donalpanko
Chieftain
- Joined
- Jan 8, 2015
- Messages
- 61
Thanks again man!
Love the new avatar btw![]()
here you go

http://forums.civfanatics.com/downloads.php?do=file&id=23618
Thanks again man!
Love the new avatar btw![]()
![]()
Northwest Coast Andean style pikeman, or Chimu Pikeman
SaibotLieh, I have another question for you.
I know that you have done before units with mixed animations (rifleman which attacks in melee with bayonet), and was wondering if you would consider undertaking a project for another such model to become a base for many future units - a Cavalry unit with Range and Melee attack animations - for example Cuirassier which would shoot his musket at range and fight with sword (say from Conquistador) in melee. And then the model could be nif-swaped to apply different various textures to it based on need.
Please consider![]()
Ah, sorry, in fact I already have done some work in that direction, but did not finish it so far. Give me a bit more time and I should be able to supply you with a standard model & animation set.Bump!
Ah, sorry, in fact I already have done some work in that direction, but did not finish it so far. Give me a bit more time and I should be able to supply you with a standard model & animation set.
Okay, here you go.Eagerly awaiting![]()
Okay, here you go.
I made some quick in-game tests, and so far it seems to work fine.
<TerrainInfo>
<Type>TERRAIN_SPACE</Type>
<Description>Deep Space</Description>
<Civilopedia>Deep Space</Civilopedia>
<ArtDefineTag>ART_DEF_TERRAIN_SPACE</ArtDefineTag>
<Yields>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</Yields>
<RiverYieldChange/>
<HillsYieldChange/>
<bWater>1</bWater>
<bImpassable>0</bImpassable>
<bFound>0</bFound>
<bFoundCoast>0</bFoundCoast>
<bFoundFreshWater>0</bFoundFreshWater>
<iMovement>5</iMovement>
<iSeeFrom>0</iSeeFrom>
<iSeeThrough>0</iSeeThrough>
<iBuildModifier>0</iBuildModifier>
<iDefense>0</iDefense>
<Button>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier2_Atlas.dds,1,4</Button>
<FootstepSounds>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SAND</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SAND</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SAND</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SAND</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_HORSE_RUN</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_CHARIOT_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_CHARIOT_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_WAR_CHARIOT_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_WAR_CHARIOT_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TANK_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TANK_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_OCEAN1</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_OCEAN1</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_END1</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_OCEAN2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_OCEAN2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_END2</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_DESTOYER</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_DESTROYER_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_DESTROYER</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_DESTROYER_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_IRONCLAD</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_IRONCLAD</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TRANSPORT</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TRANSPORT</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_SUBMARINE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_SUBMARINE_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_SUBMARINE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_SUBMARINE_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_GUNSHIP</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_GUNSHIP_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_GUNSHIP</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_GUNSHIP_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP</FootstepAudioScript>
</FootstepSound>
</FootstepSounds>
<WorldSoundscapeAudioScript>ASSS_COAST_SELECT_AMB</WorldSoundscapeAudioScript>
<bGraphicalOnly>0</bGraphicalOnly>
</TerrainInfo>
<TerrainArtInfo>
<Type>ART_DEF_TERRAIN_SPACE</Type>
<Path>Art/Terrain/Textures/deep_space/CoastBLEND.dds</Path>
<Grid>Art/Terrain/Textures/deep_space/CoastGRIDS.dds</Grid>
<Detail>Art/Terrain/Textures/deep_space/StarField_Background.dds</Detail>
<Button>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier2_Atlas.dds,1,4</Button>
<LayerOrder>160</LayerOrder>
<AlphaShader>0</AlphaShader>
<TextureBlend01>1,180 5,270 9,180 13,270 17,180 21,270 26,270</TextureBlend01>
<TextureBlend02>1,270 5,0 9,270 13,0 17,270 21,0 26,0</TextureBlend02>
<TextureBlend04>1,0 5,90 9,0 13,90 17,0 21,90 26,90</TextureBlend04>
<TextureBlend08>1,90 5,180 9,90 13,180 17,90 21,180 26,180</TextureBlend08>
<TextureBlend03>3,0 7,180 11,0 15,180 19,0 23,180 27,0 31,180</TextureBlend03>
<TextureBlend06>3,90 7,270 11,90 15,270 19,90 23,270 27,90 31,270</TextureBlend06>
<TextureBlend12>3,180 7,0 11,180 15,0 19,180 23,0 27,180 31,0</TextureBlend12>
<TextureBlend09>3,270 7,90 11,270 15,90 19,270 23,90 27,270 31,90</TextureBlend09>
<TextureBlend07>4,0 8,270 12,0 16,270 20,0 24,270 28,0 32,270</TextureBlend07>
<TextureBlend14>4,90 8,0 12,90 16,0 20,90 24,0 28,90 32,0</TextureBlend14>
<TextureBlend13>4,180 8,90 12,180 16,90 20,180 24,90 28,180 32,90</TextureBlend13>
<TextureBlend11>4,270 8,180 12,270 16,180 20,270 24,180 28,270 32,180</TextureBlend11>
<TextureBlend10>2,0 6,90 10,0 14,90 18,0 22,90 </TextureBlend10>
<TextureBlend05>2,90 6,0 10,90 14,0 18,90 22,0 </TextureBlend05>
<TextureBlend15>29,0 </TextureBlend15>
</TerrainArtInfo>
Maybe i will post my problem in wrong thread, but i hope that you can help me because this is graphic problem.
