Unit requests thread

I've searched this site for a good unmanned machine-gun turret model to use for a modern-era unit, but no one seemed to make one. In that case, could someone please create a unit that loosely resembles turrets like the Super aEgis II turret (pictured here) or something like this.
 
SaibotLieh, thank you for your reply!
I am trying to follow your instructions, but I don't know how to do a "remove" - when I right click on those nodes my options are:
Follow Link
File Offset
Block : Flatten
Block: Convert
Double Left-click on the areas marked red in the images, then when editable "Backspace" :)
 
I've searched this site for a good unmanned machine-gun turret model to use for a modern-era unit, but no one seemed to make one. In that case, could someone please create a unit that loosely resembles turrets like the Super aEgis II turret (pictured here) or something like this.
This is not directly what you are searching for, but it should be better than nothing I guess: :)

http://forums.civfanatics.com/showthread.php?t=482976
 
Double Left-click on the areas marked red in the images, then when editable "Backspace" :)

SaibotLieh, I am followed your instructions, but nothing really changes- the unit still shines like the sun - I played around deleting Environment Light 1 by 1 and testing it - and managed to get it down just to armor shine - but its still TOO SHINY...
How does it look on your side?
I am just trying to get normal metallic shine =(
 
SaibotLieh, I am followed your instructions, but nothing really changes- the unit still shines like the sun - I played around deleting Environment Light 1 by 1 and testing it - and managed to get it down just to armor shine - but its still TOO SHINY...
How does it look on your side?
I am just trying to get normal metallic shine =(
Okay, I have taken another look and noticed that you added the chinese_swordsman128gloss.dds as glow texture, not as gloss texture. You will have to change that in the NiTexturingProperty of the unit.
 
Okay, I have taken another look and noticed that you added the chinese_swordsman128gloss.dds as glow texture, not as gloss texture. You will have to change that in the NiTexturingProperty of the unit.

SaibotLieh, thank you very much for helping me out - the armor now finally shines the way it should be =)

Now, I got a new issue for today. I am trying to nifswap original Asian Maceman onto a Pikeman body, but what I am getting here (and in some other places) is "twisted hands" effect - in game the unit looks like his hands are twisted 90 degree and he is not holding his weapon properly (just to make sure you get my point - its not the weapon that is sitting incorrectly ,its unit hands). I have tried rotating the coordinates of nodes that correspond to the hands - and while its works and looks ok in Nifscope - they still twisted in game.

Can this issue be fixed? Or this is just skeleton incompatibility between maceman and pikeman models?
 

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SaibotLieh, thank you very much for helping me out - the armor now finally shines the way it should be =)

Now, I got a new issue for today. I am trying to nifswap original Asian Maceman onto a Pikeman body, but what I am getting here (and in some other places) is "twisted hands" effect - in game the unit looks like his hands are twisted 90 degree and he is not holding his weapon properly (just to make sure you get my point - its not the weapon that is sitting incorrectly ,its unit hands). I have tried rotating the coordinates of nodes that correspond to the hands - and while its works and looks ok in Nifscope - they still twisted in game.

Can this issue be fixed? Or this is just skeleton incompatibility between maceman and pikeman models?
No worries, glad that it works now. :)

Changing the original skeleton nodes does not help, since this change will be overwritten by the animation. However, what you can do is add a NiNode inbetween and use this dummy node to apply the changes you want to make.
 
No worries, glad that it works now. :)

Changing the original skeleton nodes does not help, since this change will be overwritten by the animation. However, what you can do is add a NiNode inbetween and use this dummy node to apply the changes you want to make.

Does this NiNode has to be between Hand and Forearm or between Hand and Weapon?
 
Does this NiNode has to be between Hand and Forearm or between Hand and Weapon?
Everything you want to alter has to be a child of that NiNode. So in your chase it will have to be between Hand and Forearm. I guess you will rotate the weapon with this as well, so you might need a NiNode between Hand and Weapon as well.
 
Everything you want to alter has to be a child of that NiNode. So in your chase it will have to be between Hand and Forearm. I guess you will rotate the weapon with this as well, so you might need a NiNode between Hand and Weapon as well.

Thank you SaibotLieh, I will try to play with that ;)


In the main time I got another question - I saw some units that were "combo" units - for example a Tank with 2 soldiers attached to it on the sides - how do you make such combo units?

Thanks again!
 
Thank you SaibotLieh, I will try to play with that ;)


In the main time I got another question - I saw some units that were "combo" units - for example a Tank with 2 soldiers attached to it on the sides - how do you make such combo units?

Thanks again!
No problem.

With combo units, do you mean units with different models, like for example the settler unit which has 1 male, 1 female and 2 children models, or do you mean more than one mesh within on model, like for example the Egyptian Warchariot, which has 2 horses, a driver and a warrior combined in one model?
 
No problem.

With combo units, do you mean units with different models, like for example the settler unit which has 1 male, 1 female and 2 children models, or do you mean more than one mesh within on model, like for example the Egyptian Warchariot, which has 2 horses, a driver and a warrior combined in one model?

yes like the settler or like Oromo musketmen which are 3 different guys in 1 unit.
 
yes like the settler or like Oromo musketmen which are 3 different guys in 1 unit.
That is defined in the UnitMeshGroups entry of the CIV4UnitInfos.xml. For example, this entry for the settler looks like this:
Code:
<UnitMeshGroups>
	<iGroupSize>4</iGroupSize>
	<fMaxSpeed>1.75</fMaxSpeed>
	<iMeleeWaveSize>4</iMeleeWaveSize>
	<iRangedWaveSize>0</iRangedWaveSize>
	<UnitMeshGroup>
		<iRequired>1</iRequired>
		<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</EarlyArtDefineTag>
	</UnitMeshGroup>
	<UnitMeshGroup>
		<iRequired>1</iRequired>
		<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
	</UnitMeshGroup>
	<UnitMeshGroup>
		<iRequired>2</iRequired>
		<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
	</UnitMeshGroup>
</UnitMeshGroups>
 
If this has already been done, please let me know where I can find the dds files! I would really like to do a mini-mod focusing on the North African campaign and could use some reskins on existing models, particularly for Germany. Tanks Encyclopedia has some awesome examples of skins that could be used as reference material.

Also I am looking to incorporate these units (in current work and other projects) which I do not think have been done yet:

Sd.Kfz. 131 Marder II
Sd.Kfz.231 8-rad
Sd.Kfz. 234 Puma
SdKfz 251/17 Schützenpanzerwagen (2cm) (Flakpanzerwagen 38) Ausf C
Sturmgeschütz IV
Sd.Kfz. 164 Nashorn

Any takers?
 
Got another request for you experts here. I am using this excellent David leaderhead in my game, who is a modified Cyrus. He looks great, except when he leans his head down, you can still see an outline of the crown Cyrus wears cutting through the background. How might I fix this?

Thanks in advance!
 

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Hello. I was looking at all the modern units in the downloads, and there is lots of good present day units for civs such as Britain and America. However, all the modern German Units I could find were ww2 ones, which, obviously, are not appropriate in any post-war mod. I was wondering if anyone knows of present day infantry, etc, models or if anyone could make some. Thanks in Advance
 
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