Using Existing Unit Effects to Create Custom Units

Repeating this here as it's the more relevant place:

You'll be pleased to hear that I've got a workaround for decoupling the scaling of units from scaling of effects! I've added a new feature to Nexus Buddy 2 that will insert an additional scaling bone into the skeleton of a GR2 model. This allows you to scale the model independently of the effects. So you can, for example, increase the size of the unit effects using the <Scale> in the Art Define xml, and offset that increase adding a scaling bone that reduces the model size by a proportionate amount.

The only thing that is different between these two fiery T-Rexs is the scale of the scaling bone in the model .gr2 and the <Scale> value in the Art Define xml. The one the left has model scaled to 0.14 and <Scale>1.05</Scale> in the Art Defines; the one on the right has the model scaled to 0.7 and <Scale>0.21428</Scale> in the Art Defines. The result is that the visual effects for the unit are rescaled without affecting anything else. :)



This should save us time in getting effects matching the units scale! :cool:

Will release the nexus version of NB2 shortly.

Whoa, this is a tremendous breakthrough! What about other effects transforms such as rotation, tangent, offset, etc. - is it possible to create bone modifiers for these aspects of effects as well? If so, this would be the Holy Grail of effects customization. Anything (at least within the realm of the existing effects) would be possible. Right now, all we can do is overwrite the source code like Skajaquada did to transform existing effects - a solution like this would make effect transforms virtually limitless.

But even if the other modifiers are not possible, this is AWESOME! :bowdown: :clap:
 
Whoa, this is a tremendous breakthrough! What about other effects transforms such as rotation, tangent, offset, etc. - is it possible to create bone modifiers for these aspects of effects as well? If so, this would be the Holy Grail of effects customization. Anything (at least within the realm of the existing effects) would be possible. Right now, all we can do is overwrite the source code like Skajaquada did to transform existing effects - a solution like this would make effect transforms virtually limitless.

But even if the other modifiers are not possible, this is AWESOME! :bowdown: :clap:

This workaround isn't doing anything other than rescaling bones. Bones in the Granny Format can have position, orientation and scale. The scale component is not active on any model I've seen previously so what I've done is activated the scaling for a new bone, set the scale matrix based on the required resize, then parented all other bones to it. Because of the rigging this means the skeleton and meshes are completely rescaled by the same amount. Generally speaking I think it is going to work best to use this global resize bone - it does mean that you can scale each unit effect individually though. I've added an experimental feature in NB 2.2.4 for adding a scaled child bone to any bone which does seem to alter any effects that are attached. However the result doesn't seem to be a clean straightforward resize like you get with using Art Defines so I think the global resize bone solution is probably going to be more useful. I might have to dig into to some matrix calculations to work out the inverse world transform matrix of the new bone to get the child bone solution to work better, but for now being able to scale effects independently of the model was what I wanted.

On rotation and position of effects I think a lot can probably be done by adjusting addition FX bones in Blender. When I have created FX bones in the past I have created two bones, first the effect bone then another child bone of the FX bone. The direction from the FX bone to the child bone will then determine the orientation of the effect bone allowing you to orient the effect. I haven't tried this in Civ V yet but it used to work like that in Civ IV.

Also on the effects modding NB 2.2.4 I've automated the reordering and labelling of the triggers for FTSXML files to make it easier to see what is going on with sounds and visual effects.

Another small point on this tutorial. I'm pretty sure that the <Texture> tags in the fxsxml are redundant and can be removed. I remove them from all my Unit fxsxml files. The only time I've seen these break anything is for static Leader backgrounds where they do seem need to be there. Otherwise the texture references from the .gr2 file seem to be enough.
 
I'm pretty sure that the tags in the fxsxml are redundant and can be removed.

I'm not sure why sometimes you have to open another unit first to get textures to show up in Nexus viewer, but I seem to have that issue occur less often when the textures are referenced in the .fxsxml.

And good job as always on this invaluable tool. :goodjob:
 
This workaround isn't doing anything other than rescaling bones. Bones in the Granny Format can have position, orientation and scale. The scale component is not active on any model I've seen previously so what I've done is activated the scaling for a new bone, set the scale matrix based on the required resize, then parented all other bones to it. Because of the rigging this means the skeleton and meshes are completely rescaled by the same amount. Generally speaking I think it is going to work best to use this global resize bone - it does mean that you can scale each unit effect individually though. I've added an experimental feature in NB 2.2.4 for adding a scaled child bone to any bone which does seem to alter any effects that are attached. However the result doesn't seem to be a clean straightforward resize like you get with using Art Defines so I think the global resize bone solution is probably going to be more useful. I might have to dig into to some matrix calculations to work out the inverse world transform matrix of the new bone to get the child bone solution to work better, but for now being able to scale effects independently of the model was what I wanted.

On rotation and position of effects I think a lot can probably be done by adjusting addition FX bones in Blender. When I have created FX bones in the past I have created two bones, first the effect bone then another child bone of the FX bone. The direction from the FX bone to the child bone will then determine the orientation of the effect bone allowing you to orient the effect. I haven't tried this in Civ V yet but it used to work like that in Civ IV.