Spoiler :![]()
I have TERRAIN_SPACE and that is water terrain and i want to be and stay water type terrain
xml:
Spoiler :Code:<TerrainInfo> <Type>TERRAIN_SPACE</Type> <Description>Deep Space</Description> <Civilopedia>Deep Space</Civilopedia> <ArtDefineTag>ART_DEF_TERRAIN_SPACE</ArtDefineTag> <Yields> <iYield>0</iYield> <iYield>0</iYield> <iYield>0</iYield> </Yields> <RiverYieldChange/> <HillsYieldChange/> <bWater>1</bWater> <bImpassable>0</bImpassable> <bFound>0</bFound> <bFoundCoast>0</bFoundCoast> <bFoundFreshWater>0</bFoundFreshWater> <iMovement>5</iMovement> <iSeeFrom>0</iSeeFrom> <iSeeThrough>0</iSeeThrough> <iBuildModifier>0</iBuildModifier> <iDefense>0</iDefense> <Button>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier2_Atlas.dds,1,4</Button> <FootstepSounds> <FootstepSound> <FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType> <FootstepAudioScript>AS3D_UN_FOOT_UNIT_SAND</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType> <FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SAND</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType> <FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SAND</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType> <FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SAND</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType> <FootstepAudioScript>AS3D_UN_HORSE_RUN</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType> <FootstepAudioScript>AS3D_UN_CHARIOT_LOOP</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType> <FootstepAudioScript>AS3D_UN_CHARIOT_END</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType> <FootstepAudioScript>AS3D_UN_WAR_CHARIOT_LOOP</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType> <FootstepAudioScript>AS3D_UN_WAR_CHARIOT_END</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType> <FootstepAudioScript>AS3D_UN_TANK_LOOP</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_TANK</FootstepAudioType> <FootstepAudioScript>AS3D_UN_TANK_END</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType> <FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType> <FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_OCEAN1</FootstepAudioType> <FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_OCEAN1</FootstepAudioType> <FootstepAudioScript>AS3D_UN_OCEAN_END1</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_OCEAN2</FootstepAudioType> <FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_OCEAN2</FootstepAudioType> <FootstepAudioScript>AS3D_UN_OCEAN_END2</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_DESTOYER</FootstepAudioType> <FootstepAudioScript>AS3D_UN_DESTROYER_RUN_LOOP</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_DESTROYER</FootstepAudioType> <FootstepAudioScript>AS3D_UN_DESTROYER_RUN_END</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_IRONCLAD</FootstepAudioType> <FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_LOOP</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_IRONCLAD</FootstepAudioType> <FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_END</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_TRANSPORT</FootstepAudioType> <FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_LOOP</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_TRANSPORT</FootstepAudioType> <FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_END</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_SUBMARINE</FootstepAudioType> <FootstepAudioScript>AS3D_UN_SUBMARINE_RUN_LOOP</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_SUBMARINE</FootstepAudioType> <FootstepAudioScript>AS3D_UN_SUBMARINE_RUN_END</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_GUNSHIP</FootstepAudioType> <FootstepAudioScript>AS3D_UN_GUNSHIP_RUN_LOOP</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_GUNSHIP</FootstepAudioType> <FootstepAudioScript>AS3D_UN_GUNSHIP_RUN_END</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType> <FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_LOOP</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType> <FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_END</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType> <FootstepAudioScript>AS3D_UN_TREBUCHET_RUN</FootstepAudioScript> </FootstepSound> <FootstepSound> <FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType> <FootstepAudioScript>AS3D_UN_TREBUCHET_STOP</FootstepAudioScript> </FootstepSound> </FootstepSounds> <WorldSoundscapeAudioScript>ASSS_COAST_SELECT_AMB</WorldSoundscapeAudioScript> <bGraphicalOnly>0</bGraphicalOnly> </TerrainInfo>
art xml:
Spoiler :Code:<TerrainArtInfo> <Type>ART_DEF_TERRAIN_SPACE</Type> <Path>Art/Terrain/Textures/deep_space/CoastBLEND.dds</Path> <Grid>Art/Terrain/Textures/deep_space/CoastGRIDS.dds</Grid> <Detail>Art/Terrain/Textures/deep_space/StarField_Background.dds</Detail> <Button>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier2_Atlas.dds,1,4</Button> <LayerOrder>160</LayerOrder> <AlphaShader>0</AlphaShader> <TextureBlend01>1,180 5,270 9,180 13,270 17,180 21,270 26,270</TextureBlend01> <TextureBlend02>1,270 5,0 9,270 13,0 17,270 21,0 26,0</TextureBlend02> <TextureBlend04>1,0 5,90 9,0 13,90 17,0 21,90 26,90</TextureBlend04> <TextureBlend08>1,90 5,180 9,90 13,180 17,90 21,180 26,180</TextureBlend08> <TextureBlend03>3,0 7,180 11,0 15,180 19,0 23,180 27,0 31,180</TextureBlend03> <TextureBlend06>3,90 7,270 11,90 15,270 19,90 23,270 27,90 31,270</TextureBlend06> <TextureBlend12>3,180 7,0 11,180 15,0 19,180 23,0 27,180 31,0</TextureBlend12> <TextureBlend09>3,270 7,90 11,270 15,90 19,270 23,90 27,270 31,90</TextureBlend09> <TextureBlend07>4,0 8,270 12,0 16,270 20,0 24,270 28,0 32,270</TextureBlend07> <TextureBlend14>4,90 8,0 12,90 16,0 20,90 24,0 28,90 32,0</TextureBlend14> <TextureBlend13>4,180 8,90 12,180 16,90 20,180 24,90 28,180 32,90</TextureBlend13> <TextureBlend11>4,270 8,180 12,270 16,180 20,270 24,180 28,270 32,180</TextureBlend11> <TextureBlend10>2,0 6,90 10,0 14,90 18,0 22,90 </TextureBlend10> <TextureBlend05>2,90 6,0 10,90 14,0 18,90 22,0 </TextureBlend05> <TextureBlend15>29,0 </TextureBlend15> </TerrainArtInfo>
PROBLEM:
This Dark Blue Water with White Dots is SPACE, and i hate their appearance, that is appearance when map is generated and when game is started.
This Black terrain is Space, and i want that appearance. You will tell me, OK you have black space terrain what is your problem ?
- This black terrain is TERRAIN_SPACE and i am edit that in World Builder, before that black terrain there where LAND terrain like (grass, dessert, plains, hill etc), if i change coast or ocean in World builder with space, space will be dark blue water with white dots.
Why i don't get black terrain when my map is generating and when game start ?
I remember having a similar problem when I was trying to add new land terrain. Ultimately it boiled down to something being wrong with the <LayerOrder> tag. You might changing that and seeing if it makes any difference.
<EffectInfo>
<Type>EFFECT_PPC_LASER</Type>
<Description>particel projection cannon</Description>
<fScale>0.6</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Effects/PPC/fx_redlaser.nif</Path>
<bIsProjectile>0</bIsProjectile>
</EffectInfo>
Sweet clone troopers. It looks like its an issue with the individual clone nif. Try rotating the effect node, if its a marine armature it should be named "RIFLEBLAST_MODERN", by like 180.
where can I get those sweet super soldiers? Specially those from first picture?![]()
<EffectInfo>
<Type>EFFECT_PPC_LASER</Type>
<Description>particel projection cannon</Description>
<fScale>0.6</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Effects/PPC/fx_redlaser.nif</Path>
<bIsProjectile>0</bIsProjectile>
</EffectInfo>