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Unit requests thread

Discussion in 'Civ4 - Unit Graphics' started by Thunderfall, Feb 5, 2006.

  1. SaibotLieh

    SaibotLieh Emperor

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    The problem seems to be that the horse gets rotated twice, once due to the MD node, the second time since the MD node also rotates the Horse bones. Good question though why the soldier is only rotated once.

    Anyhow, I created a dummy node instead for the rotation, which is a bit of a cleaner solution from my point of view and gives some more options to play around with. I have attached the changed files.

    To explain what I did:

    First I created in the nif file the node Dummy_Unit_Node (as a child of the MD NonAccum) and made the static meshes, the skeletons and the gunfire effect children of that node, then removed them from the children list of the MD NonAccum. Next I set the Flags of the Dummy_Unit_Node to 6 (so that it will be influenced by commands from the kf files in-game, should be 22 if it is has no further bones as children) and added the node to the Extra Targets of the NiMultiTargetTransformController node (again to make it accessable for the kf files in-game).

    Now the Dummy_Unit_Node is a bones node that can be altered with the kf files. So all there was left to do was create orders for the node in the necessary kf files. To make the whole turning look more natural, I put it in the Chariot_Celtic_MD_FortifyA file. For this, I duplicated one of the NiTransformInterpolator nodes with a NiTransformData child and set all Translation and Rotation values of the NiTransformInterpolator to zero. In the NiTransformData child, I set the Num Rotation Keys to 2 and the Rotation Type to QUADRATIC_KEY. Also I made sure that the Num Keys for the Translations is set to zero (those would be used to move the bones xyz-wise, if you want to use those at one time, make sure that the Interpolation is set to LINEAR_KEY or QUADRATIC_KEY). The first of the two Quaternion Keys I set to zero all (that is the starting position), while the second one I set the Time to 0.5 (end time of the animtion) and the rotation to 180°. Next I added this new NiTransformInterpolator node to the Controlled Blocks of the NiControllerSequence by increasing the Num Controlled Blocks by 1, refresh with the green circle arrow icon and then added the necessary entries in that new Controlled Block for Interpolator (number of the NiTransformInterpolator node), String Palette (same as in all the other entries), Node Name Offset (name of the bone in the nif file) and Controller Type Offset (NiTransformController for NiTransformInterpolator nodes).

    I added a NiTransformInterpolator node the same way to the Chariot_Celtic_MD_FortifyA_Idle, Chariot_Celtic_MD_Idle, Chariot_Celtic_MD_Run and Chariot_Celtic_MD_StrikeA files, since for those the rotation direction will be important. But this time, there is no rotation animation involved, so the NiTransformData child is not necessary. I just added the rotation directly in the NiTransformInterpolator file (180° for Chariot_Celtic_MD_FortifyA_Idle and Chariot_Celtic_MD_StrikeA, 0° for Chariot_Celtic_MD_Idle and Chariot_Celtic_MD_Run).

    And that's it. hope it works for you.

    Enjoy! :)
     

    Attached Files:

  2. Kathy

    Kathy Prince

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    Thank you very much, I will test it immediatelly.
    I am not sure, if I understood, what you did (I usually do not work with animations quite often), but it seems a lot of work. When I try something like this again, I will look here again carefully, and hope I will learn from it. :thumbsup:

    It works very well now! Perfect!
     
    Last edited: Sep 15, 2019
  3. SaibotLieh

    SaibotLieh Emperor

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    No worries, I am happy that is works for you.

    And the animation stuff isn't that much work really, just looks like it since it is written down. ;)
     
  4. Matsuda123

    Matsuda123 Prince

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    Hello SaibotLieh. You seem to be quite skilled at animations, do you often rig models? Also, do you know about texturing at all?
     
  5. SaibotLieh

    SaibotLieh Emperor

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    I have done a bit of rigging and animation in the past and also some texturing of units and leaderheads, but most of it was more tinkering than really knowing what I was doing.
     
  6. Matsuda123

    Matsuda123 Prince

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    I see. Would you be interested in working on a team I've recently built? Kine100, Mattem, and I are all working together to create new "what if" units. The main idea being, "What if each culture group discovered technology on their own, without much outside influence? What would their units, architecture, and equipment look like? I do the modeling, Kine100 has done the texturing, and Mattem has done the rigging and animation. We already have one unit ready to go, with a second waiting on rigging, and a third to be textured and rigged.

    Here are some previews. The Japanese Ironclad is finished by the way, it works in game and everything. :) It's so cool to finally reach the Industrial age, and say, "I get to keep the original cultural stylings of the ships, even in the Industrial Era." :) The Mesoamerican Bombard is based on the Aztec Mortar from Civ III. It was such a cool design, I needed it to be in Civ IV. It just needs rigging, then it will be ready to go.