Also on the effects modding NB 2.2.4 I've automated the reordering and labelling of the triggers for FTSXML files to make it easier to see what is going on with sounds and visual effects.

Another small point on this tutorial. I'm pretty sure that the <Texture> tags in the fxsxml are redundant and can be removed. I remove them from all my Unit fxsxml files. The only time I've seen these break anything is for static Leader backgrounds where they do seem need to be there. Otherwise the texture references from the .gr2 file seem to be enough.

I never considered adding new bones for unique transforms of effects; I should definitely pursue that as an option. Thanks for the suggestion!

Not being a programmer per se, another thing I cannot quite figure out is why effects work on some custom models of mine and not on others. For example, I have made a troll custom unit that will not display a catapult boulder throwing effect from its hands while referencing that bone, but Civitar has a humanoid rig of a troll that can. The Bloodthirster/Fire Lizard/Dragon custom units, on the other hand, have no issues with their custom breath effects. Any ideas as to why this might be the case?
 
Not being a programmer per se, another thing I cannot quite figure out is why effects work on some custom models of mine and not on others. For example, I have made a troll custom unit that will not display a catapult boulder throwing effect from its hands while referencing that bone, but Civitar has a humanoid rig of a troll that can. The Bloodthirster/Fire Lizard/Dragon custom units, on the other hand, have no issues with their custom breath effects. Any ideas as to why this might be the case?

I would have to look at the specific mod to check out what might be the problem. Assuming that the bone name is correct in .fxsxml Bone Usage and .ftsxml they the effect should show. To be honest you probably have more experience of playing with this stuff than I do!
 
I would have to look at the specific mod to check out what might be the problem. Assuming that the bone name is correct in .fxsxml Bone Usage and .ftsxml they the effect should show. To be honest you probably have more experience of playing with this stuff than I do!

Well, before I ask you to have a look at them I will take a closer look at them to see if there is a common denominator. I think it has something to do with the bones somehow, but you have solved so many issues with modeling I figured you might have an idea what might be wrong with them just from experience. To be honest I haven't really taken a good hard look at the problem customs, so I will troubleshoot them to my wits end first before I ask for help. Thanks!
 
For reference this is the list of all the available Visual Effects that can uses in FTSXML files:

