OrionVeteran
Deity
The closes thing which i can think of is this western ranger (with a rifle).
Yes. I saw that one. I was really looking for a unit with a handgun.
Thanks for looking.
The closes thing which i can think of is this western ranger (with a rifle).
If you just want to attach them to the body without a separate animation you can just copy them from other models and make them a child of a certain bone of your model. For example, a weapon he wears at his belt is normally a child of the "BIP Pelvis", a weapon he fights with a child of the "BIP R Hand". These weapons will make the same movement as the bones they are childs to.I have pretty much finished my reskinning of him though I have a few things I need sorting:
1) He has no weapons! he needs to have the 2 swords and throwing knives
Easy to change with Blender. If you're only using NifSkope, the only possibility would be to make them invisible by making the alpha channel of their texture black. But this only works if they are not part of a mesh that is team colored.2) I don't really like the pouches (though not really a must)
That is a huge problem if you don't have any other animation set you would want to use. Making a complete new animation will need the use of a program like Blender and a some experience with it. And it is a lot of work. Even if you have an other animation set, making it fit to your model might be difficult.3) His animations are not assassiny... He needs new animations
I'm afraid I can't follow completely. The alpha channel has two effects that exclude each other. If the mesh is a team colored one, the alpha channel defines how much team color will applied to the texture. The darker, the more team color will be shown.4) The dds supplied is weird... It contained patched of alpha (which doesn't show on the model and reveals hidden colours) and also when adding in semi transparent lines onto it to give the cape texture it appears solid black on the model (you can see it in the pictures, It has been rubbed out to show the team colour on the image which shows up red on the model (red was the original colour I put on the cape) and the semi trans lines put on...)
This tutorial might help you a bit. Of course, instead of changing weapons you go for adding them.1) If possible I would want it so he walks around without weapons so all his weapons would need to be in his hand (and invisible) and on his belt/back (invisible when drawn). I could try and do that myself
I could do it, but if you want to make more units, I'd advise you to learn some Blender yourself. This will open you much more possibilities for unit making/modding.2)not sure whether I want it or not but if I do, could you do it for me?
Welcome to Blender in that case. Here is a tutorial that might help you a bit. I haven't done much animation work with Blender yet, so I won't be of much help here.3) No, I have no animation set... I could try it myself if I could understand how to import units and select parts of the model and other important things....
You'll have to change the details of the mesh to fit to these pattern.4) they may be it... so how do I add the stuff to give it teamcolour (when in nifskope appears transparent yes?)
I really want two units made. One is a medic unit, which should look like an infantry with a red + on their helmet, and possibly a white medical kit, while still holding a rifle.
The other is an observation balloon, which should look like a hot air ballon. Thanks in advance!
There are a couple of balloons on the thread, just search the thread for balloon. the one I used is here.
Thanks. I'm new. How do I do the define for this? Is there a button?
EDIT: When I add the textures, all unit powers and civelopedia entries are removed.
Adding this unit should not be different from the medic.
...what? What exactly did you do?
Because missing civilopedia entries is a sign for that something which should get displayed there can't get loaded properly.
but it's only the balloon, right?
Please show us the new entry in the artDefines_units.xml.
<UnitArtInfo>
<Type>ART_DEF_UNIT_OBSBALLOON</Type>
<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,5,12</Button>
<fScale>1</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/balloon.nif</NIF>
<KFM>Art/ballon.tga</KFM>
<SHADERNIF></SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/BearShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0.65</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<fBattleDistance>0.55</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>0.35</fBankRate>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop> </AudioRunTypeLoop>
<AudioRunTypeEnd> </AudioRunTypeEnd>
</AudioRunSounds>
<PatrolSound>AS3D_UN_AIRSHIP_PATROL</PatrolSound>
<SelectionSound>AS3D_UN_AIRSHIP_COMMAND_PATROL</SelectionSound>
<ActionSound>AS3D_UN_AIRSHIP_COMMAND_PATROL</ActionSound>
</UnitArtInfo>
<KFM>Art/ballon.tga</KFM>
<SHADERNIF></SHADERNIF>
I think the problem lies here. KFM seems to point to tga and there is no shadernif. That KFM should point to the kfm-file and shadernif to shadernif, or if there is no such thing it can also point to the normal nif.
it should be [insert name here].KFM
for example in unit x's file it has it's art and stuff and then it has 2/3 files
UNITX.nif
UNITX_FX.nif (sometimes there sometimes not)
UNITX.kfm
the kfm file goes into the kfm slot like this
<NIF>Art/UNITX.nif</NIF>
<KFM>Art/UNITX.kfm</KFM>
<SHADERNIF>UNITX_FX.nif</SHADERNIF> (if there is no _fx/_FX file then use the normal .nif instead)