Unit requests thread

Do you have the van der Donck animations anwhere in your mod? And does the kfm-tag in our ArtDefinesLeaderheads.xml refer to the correct path?

If so, did you use a correct backgrund-kfm? If this is missing, the game also do not wort with this leaderhead.

Yes I have done all of those things. I have added custom leaderheads many times, I know what I'm doing. The van der Donck animations just don't seem to work.
 
I have not used thi leaderhead in my mod, so I can't say exactl which animations should be used. What ist the name of the leaderheads nif-file? Maybe this animations will work.

Or maybe you use an edited version of van der Donks anmations? Is it the original one from Colonization?
 
I have not used thi leaderhead in my mod, so I can't say exactl which animations should be used. What ist the name of the leaderheads nif-file? Maybe this animations will work.

Or maybe you use an edited version of van der Donks anmations? Is it the original one from Colonization?

The nif is called Cromwell. I am not skilled in animation editing, so that's not really something I'd be able to do. I was hoping it would be an easy install like most leaderheads, but it's not the case here. :(
 
i've tested both cromwell and vanderdonck nif's with nifscope and they both face to the right and rotate 90 degrees when i attach the greeting.kf :D

ps: is it me or those lds are the same apart from the hair? :)
 

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i've tested both cromwell and vanderdonck nif's with nifscope and they both face to the right and rotate 90 degrees when i attach the greeting.kf :D

ps: is it me or those lds are the same apart from the hair? :)

Yeah they are pretty similar. It's a good representation of Cromwell though. Could you possibly post the working one here?
 
Yeah they are pretty similar. It's a good representation of Cromwell though. Could you possibly post the working one here?

ofcourse :) . i'm assuming you want the cromwell ld so i added the vanderdonck kf files and the vanderdonck background nif because the cromwell ld didn't seem to have one.
 
ofcourse :) . i'm assuming you want the cromwell ld so i added the vanderdonck kf files and the vanderdonck background nif because the cromwell ld didn't seem to have one.

Thanks again! Working great now. :)

Added him to my British Empire mod, and listed you in the credits for your help.
 
I'm looking for a generic Explorer to replace Firaxis' Explorer--because it bugs the heck outta me that (A) it looks so culture-specific and (B) it's identical to the Conquistador except for not being mounted.

I'm starting to run out of places to look for the ideal unit! Here are my parameters:

- Something that looks reasonably "tough" -- either slender but lightly armored like the Conquistaxplorer, or clad in leather armor but somehow rugged-looking. A knapsack or backpack might help, depending on the rest of the unit's appearance.
- No shield!
- A thin-ish sword...or a spear *that it uses properly* (i.e. not animated as if it were a sword).
- Relatively generic appearance culturally. (No feathers, no blond hair...)
- Appropriate historical period--so, anything from late-ish-medieval to just before guns.
- Animations that don't have a militaristically rigid posture.
- GOTTA HAVE A BUTTON or be generic enough that a button is easily cut-n-pasted together from existing buttons (which is the extent of my unit-editing expertise).
- Teamcolor, ideally.

As to being a foot unit or mounted, I'm flexible...but if it's mounted, the horse shouldn't have barding!

So far the closest I've come was the North Tracker from Realism Invictus (or maybe it was C2C), but he looks too obviously North American, what with the coonskin cap. Plus his little tiny dagger doesn't exactly inspire confidence.

Anybody have any ideas, or willing to cobble something together for me?
 
I'm looking for a generic Explorer to replace Firaxis' Explorer--because it bugs the heck outta me that (A) it looks so culture-specific and (B) it's identical to the Conquistador except for not being mounted.

I'm starting to run out of places to look for the ideal unit! Here are my parameters:

- Something that looks reasonably "tough" -- either slender but lightly armored like the Conquistaxplorer, or clad in leather armor but somehow rugged-looking. A knapsack or backpack might help, depending on the rest of the unit's appearance.
- No shield!
- A thin-ish sword...or a spear *that it uses properly* (i.e. not animated as if it were a sword).
- Relatively generic appearance culturally. (No feathers, no blond hair...)
- Appropriate historical period--so, anything from late-ish-medieval to just before guns.
- Animations that don't have a militaristically rigid posture.
- GOTTA HAVE A BUTTON or be generic enough that a button is easily cut-n-pasted together from existing buttons (which is the extent of my unit-editing expertise).
- Teamcolor, ideally.

As to being a foot unit or mounted, I'm flexible...but if it's mounted, the horse shouldn't have barding!

So far the closest I've come was the North Tracker from Realism Invictus (or maybe it was C2C), but he looks too obviously North American, what with the coonskin cap. Plus his little tiny dagger doesn't exactly inspire confidence.

Anybody have any ideas, or willing to cobble something together for me?
How about the European explorer from Varietas Delectat? I can upload the unit for you if are interested in it.
 