Spoiler :
ART_DEF_VEFFECT_TEST
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_MECH_A01
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_MECH_A02
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_01
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_02
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_ROCKET_ARTILLERY_01
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_ROCKET_ARTILLERY_02
ART_DEF_VEFFECT_ARTILLERY_DUST_TRAIL_SM
ART_DEF_VEFFECT_ANTIAIR_DUST_TRAIL_SM
ART_DEF_VEFFECT_SS_TRUCK_DUST_TRAIL_MD
ART_DEF_VEFFECT_DUST_TRAIL_MD
ART_DEF_VEFFECT_DUST_TRAIL_SM
ART_DEF_VEFFECT_CATAPULT_DUST_TRAIL_SM
ART_DEF_VEFFECT_TREBUCHET_DUST_TRAIL_SM
ART_DEF_VEFFECT_CHARIOT_DUST_TRAIL_SM
ART_DEF_VEFFECT_CHARIOT_DUST_TRAIL_MD
ART_DEF_VEFFECT_CANNON_DUST_TRAIL_SM
ART_DEF_VEFFECT_MECHINFANTRY_DUST_TRAIL_SM
ART_DEF_VEFFECT_MECHINFANTRY_DUST_TRAIL_MD
ART_DEF_VEFFECT_PANZER_DUST_TRAIL_SM
ART_DEF_VEFFECT_PANZER_DUST_TRAIL_MD
ART_DEF_VEFFECT_PANZER_DIRT_TRAIL_MD
ART_DEF_VEFFECT_ROCKET_ARTILLERY_DUST_TRAIL_SM
ART_DEF_VEFFECT_ROCKET_ARTILLERY_DUST_TRAIL_MD
ART_DEF_VEFFECT_ROCKET_ARTILLERY_DIRT_TRAIL_MD
ART_DEF_VEFFECT_TANK_DUST_TRAIL_SM
ART_DEF_VEFFECT_TANK_DUST_TRAIL_MD
ART_DEF_VEFFECT_TANK_DIRT_TRAIL_MD
ART_DEF_VEFFECT_PROJ_ARROW_ARCHER_HAND
ART_DEF_VEFFECT_PROJ_ARROW_ARCHER
ART_DEF_VEFFECT_CROSSBOW_BOLT
ART_DEF_VEFFECT_PROJ_CROSSBOW_BOLT
ART_DEF_VEFFECT_PROJ_CROSSBOW_BOLT_FIRE
ART_DEF_VEFFECT_PROJ_ARROW_IMPACT
ART_DEF_VEFFECT_PROJ_ARROW_FLAME_ARCHER
ART_DEF_VEFFECT_FIRE_ARROW_IMPACT_DIRT
ART_DEF_VEFFECT_FIRE_ARROW_IMPACT_CITY
ART_DEF_VEFFECT_FIRE_ARROW_SM
ART_DEF_VEFFECT_ARMOR_DEATH_SM_
ART_DEF_VEFFECT_ARMOR_DEATH_MD_
ART_DEF_VEFFECT_ARMOR_DEATH_SM_BLUNT
ART_DEF_VEFFECT_ARMOR_DEATH_MD_BLUNT
ART_DEF_VEFFECT_ARMOR_DEATH_SM_METAL
ART_DEF_VEFFECT_ARMOR_DEATH_MD_METAL
ART_DEF_VEFFECT_SPARK_METAL_HIT_SM
ART_DEF_VEFFECT_SPARK_METAL_HIT_MD
ART_DEF_VEFFECT_BLUNT_HIT_MD
ART_DEF_VEFFECT_BLUNT_HIT_SM
ART_DEF_VEFFECT_BALLISTA_BOLT_PROJECTILE
ART_DEF_VEFFECT_BALLISTA_BOLT_IMPACT
ART_DEF_VEFFECT_BALLISTA_FIERY_BOLT_PROJECTILE
ART_DEF_VEFFECT_CATAPULT_ROCK
ART_DEF_VEFFECT_CATAPULT_ROCK_INCUP
ART_DEF_VEFFECT_CATAPULT_ROCK_PROJECTILE
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_DIRT
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_SNOW
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_SAND
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_MUD
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_LEAVES
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_AIR
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_WATER
ART_DEF_VEFFECT_CATAPULT_FIERY_ROCK_PROJECTILE
ART_DEF_VEFFECT_FIERY_CATAPULTROCKHIT_DIRT
ART_DEF_VEFFECT_FIERY_CATAPULTROCKHIT_CITY
ART_DEF_VEFFECT_CATAPULT_DEATH
ART_DEF_VEFFECT_CHARIOT_DEATH
ART_DEF_VEFFECT_TREBUCHET_ROCK
ART_DEF_VEFFECT_TREBUCHET_ROCK_INCUP
ART_DEF_VEFFECT_TREBUCHET_ROCK_PROJECTILE
ART_DEF_VEFFECT_TREBUCHET_FIERY_ROCK_PROJECTILE
ART_DEF_VEFFECT_CANNON_DEATH
ART_DEF_VEFFECT_CANNON_FIERY_DEATH
ART_DEF_VEFFECT_FIRE_QTIP
ART_DEF_VEFFECT_CANNON_SMOKE
ART_DEF_VEFFECT_CANNON_IGNITE
ART_DEF_VEFFECT_CANNON_IMPACT_DIRT
ART_DEF_VEFFECT_CANNON_IMPACT_CITY
