Unit requests thread

chimu_pikeman_m61.png


Northwest Coast Andean style pikeman, or Chimu Pikeman

Hmm, looks familiar ;)

I forgot to upload the blender file, but I'll post it along with my other templates. I'm no good at Civ4 unit making, so feel free to use them as long as you credit me for the models :)

EDIT: My templates are uploaded! Get them here.
 
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 ;)

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.
 

Attachments

Maybe i will post my problem in wrong thread, but i hope that you can help me because this is graphic problem.

mwzzrFD.jpg


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 ?
 
Maybe i will post my problem in wrong thread, but i hope that you can help me because this is graphic problem.

Spoiler :
mwzzrFD.jpg


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.
 
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.

I set layer to 1 and effect is not interesting, water is here again, and beaches to TERRAIN_SPACE are total black.
What this do ? <AlphaShader>0</AlphaShader>

He in colonization 2071, haven't that problem, look http://forums.civfanatics.com/downloads.php?do=file&id=15104

shot_F5L.jpg
 
As far as I know from my tries with new terrain types, every terrain need to have a unique layer. Perhaps this helps?
 
I have one problem. I have one effect:
Code:
		<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>
which correct work for "<KFM>Art/units/NewKFM/PPCNavySeal/NavySeal.kfm</KFM>" (NavySeal.kfm) and incorrect for "<KFM>Art/units/NewKFM/PPCMarine/Marines.kfm</KFM>" (Marines.kfm)

For (NavySeal.kfm), laser fire forward which is OK, for (Marines.kfm), laser fire backward which is not OK, and i don't want that, i want to fire forward too, how to fix this.

This effect is just added on original Marines.kfm and NavySeal.kfm, i hope that this info can help.

Correct firing: (NavySeal.kfm), forward firing

BMr8trE.jpg


Incorrect firing: (Marines.kfm), backward firing

AHaHnE1.jpg
 
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.
 
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.

Thank you, i am change in <NIF>Art/Units/terroristV4/marines.nif</NIF> (Another unit which use marines.kfm and this blue laser, same animation for trooper).

RIFLEBLAST_MODERN:
X=0.0000 Y=-50.5528 Z=0.8120
Euler Y=-0.33 P=0.00 R=0.00

cnaged to:
X=0.0000 Y=-50.5528 Z=0.8120
Euler Y=-180.00 P=0.00 R=0.00

and this work !

xvs8eKw.jpg


where can I get those sweet super soldiers? Specially those from first picture? ;)

First picture: DUNE WARS mod
Second picture: These are clanky4 Clones, but i am add laser effect in my mod which will i public soon ACW.
 
@clanky4
I must found a faster way for this effect because i have 30 units which will use this effect and i really haven't wish to edit all 30 units (lots of them are in FPK, i must extract FPK and etc etc), how to rotate this effect for 180, to affect on all my units ? Because this effect works only at units, which RIFLEBLAST_MODERN is rotate at Y for 180, if is not rotate laser fire backward instead forward. Do you know what to rotate ?
Code:
		<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>
 
If I am not mistaken that would require editing the effect's animation directly inside its nif, something I have never successfully done.
 
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