Unit requests thread

Yes, I was. That's good because the gun in the illustration looks so like an AK-47. I think though it could be good if you tried to reskin the Modern Marine to suit different nationalities such as Russian, Asian, maybe a British SAS soldier reskin... You could call it an invasion of marines...

Mozza made an SAS unit
 
Yes, I was. That's good because the gun in the illustration looks so like an AK-47. I think though it could be good if you tried to reskin the Modern Marine to suit different nationalities such as Russian, Asian, maybe a British SAS soldier reskin... You could call it an invasion of marines...

Zerver already made modern style units for several civs. Although they could be updated because they have lots of problems (wrong shaders, hidden meshes which double the poly count, and way too high texture sizes)
 
I have, what I hope, is a simple question. I have made a few new Missionaries for new religions I intend on adding to my mod. Here are some images of them:

Spoiler :
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I was just wondering how to edit that little symbol/image that appears above them when they spread the religion. That is all.
 
I was just wondering how to edit that little symbol/image that appears above them when they spread the religion. That is all.
I should start off by saying this is just a guess as I have never created a whole new effect. But Im pretty sure its somewhere along these lines.

Im assuming you have attatched each one of those to a missionary skeleton, correct? Well if you have open the nif and look for the node that says "EFFECT_MISSIONARY_ACTIVE_XXXXX". You'll need to change that to say "EFFECT_MISSIONARY_ACTIVE_CAANANITE", for the caananite atleast. Then your going to have to copy the kfs that your using over to your new missionaries folder. Now open the activeation kf. At the bottom (2nd to last line) you'll see the NiTextKeyExtraData. Open the drop down menu and then open the Text keys, one of them will be for the EFFECT_MISSIONARY_ACTIVE_XXXXX. This controls the time during the animation that the effect goes off. All you should have to do is change the religion name like for the node in the nif.

Now that you have all that done, youre going to need to create an appropriate effect nif for it. The nifs for spread religion are found in art/effects/unit_missionary_activation. If you open the nif you wont be able to see anything. But you will see that the the PC icon node will have a texture taht needs to be changed to your new religion icon. Everything else is particle effects and should probably be just fine as it is. Look for the the icon texture in the shared folder (fx_religion_XXXX.dds). Now you need to make a 64x texture with your new religion's icon in the same fashion as the vanilla ones. Then go to one of the vanilla effect nifs and assign your new texture to the icon node. Then save with the new name. I would assume the nif and textures needs to go in a similar file structure in your mod's art. Maybe Im off on a bit of this but I wouldnt think Im too far off.
 
I should start off by saying this is just a guess as I have never created a whole new effect. But Im pretty sure its somewhere along these lines.

Im assuming you have attatched each one of those to a missionary skeleton, correct? Well if you have open the nif and look for the node that says "EFFECT_MISSIONARY_ACTIVE_XXXXX". You'll need to change that to say "EFFECT_MISSIONARY_ACTIVE_CAANANITE", for the caananite atleast. Then your going to have to copy the kfs that your using over to your new missionaries folder. Now open the activeation kf. At the bottom (2nd to last line) you'll see the NiTextKeyExtraData. Open the drop down menu and then open the Text keys, one of them will be for the EFFECT_MISSIONARY_ACTIVE_XXXXX. This controls the time during the animation that the effect goes off. All you should have to do is change the religion name like for the node in the nif.

Now that you have all that done, youre going to need to create an appropriate effect nif for it. The nifs for spread religion are found in art/effects/unit_missionary_activation. If you open the nif you wont be able to see anything. But you will see that the the PC icon node will have a texture taht needs to be changed to your new religion icon. Everything else is particle effects and should probably be just fine as it is. Look for the the icon texture in the shared folder (fx_religion_XXXX.dds). Now you need to make a 64x texture with your new religion's icon in the same fashion as the vanilla ones. Then go to one of the vanilla effect nifs and assign your new texture to the icon node. Then save with the new name. I would assume the nif and textures needs to go in a similar file structure in your mod's art. Maybe Im off on a bit of this but I wouldnt think Im too far off.