ART_DEF_VEFFECT_CANNON_IMPACT_SAND
ART_DEF_VEFFECT_CANNON_IMPACT_MUD
ART_DEF_VEFFECT_CANNON_IMPACT_SNOW
ART_DEF_VEFFECT_CANNON_IMPACT_LEAVES
ART_DEF_VEFFECT_CANNON_IMPACT_WATER
ART_DEF_VEFFECT_CANNON_IMPACT_AIR
ART_DEF_VEFFECT_CAVALRY_RIFLE_SMOKE
ART_DEF_VEFFECT_COSSACK_RIFLE_SMOKE
ART_DEF_VEFFECT_INFANTRY_MUZBLAST_01
ART_DEF_VEFFECT_MUSKET_IGNITE
ART_DEF_VEFFECT_MUSKET_SMOKE
ART_DEF_VEFFECT_MUSKET_SMOKE_02
ART_DEF_VEFFECT_MUSKET_IGNITE_JAN
ART_DEF_VEFFECT_MUSKET_SMOKE_JAN
ART_DEF_VEFFECT_RIFLE_SMOKE
ART_DEF_VEFFECT_ANTI_AIR_MUZBLAST_01
ART_DEF_VEFFECT_ANTIAIR_IMPACT_CITY
ART_DEF_VEFFECT_ANTIAIR_IMPACT_DIRT
ART_DEF_VEFFECT_ANTIAIR_IMPACT_AIR
ART_DEF_VEFFECT_ANTI_TANK_MUZBLAST_01
ART_DEF_VEFFECT_ARTILLERY_IGNITESMOKE_01
ART_DEF_VEFFECT_ARTILLERY_DEATH_01
ART_DEF_VEFFECT_ARTILLERY_MUZBLAST_01
ART_DEF_VEFFECT_ARTILLERY_IMPACT_DIRT
ART_DEF_VEFFECT_ARTILLERY_IMPACT_CITY
ART_DEF_VEFFECT_ARTILLERY_IMPACT_SNOW
ART_DEF_VEFFECT_ARTILLERY_IMPACT_SAND
ART_DEF_VEFFECT_ARTILLERY_IMPACT_LEAVES
ART_DEF_VEFFECT_ARTILLERY_IMPACT_MUD
ART_DEF_VEFFECT_ARTILLERY_IMPACT_WATER
ART_DEF_VEFFECT_ARTILLERY_IMPACT_WATER_CITY
ART_DEF_VEFFECT_ARTILLERY_IMPACT_AIR
ART_DEF_VEFFECT_NUCLEAR_BOMB_01
ART_DEF_VEFFECT_NUCLEAR_FALLOUT_01
ART_DEF_VEFFECT_NUKE_DUST_01
ART_DEF_VEFFECT_NUKE_FIREDOME_01
ART_DEF_VEFFECT_ATOMIC_BOMB_01
ART_DEF_VEFFECT_ATOMIC_BOMB_DUST_01
ART_DEF_VEFFECT_ATOMIC_BOMB_FIREDOME_01
ART_DEF_VEFFECT_GUNSHIP_ROCKET_PROJECTILE
ART_DEF_VEFFECT_GUNSHIP_LAUNCH_SMOKE
ART_DEF_VEFFECT_JET_FIGHTER_LAUNCH_SMOKE
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_MUZZLE
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_DIRT
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_SNOW
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_SAND
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_LEAVES
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_MUD
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_WATER
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_CITY
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_AIR
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_DIRT
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_SNOW
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_SAND
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_LEAVES
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_MUD
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_WATER
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_MUZZLE
ART_DEF_VEFFECT_MACHINE_GUN_MUZZLE
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_DIRT
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_CITY
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_SNOW
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_SAND
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_LEAVES
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_MUD
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_WATER
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_AIR
ART_DEF_VEFFECT_MECH_GUN_MUZZLE
ART_DEF_VEFFECT_TRAIL_RAILGUN_PROJ
ART_DEF_VEFFECT_RAILGUN_IMPACT_DIRT
ART_DEF_VEFFECT_RAILGUN_IMPACT_SNOW
ART_DEF_VEFFECT_RAILGUN_IMPACT_SAND
