Unit requests thread

Hi, there!

I'm looking for a Gnoll model. Something usable to make a bunch of units for a gnoll civilization for Orbis, a modmod of Fall from Heaven. More specifically, I would like a model of not-too-agressive gnolls, you know, those with teeth bigger than their eyes? Anyway, even pointing at some resources I could use as a model would be great.

You can check the aforementioned civilization thread here.
 
Hi, there!

I'm looking for a Gnoll model. Something usable to make a bunch of units for a gnoll civilization for Orbis, a modmod of Fall from Heaven. More specifically, I would like a model of not-too-agressive gnolls, you know, those with teeth bigger than their eyes? Anyway, even pointing at some resources I could use as a model would be great.

You can check the aforementioned civilization thread here.

rigged the wolf mesh to the warrior amature - slightly adjusted colour (to red/brown) and contrast of the texture - not perfect but should work [but even if i reduced the teeth, i fear they are still of the same size of the eyes ...]. Imo without redoing the UV a reskin is not really possible

edit: perhaps i should add, not tested ingame so far (edit2: worked, also made a pic)
 

Attachments

  • gnoll_warrior.zip
    gnoll_warrior.zip
    47.1 KB · Views: 82
  • gnoll.jpg
    gnoll.jpg
    44 KB · Views: 160
This should be my final version

I copied this model:
http://images.barnesandnoble.com/images/13270000/13277765.JPG
and it's very close, imo.

Adding shields to spearmen may be the next move, but I fear it goes wrong with animations.

Just the time to make the no-shader nif, further in-game test and I'll release it.

Awesome work so far! The guys helping me with my mod are going to absolutely love this unit. I anxiously await the day it is finished! Keep it up! :goodjob:
 
rigged the wolf mesh to the warrior amature - slightly adjusted colour (to red/brown) and contrast of the texture - not perfect but should work [but even if i reduced the teeth, i fear they are still of the same size of the eyes ...]. Imo without redoing the UV a reskin is not really possible

edit: perhaps i should add, not tested ingame so far (edit2: worked, also made a pic)
Oh, it looks so nice! I wasn't expecting anything that soon, thank you! It will be great for starting :goodjob:
 
I anxiously await the day it is finished!

Sorry for delay, but I discovered a bug that is going me crazy. :crazyeye:
As you see on the picture in my previous post, the animated spearman on the driver's right got his hands turned 90 degree in a wrong position, and I didn't find a convenient way to solve this problem.

Firstly I did a simple hands reskin, but I disliked the final result. Then I modded hands node directly into the nif, but, although it's very close to work, the strikeA animation runs in a ugly manner.

Using nifscope, I suspect there isn't a way to turn hands and to run animations in a right mode.

Below I attached my unit stubs, with my tentative nifs, hoping someone (more skilled than me) may fix it. Use EWC animations.

I'm going to replace the animated warrior with another model with hands in a right native position, but it'll take me few days.
 

Attachments

As you see on the picture in my previous post, the animated spearman on the driver's right got his hands turned 90 degree in a wrong position, and I didn't find a convenient way to solve this problem.

Using nifscope, I suspect there isn't a way to turn hands and to run animations in a right mode.

I'm going to replace the animated warrior with another model with hands in a right native position, but it'll take me few days.

I had this same problem with a re boned unit once. Instead of just rotating the hand 90, I found it better to rotate the hand bone 45 and the the forearm bone the rest of the way. Straight out rotating the hand 90 lead to a seriously pinched wrist. You might have to play around with it or settle for a rotation of slightly less than 90. Also upped the scale slightly on the arm because when rotating, the arms get a little distorted and appear a little bit smaller.

Maybe there's a better way but that's how I fixed mine and it animates properly and all.
 
That looks awesome so far!

In my mod I am going to have flavored units for the civs, so I'd be honored if you'd let me use these units as a basis for the Hittite unit set. These will be the ancient units and then I can try and imagine what their medieval units would look like.

Unless of course you have other ideas and want to help me... :mischief:
 
@AchillesZero
Thanks for your tips, but I chose to replace the warrior with a (reskinned) driver. I'll test your way another time.

@The Capo
This pesky unit is really going me crazy!!! Uff!!!
Now I've a working shader nif (first image), but no-shader nif doesn't show horses and animated spearman. The 2nd shot shows on the left a shader chariot, on the right a no-shader one. Why this happens? I checked and rechecked the nif dozens of time, but didn' find anything wrong.

I also attached the full unit hoping someone might solve the problem. Thanks in advance. I surrender :(
 

Attachments

  • h3mc.jpg
    h3mc.jpg
    55.7 KB · Views: 4,394
  • bug.jpg
    bug.jpg
    111.3 KB · Views: 187
  • cch_hitti.7z
    cch_hitti.7z
    100.3 KB · Views: 94
Don't get disheartened just yet ambrox. I'll try and get someone to help you/me with it if I can. It looks fantastic and it would be a shame to give up on this unit. What does it look like when it is engaged in combat?
 
try to remove the NiSkinPartitions of the invisible meshes, while it´s possble to create a SkinPartition for a shader unit, it´s atm not possible to create a non shader SkinPartition with nifscope/blender. (they are not the same).