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I seriously considered that one, SaibotLieh. He's definitely less culture-specific than the Firaxis one. But he doesn't quite look rugged/tough enough, and what's more, the way he tilts his head downward, plus his style of hat, makes me think of Michael Jackson. (And sure, you could say he was a pioneer...but not that kind :D )
 
Years ago I came across a fix for the Confucian and Taoist missionaries (they use each other's sound files when spreading the faith), but after a half-hour of searching I still can't find the file. Anyone know where it's buried/can whip up a replacement?
 
Years ago I came across a fix for the Confucian and Taoist missionaries (they use each other's sound files when spreading the faith), but after a half-hour of searching I still can't find the file. Anyone know where it's buried/can whip up a replacement?
Strange, never noticed that before. Anyhow, here are the fixed kf files.
 

Attachments

Much obliged. :goodjob:
 
Hello!!
I need some help with a unit.
I have installed this unit some time ago but only recently noticed the problem.

When this unit on the field (in game) by itself - its fine. When there are other units around it - i get a following glitch:
-if the problem unit currently selected, then i am UNABLE to click select any other unit.
-if any other unit is selected , the I am UNABLE to click select the problem unit.

the only way to rotate between units in this case is by using W

I have tested this by adding and removing units via world builder, so I am pretty sure its this specific unit that causing the problem.

Also, I use this unit as default base unit for default nations, so when specific nation does a flavor replacement for it, the national unit works fine. Therefore the problem possibly in in the art?

I remember getting similar problem last year but I can't recall how i resolved it.

art file entry:

Spoiler :


<UnitArtInfo>
<Type>ART_DEF_UNIT_TANK3</Type>
<Button>Art/Interface/Buttons/Units/tank3.dds</Button>
<fScale>0.45</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Tank3/Challenger.nif</NIF>
<KFM>Art/Units/Tank/Tank.kfm</KFM>
<SHADERNIF>Art/Units/Tank3/Challenger.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/tanktread.dds</Texture>
<fWidth>1.0</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.12</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
<ActionSound>AS3D_UN_TANK_FORT</ActionSound>
</UnitArtInfo>


Please advise ;)

Thank You!
 
Hello!!
I need some help with a unit.
I have installed this unit some time ago but only recently noticed the problem.

When this unit on the field (in game) by itself - its fine. When there are other units around it - i get a following glitch:
-if the problem unit currently selected, then i am UNABLE to click select any other unit.
-if any other unit is selected , the I am UNABLE to click select the problem unit.

the only way to rotate between units in this case is by using W

I have tested this by adding and removing units via world builder, so I am pretty sure its this specific unit that causing the problem.

Also, I use this unit as default base unit for default nations, so when specific nation does a flavor replacement for it, the national unit works fine. Therefore the problem possibly in in the art?

I remember getting similar problem last year but I can't recall how i resolved it.

art file entry:

Please advise ;)

Thank You!
Are you unable to select any other units or only the ones around this unit? Maybe the 'clickbox' of this model is larger than one field and overshadows the ones surrounding it.

Maybe try this setting for testing:
Code:
<fScale>0.2</fScale>
 
Hello!!
I need some help with a unit.
I have installed this unit some time ago but only recently noticed the problem.

When this unit on the field (in game) by itself - its fine. When there are other units around it - i get a following glitch:
-if the problem unit currently selected, then i am UNABLE to click select any other unit.
-if any other unit is selected , the I am UNABLE to click select the problem unit.

the only way to rotate between units in this case is by using W

I have tested this by adding and removing units via world builder, so I am pretty sure its this specific unit that causing the problem.

Also, I use this unit as default base unit for default nations, so when specific nation does a flavor replacement for it, the national unit works fine. Therefore the problem possibly in in the art?

I remember getting similar problem last year but I can't recall how i resolved it.

art file entry:

Spoiler :


<UnitArtInfo>
<Type>ART_DEF_UNIT_TANK3</Type>
<Button>Art/Interface/Buttons/Units/tank3.dds</Button>
<fScale>0.45</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Tank3/Challenger.nif</NIF>
<KFM>Art/Units/Tank/Tank.kfm</KFM>
<SHADERNIF>Art/Units/Tank3/Challenger.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/tanktread.dds</Texture>
<fWidth>1.0</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.12</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
<ActionSound>AS3D_UN_TANK_FORT</ActionSound>
</UnitArtInfo>


Please advise ;)

Thank You!

As SaibotLieh stated it is most likely an issue with the Bounding Sphere. Its easy enough to fix, especially since a tank doesn't have many bones.

http://forums.civfanatics.com/showpost.php?p=13536828&postcount=219
 
Ok this is what I did - I made unit really small, but issue still persists.
If its a problem with click box - then its HUGE, its affecting units as far as 3 spaces away. Units standing on 4th space seem to click fine.
At the same time other large units seem to be a able to target even when standing close to this tank. Again once I remove this unit from map - everything starts to click fine.
BTW the unit in question is this one:

http://forums.civfanatics.com/downloads.php?do=file&id=22749

I also found another model that shows similar behavior.
Its this one:
http://forums.civfanatics.com/downloads.php?do=file&id=23110


Any ideas how to fix it?
 
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