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
...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 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
<fScale>25.0</fScale>
<fInterfaceScale>1</fInterfaceScale>
<fScale>0.61</fScale>
<fInterfaceScale>1.3</fInterfaceScale>
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
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.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>
Try This one out for size. ^^
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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.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?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>