ART_DEF_VEFFECT_RAILGUN_IMPACT_LEAVES
ART_DEF_VEFFECT_RAILGUN_IMPACT_MUD
ART_DEF_VEFFECT_RAILGUN_IMPACT_WATER
ART_DEF_VEFFECT_RAILGUN_IMPACT_AIR
ART_DEF_VEFFECT_MECH_ROCKET_PROJECTILE
ART_DEF_VEFFECT_MECH_ROCKET_IMPACT_DIRT
ART_DEF_VEFFECT_MECH_ROCKET_IMPACT_CITY
ART_DEF_VEFFECT_MECH_LAUNCH_SMOKE
ART_DEF_VEFFECT_MECH_LAUNCH_SMOKE_FRONT
ART_DEF_VEFFECT_MECH_FOOT_DUST_DIRT
ART_DEF_VEFFECT_MECH_FOOT_DUST_LEAVES
ART_DEF_VEFFECT_MECH_FOOT_DUST_MUD
ART_DEF_VEFFECT_MECH_FOOT_DUST_SAND
ART_DEF_VEFFECT_MECH_FOOT_DUST_SNOW
ART_DEF_VEFFECT_MECH_FOOT_DUST_WATER
ART_DEF_VEFFECT_MECH_FOOTPRINT
ART_DEF_VEFFECT_MECH_DEATH_A_01
ART_DEF_VEFFECT_MECH_DEATH_B_01
ART_DEF_VEFFECT_MECH_EYE_GLOW_GREEN
ART_DEF_VEFFECT_MECH_EYE_GLOW_RED
ART_DEF_VEFFECT_MECHINFANTRY_EXPLOSION_DEATH
ART_DEF_VEFFECT_MECHINFANTRY_MUZBLAST_01
ART_DEF_VEFFECT_MECHINFANTRY_DUST_RING_MD
ART_DEF_VEFFECT_TANK_DEATH_01
ART_DEF_VEFFECT_TANK_MUZBLAST_01
ART_DEF_VEFFECT_TANK_DUST_RING_MD
ART_DEF_VEFFECT_PANZER_MUZBLAST_01
ART_DEF_VEFFECT_PANZER_DUST_RING_MD
ART_DEF_VEFFECT_TANK_IMPACT_DIRT
ART_DEF_VEFFECT_TANK_IMPACT_CITY
ART_DEF_VEFFECT_TANK_IMPACT_SNOW
ART_DEF_VEFFECT_TANK_IMPACT_SAND
ART_DEF_VEFFECT_TANK_IMPACT_LEAVES
ART_DEF_VEFFECT_TANK_IMPACT_MUD
ART_DEF_VEFFECT_TANK_IMPACT_WATER
ART_DEF_VEFFECT_TANK_IMPACT_AIR
ART_DEF_VEFFECT_GUIDED_MISSILE_TRAIL
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_DIRT
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_CITY
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_SNOW
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_SAND
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_LEAVES
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_MUD
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_WATER
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_AIR
ART_DEF_VEFFECT_MOBILE_SAM_LAUNCH_SMOKE
ART_DEF_VEFFECT_MOBILE_SAM_ROCKET_PROJECTILE
ART_DEF_VEFFECT_MOBILE_SAM_ROCKET_STATIC
ART_DEF_VEFFECT_MOBILE_SAM_LAUNCH_RINGOUT
ART_DEF_VEFFECT_MOBILE_SAM_MACHINE_GUN_MUZZLE
ART_DEF_VEFFECT_MOBILE_SAM_MACHINE_GUN_GLOW
ART_DEF_VEFFECT_NUCLEAR_MISSILE_TRAIL
ART_DEF_VEFFECT_ROCKET_ARTILLERY_EXPLOSION_DEATH
ART_DEF_VEFFECT_ROCKET_ARTILLERY_LAUNCH_SMOKE
ART_DEF_VEFFECT_ROCKET_ARTILLERY_LAUNCH_SMOKE_FRONT
ART_DEF_VEFFECT_ROCKET_ARTILLERY_LAUNCH_RINGOUT
ART_DEF_VEFFECT_ROCKET_ARTILLERY_ROCKET_NO_TRAIL
ART_DEF_VEFFECT_ROCKET_ARTILLERY_ROCKET_PROJECTILE
ART_DEF_VEFFECT_ROCKET_ARTILLERY_LG_PROJ
ART_DEF_VEFFECT_ROCKET_ARTILLERY_IMPACT_DIRT
ART_DEF_VEFFECT_ROCKET_ARTILLERY_IMPACT_CITY
ART_DEF_VEFFECT_ROCKET_ARTILLERY_MACHINE_GUN_MUZZLE
ART_DEF_VEFFECT_ROCKET_ARTILLERY_MACHINE_GUN_GLOW
ART_DEF_VEFFECT_AIR_FLAK_01
ART_DEF_VEFFECT_AIR_DEATH_01
ART_DEF_VEFFECT_AIR_DEATH_02
ART_DEF_VEFFECT_ATOMICBOMBER_BLADES_01
ART_DEF_VEFFECT_BOMBER_BLADES_01
ART_DEF_VEFFECT_HELICOPTERGUNSHIP_BLADES_01
ART_DEF_VEFFECT_HELICOPTERGUNSHIP_BLADES_02
ART_DEF_VEFFECT_PARADROP_BLADES_01
ART_DEF_VEFFECT_PARADROP
ART_DEF_VEFFECT_PARATROOPER_01
ART_DEF_VEFFECT_PARATROOPER_02
ART_DEF_VEFFECT_PARATROOPER_03
ART_DEF_VEFFECT_PARATROOPER_04
ART_DEF_VEFFECT_PARATROOPER_05
ART_DEF_VEFFECT_PARATROOPER_06
ART_DEF_VEFFECT_TRAIL_PLANE_DEATH_01
ART_DEF_VEFFECT_TRAIL_PLANE_DEATH_02
