap) the mesh in the nif of the model you want to use and exchange the model there. Because i have no idea which unit it should be, i didn´t tested it
 
here is the tutorial: http://forums.civfanatics.com/downloads.php?do=file&id=7232

you should really read some tutorials about nifviewer / nifscope to understand how units in nif work (i only say it because i want to see the resulting mod) ;)

short sumerize:
vanilla units have two nifs, one non shader and one shader version, the last has the _fx in the name. Shader units have different texture setting (but will have in most cases a better performance).

Your nif (and also my) are not game ready nifs, at least because i use blender a lot of information are lost in the process of exporting the unit (and your nif looked similar), therefore you have to copy (swap) the mesh in the nif of the model you want to use and exchange the model there. Because i have no idea which unit it should be, i didn´t tested it

It should be infantry. And I think I realise where you are going with swap.
I tried swaping it but it crashes my SceneViewer when I try to save it.
That program crashes for me a lot BTW, is it like that for everyone? Is there any alternative?
 
It should be infantry. And I think I realise where you are going with swap.
I tried swaping it but it crashes my SceneViewer when I try to save it.
That program crashes for me a lot BTW, is it like that for everyone? Is there any alternative?

1.) yes it likes to crash (you have to save (very) often)
2.) nifscope

;)

edit: just looked at the unit in game, looked go so far with the infantry animation (as good as you can look with the wrong texture), but there seems to be a slight rigging problem with the forearms
and i use nifscope and nifviewer for checking the model look and the polycount
 
1.) yes it likes to crash (you have to save (very) often)
2.) nifscope

;)

edit: just looked at the unit in game, looked go so far with the infantry animation (as good as you can look with the wrong texture), but there seems to be a slight rigging problem with the forearms
and i use nifscope and nifviewer for checking the model look and the polycount

Nifscope is a lot more limited in what it can do, or I have not figured it out yet. And where can I get nifviewer?
And I don't even know why I bothering with it any more. Being the only 1 working on the whole 40K idea it would probably get me more than 100 years to finish it...
 
I just thought of something... whose head could we put on top of a Great Artist to be used for Mesoamerican civs?

The clothing certainly looks like it could be reskinned as a mariachi outfit... the problem is that it would look too Mexican for the Incas.

Spoiler :
Guadalajara_mariachis.jpg

What about the Fast Worker? Remove the turban and you can get away with it, plus the mustache.

As for NifViewer, you can find it stickied in the Main C&C forum, as the 3DS plugin. However, it runs without 3DS Max. I personally prefer NifScope, and only use NifViewer to check if the model works ingame.

EDIT: I've noticed you mentioned SceneViewer. SceneViewer is another name for NifViewer.
 
I'm pretty sure there is already a Mexican Cavalry unit, and you could use the head from that. The hat isn't exactly the same as the one you posted, but it would work (and I don't know that a sombrero like that exists already, so if you wanted it like that someone would have to model it).
 
Nifscope is a lot more limited in what it can do, or I have not figured it out yet. And where can I get nifviewer?
And I don't even know why I bothering with it any more. Being the only 1 working on the whole 40K idea it would probably get me more than 100 years to finish it...

nifscope is imo in most jobs the better alternative, as example to get your unit to work you just have to open the vanilla infantry.nif and your model nif (because the unit is rigged to the same armature). Now copy branch your model in the vanilla infantry nif (all armatures nodes are there, so there is no real problem) and exchange the model. After this set in the NiTriShape properties set shader to yes, add under shader name the shader you want (TCiv4Skinning or TCiv4SkinningGloss - depends if you want gloss or not) and set the unknown value below to -1. After this assign the textures to the slots like refar described in his tutorial (you can also do this in sceneviewer, aka nifviewer or in nifscope). Delete the vanilla mesh and copy your weapon (because your weapon and teh vanilla weapon has a different center you have to adjust the position of you weapon to match the vanilla one [a good first guessing for the values would be the opposite values of the parent node ;) ]). Save and test and make final adjustment (eg adjust weapon rotation or effect position in this case). And believe me, writing this text has costed me more time than doing this (beside the last step).

Some pics and longer description of the steps are in my nifscope tutorial, also you should have a closer look at the three nifviewer tutorials by Rabbit White, they include some good background informations

if you have a specific question about nifscope, the nifscope tutorial thread would be a good place for it ;)

and i don´t think that you need 100 years, after you have mastered the unit importing process it will be a lot faster and having some more units in game ready (in other ways the mod shows progress) could attract more help (writing text, xml coding)
 
It's no use, I open both the files. I move the meshes to the right places, delete the empty file and save. And when I do the stupid thing crashes. Every time. When ever I try to save it crashes.
 
i´m not sure which of the files of your model you use, but if you use one of your files (and not my changed ones) i have an idea why you have crashes in nifviewer (i assume you use this and not nifscope?). In your nif the mesh has a shader NiSkinPartition but no shader applied, with this nifviewer is extremely unstable (much more than usual, sometimes i was unable to open the model).

I would really recommend to use nifscope for your model swaps (if you have the problem there than something is strange :confused:)

attached my last file (you have to change the texture, atm it uses the standard infantry skin ('infantry_128.dds') and also needs a gloss file [simply create a black white version of your skin with reduced brightness and more contrast] - the file name for the gloss must be 'infantry_128_gloss.dds'). tested this ingame and beside a minor rotation error considering the weapon and the already mentioned forearm it looked good and worked

Edit: Attachment removed
 
I have a few units I'd like to see if anyone has the time:

SAM type units: (IE SA-20, Patriot, I-HAWK, SA-5, SA-2, SA-15) haven't seen any of these, I need them for my Korean War scenario

Aircraft: Indigenous Defense Fighter or IDF (a Taiwanese Aircraft), AN-2

Helis: Mi-8/17

I think that's about it.
 
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