The good thing, while a SkinPartition for a shader model is a must, it´s not needed for a non shader model (i think [not know] without the model will cost more performance - but a working model is better than no model)... (and having a model with shader format skinPartition and no shader applied causes funny things - eg invisible units). And if you made a reskin without changing the model, you can use also the non shader unit as base (has a working non shader skinPartition) and create the shader SkinPartition with nifskope for the shader version
 
try to remove the NiSkinPartitions of the invisible meshes, while it´s possble to create a SkinPartition for a shader unit, it´s atm not possible to create a non shader SkinPartition with nifscope/blender. (they are not the same).

The good thing, while a SkinPartition for a shader model is a must, it´s not needed for a non shader model (i think [not know] without the model will cost more performance - but a working model is better than no model)... (and having a model with shader format skinPartition and no shader applied causes funny things - eg invisible units). And if you made a reskin without changing the model, you can use also the non shader unit as base (has a working non shader skinPartition) and create the shader SkinPartition with nifskope for the shader version

Before now I was totally unaware about skinpartitions importance and their differences into shader and no-shader nif. Thanks Coyote, you enlightened me once more. Did you write it on your tutorial? If yes, I culpably missed it, otherwise you should add a warning about it.
Btw I fixed all my units under development, the released warriors, and FINALLY completed the Hittite three-men-chariot recovering the native noshader skinpartitions!!! :)

@The Capo
The chariot acts like EWC during combat animation, fighting on its right side. The still left-side spearman remains unaware during combat, but, if he was animated, he should fight on the same right side of the first animated spearman but there is not enough room to do so. If SOMEONE is able and interested to create a 3rd man animation, I suggest to create an archer animation instead (replacing the spearman with archer), in order to throwing arrows toward the opposite right side.

The unit is in the public download database ;)
 
Unmanned Ground Vehicle

Preferrably one based on the Ripsaw model below. I'd like it to serve as a replacement for the Modern Armor though, so perhaps some creative license should be taken and a larger gun and turret placed on top. I'd like it to still look like it might actually be built someday though. No plasma cannons please :D

Spoiler :

ripsaw.jpg

ripsaw2.jpg

 
Preferrably one based on the Ripsaw model below. I'd like it to serve as a replacement for the Modern Armor though, so perhaps some creative license should be taken and a larger gun and turret placed on top. I'd like it to still look like it might actually be built someday though. No plasma cannons please :D

Spoiler :

ripsaw.jpg

ripsaw2.jpg


The Planetfall mod has a model which closely resembles it: a tracked chassis with the navyseal rifle on top. The only thing you won't like to see on it is a cockpit just in front of the gun.
 
if anyone can possibly make it i was hoping someone could make a zeppelin unit, unlike the one that comes with bts.

my ideas for it were to be a free moving unit, like a naval ship or land unit, not a normal air unit like the one in bts.

also:
for it to have a movent of around 4 or 5
a cargo capacity of 2
the ability to travel both air and land.

I was thinking it would be best kind of like a scout unit where it cannot attack, but it can defend itself when it is attacked.

It would be able to be attacked by any unit, just like a normal unit, unless you could possibly make it to where only units with intercept can attack it, but if you can't do that it might be best to give it a major bonus strength in units like melee units, or anything that doesn't have some sort of a range to it, speaking of how, a guy with a spear cannot kill a zeppelin. that problem occurs with the gunship where when you are attacking a knight the knight still some how manages to hit the gunship, it doesn't make sense. so i wa hoping something could be done about that with this unit.

If you are able to do it and have the free time to do it, please pm me to let me know.

thank you
 
if anyone can possibly make it i was hoping someone could make a zeppelin unit, unlike the one that comes with bts.

my ideas for it were to be a free moving unit, like a naval ship or land unit, not a normal air unit like the one in bts.

also:
for it to have a movent of around 4 or 5
a cargo capacity of 2
the ability to travel both air and land.

I was thinking it would be best kind of like a scout unit where it cannot attack, but it can defend itself when it is attacked.

It would be able to be attacked by any unit, just like a normal unit, unless you could possibly make it to where only units with intercept can attack it, but if you can't do that it might be best to give it a major bonus strength in units like melee units, or anything that doesn't have some sort of a range to it, speaking of how, a guy with a spear cannot kill a zeppelin. that problem occurs with the gunship where when you are attacking a knight the knight still some how manages to hit the gunship, it doesn't make sense. so i wa hoping something could be done about that with this unit.

If you are able to do it and have the free time to do it, please pm me to let me know.

thank you

I made some xml like this before, I addet it in the attachements. If you paste it like this in your unitinfo.xml-file, it would cause problems, because there would be two airships in it. It hat to replace the old airship, or you will have to choose a new Unitname and Unitclass for it. I hope, that's what you need.
 

Attachments

Back
Top Bottom