ART_DEF_VEFFECT_JET_WINGTIP_TRAIL_01
ART_DEF_VEFFECT_PARADROP_WINGTIP_TRAIL_01
ART_DEF_VEFFECT_JET_ENGINE_FIRE_01
ART_DEF_VEFFECT_JET_ENGINE_FIRE_02
ART_DEF_VEFFECT_FIGHTER_BOMB_PROJECTILE
ART_DEF_VEFFECT_BOMBER_PROJECTILE
ART_DEF_VEFFECT_STEALTHBOMBER_PROJECTILE
ART_DEF_VEFFECT_ATOMIC_BOMB_PROJECTILE
ART_DEF_VEFFECT_MELEE_TORCH_PROJECTILE
ART_DEF_VEFFECT_MELEE_TORCH_PROJECTILE_LEFT
ART_DEF_VEFFECT_UNIT_CLUB_TRAIL_01
ART_DEF_VEFFECT_UNIT_PIKE_TRAIL_01
ART_DEF_VEFFECT_UNIT_STAFF_TRAIL_01
ART_DEF_VEFFECT_UNIT_STONECLUB_TRAIL_01
ART_DEF_VEFFECT_UNIT_STONECLUB_TRAIL_02
ART_DEF_VEFFECT_UNIT_SWORD_TRAIL_01
ART_DEF_VEFFECT_UNIT_SHORT_SWORD_TRAIL_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_LG_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_MD_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_SM_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_LONG_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_LONG_SM_01
ART_DEF_VEFFECT_WAKE_TRAIL_SM_01
ART_DEF_VEFFECT_WAKE_TRAIL_MD_01
ART_DEF_VEFFECT_WAKE_TRAIL_LG_01
ART_DEF_VEFFECT_WATER_DEATH_MD_01
ART_DEF_VEFFECT_WATER_DEATH_BACK
ART_DEF_VEFFECT_WATER_DEATH_FRONT
ART_DEF_VEFFECT_WATER_DEATH_LEFT
ART_DEF_VEFFECT_WATER_DEATH_RIGHT
ART_DEF_VEFFECT_WATER_DEATH_BACK_02
ART_DEF_VEFFECT_BOAT_SINKING_MD_01
ART_DEF_VEFFECT_BOAT_SINKING_LG_01
ART_DEF_VEFFECT_BOAT_SINKING_LONG_01
ART_DEF_VEFFECT_WOOD_SHIP_DEATH_MD_01
ART_DEF_VEFFECT_PROJ_ARROW_BOAT
ART_DEF_VEFFECT_BOAT_CANNON_SMOKE_MD
ART_DEF_VEFFECT_BOAT_CANNON_SMOKE_SM
ART_DEF_VEFFECT_SHIP_OF_THE_LINE_01
ART_DEF_VEFFECT_SHIP_OF_THE_LINE_04
ART_DEF_VEFFECT_IDLE_WATER_WAKE_MD_01_SHIP_OF_THE_LINE
ART_DEF_VEFFECT_IDLE_WATER_WAKE_MD_01_GALLEON
ART_DEF_VEFFECT_EXP_IRONCLAD_DEATH_01
ART_DEF_VEFFECT_IRONCLAD_CANNON_SMOKE_SM
ART_DEF_VEFFECT_IRONCLAD_CANNON_SMOKE_REAR
ART_DEF_VEFFECT_TRANSPORT_CANNON_SMOKE
ART_DEF_VEFFECT_SUB_TRAIL_SM_01
ART_DEF_VEFFECT_TORPEDO_PROJECTILE
ART_DEF_VEFFECT_UNDERWATER_EXPLOSION
ART_DEF_VEFFECT_BATTLESHIP_CANNON_SMOKE_SM
ART_DEF_VEFFECT_BOAT_ANTIAIR
ART_DEF_VEFFECT_BOAT_ANTIAIR_SINGLE
ART_DEF_VEFFECT_CARRIER_ANTIAIR
ART_DEF_VEFFECT_CARRIER_CANNON
ART_DEF_VEFFECT_BOAT_SINKING_LONG_DESTROYER
ART_DEF_VEFFECT_DESTROYER_ANTIAIR
ART_DEF_VEFFECT_DESTROYER_CANNON_SMOKE_SM
ART_DEF_VEFFECT_DESTROYER_CANNON_SMOKE_SM_02
ART_DEF_VEFFECT_MISSILE_CRUISER_ANTI_AIR
ART_DEF_VEFFECT_MISSILE_CRUISER_ANTI_AIR_02
ART_DEF_PEFFECT_EXP_METAL_SHIP_DEATH_XSM_01
ART_DEF_PEFFECT_EXP_METAL_SHIP_DEATH_SM_01
ART_DEF_PEFFECT_EXP_METAL_SHIP_DEATH_MD_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_LONG_01_MISSILECRUISER
ART_DEF_VEFFECT_MODERN_BOAT_CANNON_SMOKE_SM
ART_DEF_VEFFECT_CITY_BUILD_DUST_01
ART_DEF_VEFFECT_CITY_BUILD_DUST_RING_01
ART_DEF_VEFFECT_AXE_HIT
ART_DEF_VEFFECT_MINING_SPARK
ART_DEF_VEFFECT_HAMMER_HIT
ART_DEF_VEFFECT_RAKING_DIRT
ART_DEF_VEFFECT_SHOVELING_DIRT_01
ART_DEF_VEFFECT_SHOVELING_DIRT_02
ART_DEF_VEFFECT_ROMAN_LEGION_SHOVELING_DIRT_01
ART_DEF_VEFFECT_ROMAN_LEGION_SHOVELING_DIRT_02
ART_DEF_VEFFECT_GREAT_ENGINEER_SMOKE
ART_DEF_VEFFECT_SCIENTIST_DUST_TRAIL_SM
ART_DEF_VEFFECT_ENGINEER_DUST_TRAIL_SM
ART_DEF_VEFFECT_OAR_SPLASH_MD_01
ART_DEF_VEFFECT_OAR_SPLASH_MD_02