    This offer / request goes out to anyone interested by the way. The more we have on our team, the faster we can crank out new units to fill in the gaps. :)
     

    Attached Files:

    Thorvald of Lym likes this.
  7. SaibotLieh

    SaibotLieh Emperor

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    Thanks for the offer, but I'm not that active in Civ4 modding anymore, I just browse the forums from time to time and help out a bit if I feel like it.

    But I wish you and your team much success in your endeavour, what you have so far certainly looks very nice. :)
     
  8. Zeta Nexus

    Zeta Nexus N E X U S

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    @Matsuda123

    Those look relly great.
    The Ironclad looked strange for the very first sight but after 3seconds I got the point:goodjob:

    Do you welcome people for "brainstorming only" too? I may have ideas :)
     
  9. Matsuda123

    Matsuda123 Prince

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    Last edited: Sep 19, 2019
  10. Thunderbrd

    Thunderbrd C2C War Dog

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    There are some really great models here and some awesome requests! I would love to take a much longer look but I must ask for some help first and foremost. Perhaps some of this is already available.

    I'm working through the unit design structure of Caveman2Cosmos and have found that there are a few things I desire to add that I'm not sure if the community has models for and if it does not, ANY help in creating them would be vastly appreciated!

    I'll list what I'm looking for. We need the 3d models and their animations - the buttons we can manage. Perhaps many can simply be pieced together from existing models - I'm just useless at that myself at the moment and it's a LOT to learn how to do, particularly when you're trying to audit all the stats on every unit in our massive mod so as to improve overall game balance and structure and prepare for the implementation of numerous new tags and effects. Thus, again, the help would save tons of time. We don't currently have folks working on the 3d side of unit art and animation over here unfortunately.

    Ok, here's what we need to add so far:

    * Stone Knifeman - A bare chested savage flint knife wielding melee fighter with nothing more than a thong to protect himself.
    * War Slinger or a re-imagined Slinger - the Slinger we have may well be the War Slinger, since he's armored in leathers. We'd need a slinger with a smaller woven sling and no clothes b'sides his loincloth to represent the current slinger unit I think so we can repurpose the leather armored, leather sling wielder we currently have as the new War Slinger upgrade to the original.
    * Heavy Flailman - We have a flailman unit. We need one in heavier more late medieval/early renaissance armor and wielding a triple-headed spiked flail.
    * Alchemist - A colorful medieval bottle-throwing user of all sorts of early chem-weaponry produced in the burgeoning art of alchemy. Perhaps not the guy that made the stuff, but the fool willing to go to war using it.

    SO FAR this seems to be the main things needed. We have a medieval axe-throwing unit I'm going to steal and repurpose so I probably don't need that, my apologies to anyone who's attached to the Franks culture.

    Can anyone point me in the right direction for these things?
     
  11. Zeta Nexus

    Zeta Nexus N E X U S

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    What I really miss (and have plans for) is Firecart - non-korea (non-asian) versions of the Hwacha. I don't like Hwacha replacing Catapult.
    It's really just the guy the should be replaced with other ethnicities.
    Could someone do such models? Or did someone already did them?
     
  12. Joij21

    Joij21 Warlord

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  13. MatteM

    MatteM Warlord

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  14. MatteM

    MatteM Warlord

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    Only issue is that the number of propeller animations are 4, couldn´t find any prop plane .nif with 6 propellers animated (surprise surprise lol), you really chose a one of a kind aircraft
    to fit into the game, six prop-engines pointing backwards :lol:, anyway I love this aircraft so had to fit into civ 4!
     
  15. MatteM

    MatteM Warlord

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  16. rtt4a

    rtt4a Prince

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    Last edited: Jan 22, 2020
  17. MatteM

    MatteM Warlord

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    I do have the An-12 but didn´t manage to find a low poly model of the An-225, how do you use transport aircraft in civ-4 anyway?
     
  18. Thunderbrd

    Thunderbrd C2C War Dog

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    Might be interesting to give them a carrying capacity for troops and then be able to take a bunch of them in one rebase action. Airports only allow for one unit to be transported normally.
     
  19. Zeta Nexus

    Zeta Nexus N E X U S

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    Any chance for the AI? :mischief:
     
    Thorvald of Lym likes this.
  20. Thunderbrd

    Thunderbrd C2C War Dog

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    We'll have some fair adaptations for transports in C2C soon I think, and it could well consider this. But I can't promise that it would be easily extracted for any other mod due to so many interwoven other AI and unit adjustments.
     
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