Roamty
BTS
Can some one please make only one camel from this two camel nif file
and add walk animations
and add walk animations
Thanks.
I've worked most of your suggestions into the new unit, only the boxy part would take up too much work I think, so I left it out. Hope you like the new version.
Again, glad you like it. In fact the animation was a bit easier to realize than I thought at first, because I could just reuse the visibility information from the bow and the knifes of the original archer.Hey SaibotLeah,
This is looking GREAT!!
Your Scabbards on the back of the Swordsmaster really are awesome!!! And it works so well going from empty hands to drawing his blades!! Very pleased with them, they look great skinned, and brilliant in animation!! Excellent Job.
No problem, I've done so. I've arranged the texture UV of the new sword so that it uses the same as the old sword.Hmmm, my Gladius idea didn't work too well, although the size is right, the gladius model and shape makes them look like little toy pole sticks rather than swords lol. However, when I had a look at your scabbards in the nif file, I was surprised to see that, without realising it, you created the perfect Pictish sword!!!
I wonder if it would be possible to use the scabbards you created with the Gladius handle as his swords too? using a differnt texture on the .dds, I could then use a sword texture for the sword, and a scabbard texture for the scabbards?? What do you think?
Ah, that one was in fact easy to fix, I just forgot to move the UV of the armor to the new place. I've fixed that for the new version.The shoulder glitch is still there. Not sure what that is... the texture from the chest ends up showing on the shoulder armour... Made some illustrations to show you. It got me thinking that I may be able to graphic the shoulder on the skin, rather than on a seperate armour... it might look better as you will see more of his chest that is currently hidden by armour.
Hm, I'm rather puzzled about this one, I didn't change anything else than what I already mentioned. Maybe it has some effect that the gloss texture for the gladius is brighter than the one for the old sword. You could try changing the celticwarrior_128_gloss.dds a bit, maybe you'll see some more/less blur effect.Also, I noticed that the unit seems less sharp than before. I tested out with a few different textures, but the unit still seems a little less sharp, discoloured, and from a distance, a little blurry. Was there a change in the lighting file when the Gladius was added?
You're welcome.Thanks again for your work on this SaibotLeah. It's looking great and evolving into a vey interesting unit!!! Cheers!
Hm, I'm rather puzzled about this one, I didn't change anything else than what I already mentioned. Maybe it has some effect that the gloss texture for the gladius is brighter than the one for the old sword. You could try changing the celticwarrior_128_gloss.dds a bit, maybe you'll see some more/less blur effect.
Good to hear.I finally figured out what the blur thing was. As I migrated to a new computer, all the settings from my dead computer are gone, thus the program I use for the .dds files had reset to 'minimaps on', which causes the blur. So puzzle and problem fixed
The swords now look great!! just playing with textures now!!
I trimmed the armor a bit in the front, I hope now it looks more like you want it. I also have added a version without the armor. Have fun.Looking at the shoulder armour, I think from the back it looks great, but from the front it covers up too much of the body and looks too bulky for this unit, as though the armour comes too low. Not sure how easy it would be to fix. If it is easy, would it be possible to trim back or rescale the armour, via the illustration below? If its complicated don't worry about it, not worth too much time!
Either way, would it be possible to do a version without the shoulder armour?
Thanks!!
Somebody should add this unit to the game:
This guy could be Jamaica's super unique unit. It would be really powerful, and Jamaica can only have one on the map at one time.
Marijuana/hemp will be required to build him, and Rastafari must be in the city in order to build him.
What do you think, guys?
Check the Civ IV Database: there is a yari-armed samurai (among others).I'm sure someones said this, but could someone re-arm the samurai model so he carries a spear.
It would be much appreciated!
....and for the Turk. Here is your unit, I haven't tested it in-game yet but I'm pretty sure it should work. All I did was add a cross to the Relic unit. Use the Relic_FX.nif file only (so, in the XML you shouldn't use the Relic.nif file at all). I hope it works for you. Here is an image of it in case anybody else finds a use for it.
The problem with the Shaman is that it is shadered, but has no NiSkinInstance. That this property is missing is of course an even greater problem, since this means that the model isn't rigged to the skeleton. So, you'll have to go back to your Blender file for this one and rig it properly to the bone structure first.I'm hoping someone out there could help me streamline a few missionaries I have made for extra religions (Aesir, Anunnaki, Voodoo, Shamanism, and a Druid). For the most part it is simple teamcoloring, which I'm sure I can learn but I'm trying to finish a mod and six LHs at once, so not only would this save me a lot of time but you'd be helping me finish other projects too (in a roundabout way that is).
The only serious issue involved with these units is that the Shamanistic missionary I created causes a CTD when it comes into the game so I was hoping someone could look at it and see what I did wrong. Any help would be appreciated.
EDIT: Instructions are included in the zip.
EDIT 2: Sorry, I forgot to tell you which ones were the "final" units. The Aesir is the Missionary_General.nif file, the Anunnaki is the greatprophet_fx.nif file, the Druid is the greaprophet.nif file, the Shaman is the missionary_general.nif file, the Voodoo is the greatprophet_fx.nif file. Thanks in advance to anybody who helps me.