ART_DEF_VEFFECT_WORKBOAT_HOIST_SPLASH_01
ART_DEF_VEFFECT_WATER_DRIPPING_01
ART_DEF_VEFFECT_BOAT_CAST_NET_01
ART_DEF_VEFFECT_WATER_WAKE_SHRINK_MD_01
ART_DEF_VEFFECT_GREAT_PERSON_CULTURE_GLOW
ART_DEF_VEFFECT_GREAT_PERSON_GOLD_GLOW
ART_DEF_VEFFECT_GREAT_PERSON_PRODUCTION_GLOW
ART_DEF_VEFFECT_GREAT_PERSON_MILITARY_GLOW
ART_DEF_VEFFECT_GREAT_PERSON_SCIENCE_GLOW
ART_DEF_VEFFECT_GLITTERING_GEMS_01
ART_DEF_VEFFECT_GLITTERING_GEMS_02
ART_DEF_VEFFECT_GLITTERING_SILVER_01
ART_DEF_VEFFECT_GLITTERING_SILVER_02
ART_DEF_VEFFECT_GLITTERING_GOLD_01
ART_DEF_VEFFECT_GLITTERING_GOLD_02
ART_DEF_VEFFECT_GLITTERING_URANIUM_01
ART_DEF_VEFFECT_SELECTION_GOD_RAY
ART_DEF_VEFFECT_LOOK_AT
ART_DEF_VEFFECT_LOOK_AT_BAD
ART_DEF_VEFFECT_OIL_RESOURCE
ART_DEF_VEFFECT_OIL_HEAVY_RESOURCE
ART_DEF_VEFFECT_URANIUM_GLOW
ART_DEF_VEFFECT_URANIUM_GLOW_01
ART_DEF_VEFFECT_URANIUM_GLOW_SM
ART_DEF_VEFFECT_FISH_TRAIL_01
ART_DEF_VEFFECT_FISH_WAKE_01
ART_DEF_VEFFECT_WHALE_BLOW
ART_DEF_VEFFECT_WHALE_BREACH_SPLASH_01
ART_DEF_VEFFECT_WHALE_BREACH_SPLASH_02
ART_DEF_VEFFECT_WHALE_TAIL_SPLASH_01
ART_DEF_VEFFECT_WHALE_TAIL_SPLASH_02
ART_DEF_VEFFECT_WHALE_TAIL_SPLASH_03
ART_DEF_VEFFECT_WHALE_TAIL_SPLASH_04
ART_DEF_VEFFECT_COLOSSUS_TORCH
ART_DEF_VEFFECT_GREAT_LIGHTHOUSE
ART_DEF_VEFFECT_ANCIENT_LIGHTHOUSE
ART_DEF_VEFFECT_INDUSTRIAL_LIGHTHOUSE
ART_DEF_VEFFECT_GEYZER_BLOWING_01
ART_DEF_VEFFECT_GEYZER_BLOWING_02
ART_DEF_VEFFECT_REEF_CAUSTICS
ART_DEF_VEFFECT_VOLCANIC_ERUPTION
ART_DEF_VEFFECT_FUJI_CLOUDS
ART_DEF_VEFFECT_BARBARIAN_FIRE_PIT_01
ART_DEF_VEFFECT_BARBARIAN_FIRE_PIT_SM_01
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_FIRST_01
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_FIRST_02
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_FIRST_03
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_02
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_03
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_THIRD_01
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_THIRD_02
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_THIRD_03
ART_DEF_VEFFECT_PILLAGED_SMOKE_01
ART_DEF_VEFFECT_PASTURE_PILLAGED_SMOKE_01
ART_DEF_VEFFECT_PASTURE_PILLAGED_SMOKE_02
ART_DEF_VEFFECT_PASTURE_PILLAGED_SMOKE_03
ART_DEF_VEFFECT_FARM_PILLAGED_SMOKE_01
ART_DEF_VEFFECT_OIL_RIG_PILLAGED_SMOKE_01
ART_DEF_VEFFECT_MULTIPLAYER_UNIT_DEATH_01
ART_DEF_VEFFECT_ASKIA_ASH_01
ART_DEF_VEFFECT_ASKIA_EMBERS_01
ART_DEF_VEFFECT_ASKIA_EMBERS_02
ART_DEF_VEFFECT_ASKIA_EMBERS_03
ART_DEF_VEFFECT_ASKIA_SMOKE_F_01
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_01
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_02
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_03
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_04
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_05
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_06
ART_DEF_VEFFECT_ASKIA_CITYFIRE_LOW_01
ART_DEF_VEFFECT_ASKIA_CITYFIRE_LOW_02
ART_DEF_VEFFECT_CAESAR_BRAZIER_01
ART_DEF_VEFFECT_NEBUCHADNEZZAR_TORCH_01
ART_DEF_VEFFECT_CANDLE_FLAME_01
ART_DEF_VEFFECT_CANDLE_FLAME_02
ART_DEF_VEFFECT_CANDLE_FLAME_03
ART_DEF_VEFFECT_MONTEZUMA_BRAZIER_01
ART_DEF_VEFFECT_MONTEZUMA_TORCH_01
CITY_BOMBARD_EARLY
