Unit requests thread

Is there any unit maker interested making modern ships?

Lots of models WWII and earlier eras but not many this decade ships. Actually Dacubz145's Hamina class missile ship and Iver Huitfeld class frigate are the only ones I could find..
 
I suppose part of the problem with a lot of the modern vessels is that you end up with 21 different models looking like the same vessel. Having said that I thought there were more modern ships made a while ago that I would have to find.
Look at Smitty's Unit List at http://forums.civfanatics.com/showthread.php?t=210314 for some more...

I think the golden age of Civilization IV Ship Making may be well behind us. I will post more later when I get a chance to go through the forums for you.
 
You may be better posting the request in the Civilization V Unit Requests and getting someone to convert it backwards.

Having said that I have an easy one for someone if they want it. I would like a F-117N Seahawk. The F-117 Stealth Fighter is already in the game so this could just be a simple resize and a reskin of the F-117 Stealth Fighter to create this unit. While at it there is a great two tone camo that could look good on the F-117 Stealth Fighter. Never know until you try your luck...
 

Attachments

  • Lockheed F-117N Seahawk.png
    Lockheed F-117N Seahawk.png
    92.4 KB · Views: 184
  • Fictional_Lockheed_Have_Blue.png.jpg
    Fictional_Lockheed_Have_Blue.png.jpg
    110.8 KB · Views: 78
  • US_F-117N_Project_Picture_In_Flight.jpeg
    US_F-117N_Project_Picture_In_Flight.jpeg
    57.5 KB · Views: 109
  • French_Naval_F-117N_Seahawk.jpeg
    French_Naval_F-117N_Seahawk.jpeg
    22.4 KB · Views: 169
  • IAF_F-117_Nighthawk_Model.jpeg
    IAF_F-117_Nighthawk_Model.jpeg
    258 KB · Views: 95
  • IAF_F-117_Stealth_Fighter_After_USAF_Retirement.jpeg
    IAF_F-117_Stealth_Fighter_After_USAF_Retirement.jpeg
    258 KB · Views: 90
Does anyone know if there is a unit, building or improvement graphic that could be used for a Star Fort unit?

I mean a Renaissance age fort, not a Scifi one.
 
Thanky for the great tip! The fort is rectagular, but its corners are designed in the way which is typical for this age. And there are many other interesting models in this mod I have not seen in the download database yet.
 
Does anyone have a white wolf unit graphic? For some reason i'd need it for a worker unit i'm doing for a joke mod for my friends. :P
 
I am developing a new mini mod wild cat animal unit for BTS: The LYNX. Everything appears to be OK except the *.nif file fails to display anything. Can someone take a look at the Linked file and determine what is wrong?

http://forums.civfanatics.com/attachment.php?attachmentid=400894&d=1447878784

Thanks in advance,


Orion Veteran

Spoiler :
attachment.php


1. The nif displays just fine for me (didn't test in game though if that's what you meant).
2. The first error I saw was that your nif lacked an all important node for animations to work correctly; the NiMultiTargetTransformController which should be between MD & MD NonAccum nodes.
3. These 19 bone Nodes are all the bones in the model that are animated (translated/rotated/scaled) by kf files.
4. They must be listed as Extra Targets within NiMultiTargetTransformController; else you will get all kinds of strange results in-game.

Other than that I would need you to describe your problem in further detail for me to understand what might be wrong.
Other info, like how the unit was made (blender?), might help too.

I could provide you with the bengal tiger source files as an example where everything works, if you think it would help.

Edit: I Hope you have tried a bigger scale than <fScale>0.007</fScale> for the lynx. I noticed the model in the nif was scaled up by a factor of 27, but that seemed to bring it up to the same size as the regular panther model. I'm not sure how the scaling in the xml interacts with the scaling in the nif though. I would think that it should be set to roughly the same size as what the regular panther is, which can be found in the same xml
 

Attachments

  • Illustration.jpg
    Illustration.jpg
    140 KB · Views: 254
...didn't test in game though if that's what you meant.
2. The first error I saw was that your nif lacked an all important node for animations to work correctly; the NiMultiTargetTransformController wich should be between MD & MD NonAccum nodes.

I Hope you have tried a bigger scale.

I have tried all sorts of different scale values. Nothing appeared correctly in BTS. Now we know why.

I found the LYNX graphic in a Civ4 Colonization mod called Religion and revolution. My goal was to port the unit over from Colonization to Civ4 BTS, as I did with some of the other cool graphics like the crocodile.

I know enough to perform only a few basic tasks in Nifskope, so I depend heavily on the graphic skills of others for my *.nif files.

Would it be too much to ask to repair the LYNX with the additional items it needs to display correctly in BTS?

Thanks for taking interest.