They are already on missionary skeletons though, so couldn't I just skip all of this and edit the texture file, or do I have to change the animations too?
 
They are already on missionary skeletons though, so couldn't I just skip all of this and edit the texture file, or do I have to change the animations too?
Well being on missionary skeletons is only half of it. Whenever you activate your new missionary, it is going to call on whatever effect is attatched to the skeleton and kf. If you dont change the nif and kf, the game could care less that you have made a "canaanite effect nif" because it doesnt know to look for it.

So you really need to edit both. But its only one of the kf's (activation) and one node in the nif thta needs to be edited.
 
I am having display issues with Sitting Bull's knights and am hoping a replacement may solve my problem. Thanks to anyone who can steer me in the right direction.
 
Here is a unit graphic I hope someone will make:

A Mechanized Infantry graphic with two soldiers with modern infantry equipment on foot near the combat vehicle. The Mechanized Infantry combat vehicle's appearance and animations should preferably be exactly the same or as close as possible to how it already looks in game's Mechanized Infantry unit graphic files.

Preferably, the only difference between this unit and the default Mechanized Infantry would be that two soldiers on foot would fight, fortify, stand, and engage in all unit activities (except possibly moving from tile to tile) alongside or near the vehicle.

Perhaps when the unit is moving from one tile to another one of these three animations could occur:

1. The soldiers could either quickly enter the vehicle and come out when the unit stops. This would probably be the most interesting option.

2. The soldiers disappear while the unit travels and reappear when it stops.

3. The soldiers travel alongside the vehicle.

Thanks very much to anyone who make this unit.
 
Here is a unit graphic I hope someone will make:

A Mechanized Infantry graphic with two soldiers with modern looking infantry equipment on foot near the combat vehicle. The Mechanized Infantry combat vehicle's appearance and animations should preferably be exactly the same or as close as possible to how it already looks in game's Mechanized Infantry unit graphic files.

Preferably, the only difference this unit and the default Mechanized Infantry would be that two soldiers on foot would fight, fortify, stand, and engage in all unit activities (except possibly moving from tile to tile) alongside or near the vehicle.

Perhaps when the unit is moving from one tile to another one of these three animations could occur:

1. The soldiers could either quickly enter the vehicle and come out when the unit stops. This would probably be the most interesting option.

2. The soldiers disappear while the unit travels and reappear when it stops.

3. The soldiers travel alongside the vehicle.

Thanks very much to anyone who make this unit.

This can be done with just modifying the xml, number 3 atleast. Change the unit mesh for mech infantry in the UnitInfos to include the 2 flanking modern infantry. Look at how the settler unit mesh is set up to help you understand how to do it.
 
This can be done with just modifying the xml, number 3 atleast. Change the unit mesh for mech infantry in the UnitInfos to include the 2 flanking modern infantry. Look at how the settler unit mesh is set up to help you understand how to do it.

Thanks, I will do this.

Edit: This method worked superbly. The game even uses the sound files associated with each graphical figure when that specific part of the formation is firing so the foot soldiers' weapons sound different from the IFV's weapon.
 
A harlekin would be good for an ancient entertainer. Now there is just need for a modern artist. I would prefer a painter or a musician, so he is different from the singing entertainer.

I tested the harlekin, but it does not work properly. In the civilopedia there is a complete unit, but when using it in game, there is only his cloth. Therefore I need both, an ancient entertainer or an alternative ancient artist, and a new modern artist.
 
i would love to see the cavalry unit with swords instead of guns and with less cowboy styled hats. It's too american civil war styled.
 
I'm 100% sure that there is some in the download base. Do a search with cavalry and you should be able to find the one you like.

There definitely is, I believe the title is "Napoleonic-era Units" or something like that. There is indeed a sword-weilding cavalry dressed in Napoleonic-era clothing, which sounds like what is being requested here.
 
And I can confirm that The Capo is on the right track here regarding the name of the download.
 
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