SaibotLieh
Emperor
- Joined
- Sep 25, 2009
- Messages
- 1,589
You'll have to remove the polygones with Blender. Just delete all the faces that won't/shouldn't be seen of the unit in-game.@SaibotLieh
Well...
1. How do I reduse the polycount of a certain part?
The only way I know of to reduce the polycount with NifSkope is remove whole meshes.
You can find a link to something I wrote about that in The_Coyotes NifSkope tutorial.2. How do I nifswap unit files?
Holy moly, that looks quite freakish!Other than that I would like to ask you to test the Siyu_Warrior nif in game (check civilopedia) and there you might see what I am primarly struggling with.

But it can be fixed, there is a lot of unnecessary and some harmful information in nif.
Look at this screenshot:
Spoiler :
The orange colored nodes are not necessary for units (as far as I know), so they can be deleted.
The red colored node is the one that messes with your unit. As long as you don't want to shader your unit (create a _fx unit), make sure that there is no NiSkinPartition in your NiSkinInstances. There is also one the in OromoWarrior_Blue 2 node by the way, you'll have to remove that one, too.
After you have removed that nodes, your unit will look better. But now you'll encounter the problem I spoke of before, so next step:
Now the unit should look like you want it to (I hope and guess...remove the TeamColor.bmp entry from the NiTexturingProperty in the OromoWarrior_Blue node. For this, exchange the Base Texture with the Decal 0 Texture and set the "Has Decal 0 Texture" Value to "no".
Further I would add the TeamColor.bmp entry to the OromoWarrior_Blue 2 node. You can do this by doing the reverse of the above, using the now free TeamColor.bmp NiSourceTexture.

The next problem you can face if you want to is to make the unit performance-friendlier. Beside working with Blender you can also work on the size of the textures you use. For example, I think that you have borrowed the hat from the Mehmed leaderhead, right? Therefore, the head has a high polycount and a large texture file. The texture file is in fact 512*512 px large, which is way to much for a unit. I think you can savely reduce the size of it to at least 128*128, maybe even 64*64 without noticing any real change ingame.
The best thing would be of course to put all the texture into one file. Again Blender is the weapon of choice here, following The_Coyotes tutorial about baking of textures.
I hope this helps for the beginning.