Sincerely,


Orion Veteran
 
I am developing a new mini mod wild cat animal unit for BTS: The LYNX. Everything appears to be OK except the *.nif file fails to display anything. Can someone take a look at the Linked file and determine what is wrong?

http://forums.civfanatics.com/attachment.php?attachmentid=400894&d=1447878784

Thanks in advance,


Orion Veteran

nvm

Ill check in C2C this model.

Edit: checke and looks NIF is ok
I used this XML code:

Spoiler :

<UnitArtInfo>
<Type>ART_DEF_UNIT_LYNX</Type>
<Button>Art/Interface/Buttons/Units/Animals/LYNX.dds</Button>
<fScale>25.0</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/animals/Lynx/Lynx.nif</NIF>
<KFM>Art/Units/Panther/Panther.kfm</KFM>
<SHADERNIF>Art/Units/animals/Lynx/Lynx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
<ShadowAttachNode>LionBip Spine1</ShadowAttachNode>
<fShadowScale>0</fShadowScale>
</ShadowDef>
<fBattleDistance>1.1</fBattleDistance>
<fRangedDeathTime>0.35</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<SelectionSound>AS3D_UN_HORSE</SelectionSound>
<ActionSound>AS3D_UN_HORSE</ActionSound>
</UnitArtInfo>
 
I tried
Code:
<fScale>25.0</fScale>
<fInterfaceScale>1</fInterfaceScale>
that and it did not work in game or in the pedia. I got better results with 10 and 1 in that the other graphics were not messed up but the Lynx was still not visible.
 
Uh, not sure what was wrong with it. I just imported and exported it from blender, colonization nifs usually have the option "Export Skin Partition" turned on which causes issues in civ 4, and put the mesh onto a clean panther skeleton.

I used this scaling for it.

Code:
			<fScale>0.61</fScale>
			<fInterfaceScale>1.3</fInterfaceScale>
 

Attachments

Spoiler :
I have tried all sorts of different scale values. Nothing appeared correctly in BTS. Now we know why.

I found the LYNX graphic in a Civ4 Colonization mod called Religion and revolution. My goal was to port the unit over from Colonization to Civ4 BTS, as I did with some of the other cool graphics like the crocodile.

I know enough to perform only a few basic tasks in Nifskope, so I depend heavily on the graphic skills of others for my *.nif files.

Would it be too much to ask to repair the LYNX with the additional items it needs to display correctly in BTS?

Thanks for taking interest.

Sincerely,


Orion Veteran

Try This one out for size. ^^

;)
 

Attachments

Uh, not sure what was wrong with it. I just imported and exported it from blender, colonization nifs usually have the option "Export Skin Partition" turned on which causes issues in civ 4, and put the mesh onto a clean panther skeleton.

I used this scaling for it.

Code:
			<fScale>0.61</fScale>
			<fInterfaceScale>1.3</fInterfaceScale>
If you want to get rid of the skin partition, it often already works to just delete the "NiSkinPartition" in the "NiSkinInstance" of the mesh using NifSkope.

You still might run into shader/noshader problems though.
 
Try This one out for size. ^^

;)

I downloaded the file and the graphic now appears OK. However, Mr. LYNX made my mod freeze up. It failed to proceed from turn 0 to turn 1. After I removed Mr. LYNX with world builder, the mod ran fine. So there must still be a problem in the *.nif file.

Note: This scale worked well for appearance:

<fScale>0.8</fScale>
<fInterfaceScale>1.3</fInterfaceScale>
 
I downloaded the file and the graphic now appears OK. However, Mr. LYNX made my mod freeze up. It failed to proceed from turn 0 to turn 1. After I removed Mr. LYNX with world builder, the mod ran fine. So there must still be a problem in the *.nif file.

Note: This scale worked well for appearance:

<fScale>0.8</fScale>
<fInterfaceScale>1.3</fInterfaceScale>
The model and artdefines.xml I gave you I also commited to C2C SVN. I've played some turns with it and even watched the fight animation with a Lynx and seen some lynx(es?) running gracefully around the map. I don't think there's a problem in the model (nif) as that would have been an issue in C2C as well.

The problem must lie in one of the other files you use that is related to the lynx. I don't think I can be of more help.
 
I downloaded the file and the graphic now appears OK. However, Mr. LYNX made my mod freeze up. It failed to proceed from turn 0 to turn 1. After I removed Mr. LYNX with world builder, the mod ran fine. So there must still be a problem in the *.nif file.

Note: This scale worked well for appearance:

<fScale>0.8</fScale>
<fInterfaceScale>1.3</fInterfaceScale>
Could you post your CIV4ArtDefines_Unit.xml entry for the Lynx?
 
Back
Top Bottom