CITY_BOMBARD_MID
CITY_BOMBARD_LATE
ART_DEF_VEFFECT_FINDING_FLARE_01
ART_DEF_VEFFECT_SPACESHIP
ART_DEF_VEFFECT_SPACESHIP_LAUNCH_FIRE
ART_DEF_VEFFECT_SPACESHIP_LAUNCH_FIRE_CENTER
ART_DEF_VEFFECT_SPACESHIP_LAUNCH_SMOKE
ART_DEF_VEFFECT_SPACESHIP_LAUNCH_SMOKE_SM
ART_DEF_VEFFECT_SPACESHIP_GANTRY_C02_01
ART_DEF_VEFFECT_SPACESHIP_GROUND_SMOKE_01
ART_DEF_VEFFECT_SPACESHIP_GROUND_SMOKE_02
ART_DEF_VEFFECT_SPACESHIP_GROUND_SMOKE_03
ART_DEF_VEFFECT_UNIT_SLING_TRAIL_01
ART_DEF_VEFFECT_UNIT_SLING_FIRE_TRAIL_01
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_CITY
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_DIRT
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_SNOW
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_SAND
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_MUD
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_LEAVES
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_AIR
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_WATER
ART_DEF_VEFFECT_TIPI_FIRE_PIT_01
ART_DEF_VEFFECT_TIPI_FIRE_PIT_02
ART_DEF_VEFFECT_ATLATL_STATIC
ART_DEF_VEFFECT_ATLATL
ART_DEF_VEFFECT_ATLATL_FIRE
ART_DEF_VEFFECT_CW_CANNON_DEATH
ART_DEF_VEFFECT_CW_CANNON_FIERY_DEATH
ART_DEF_VEFFECT_CW_CANNON_SMOKE
ART_DEF_VEFFECT_CW_CANNON_IGNITE
ART_DEF_VEFFECT_CW_CANNON_DUST_TRAIL_SM
ART_DEF_VEFFECT_PACAL_SMOKE_START_LEFT
ART_DEF_VEFFECT_PACAL_SMOKE_START_RIGHT
ART_DEF_VEFFECT_UNIT_BERSERKER_AXE_TRAIL_01
ART_DEF_VEFFECT_UNIT_BERSERKER_AXE_TRAIL_02
ART_DEF_VEFFECT_SKI_INFANTRY_SKI
ART_DEF_VEFFECT_SKI_INFANTRY_RIFLE_SMOKE
ART_DEF_VEFFECT_UNIT_HUSCARL_AXE_TRAIL_01
ART_DEF_VEFFECT_HWACHA_ARROW_STATIC
ART_DEF_VEFFECT_HWACHA_ARROW
ART_DEF_VEFFECT_HWACHA_ARROW_CITY_ATTACK
ART_DEF_VEFFECT_HWACHA_FIRE_QTIP
ART_DEF_VEFFECT_HWACHA_LAUNCH_RINGOUT
ART_DEF_VEFFECT_HWACHA_ARROW_IMPACT
ART_DEF_VEFFECT_HWACHA_DEATH
ART_DEF_VEFFECT_HWACHA_LAUNCH_SMOKE
ART_DEF_VEFFECT_HWACHA_LAUNCH_SMOKE_FRONT
ART_DEF_VEFFECT_HWACHA_FUSE_SPARKS
ART_DEF_VEFFECT_SEJONG_LAMP
ART_DEF_VEFFECT_UNIT_MAORI_WARRIOR_SWORD_TRAIL
ART_DEF_VEFFECT_KAMEHAMEHA_SAND_TRAIL_01
ART_DEF_VEFFECT_KAMEHAMEHA_SAND_KICK
ART_DEF_VEFFECT_TRUFFLE_DIRT_01
ART_DEF_VEFFECT_CAROLEAN_RIFLE_SMOKE
ART_DEF_VEFFECT_MEHAL_RIFLE_SMOKE
ART_DEF_VEFFECT_MARINE_MUZBLAST_01
ART_DEF_VEFFECT_WW2_INFANTRY_MUZBLAST_01
ART_DEF_VEFFECT_HUSSAR_RIFLE_SMOKE
ART_DEF_VEFFECT_PROJ_HUNS_ARROW_ARCHER_HAND
ART_DEF_VEFFECT_BATTERING_RAM_DEATH
ART_DEF_VEFFECT_HAMMER_BATTERING_RAM_HIT
ART_DEF_VEFFECT_AFRICAN_FOREST_SPEAR_STATIC
ART_DEF_VEFFECT_AFRICAN_FOREST_SPEAR
ART_DEF_VEFFECT_UNIT_HAKKAPELITTA_SWORD_TRAIL
ART_DEF_VEFFECT_DROMON_FLAME
ART_DEF_VEFFECT_DROMON_FLAME_TRAIL
ART_DEF_VEFFECT_DROMON_IMPACT
ART_DEF_VEFFECT_DROMON_FLAME_TRAIL_CITY
ART_DEF_VEFFECT_DROMON_IMPACT_CITY
ART_DEF_VEFFECT_DROMON_IDLE_SMOKE
ART_DEF_VEFFECT_MACHINEGUN_MUZBLAST_01
ART_DEF_VEFFECT_LANDSHIP_MUZBLAST_03
ART_DEF_VEFFECT_GATLING_GUN_MUZBLAST_01
ART_DEF_VEFFECT_WW1_BOMBER_PROJECTILE
ART_DEF_VEFFECT_TANK_TREADS
ART_DEF_VEFFECT_TANK_TREADS_02
ART_DEF_VEFFECT_TANK_DUST_TRAIL_FRONT
ART_DEF_VEFFECT_WW1_TANK_MUZBLAST_01
ART_DEF_VEFFECT_WW1_TANK_DIRT_TRAIL_MD
ART_DEF_VEFFECT_CAVALRY_PISTOL_SMOKE
ART_DEF_VEFFECT_IRONCLAD_WAKE_TRAIL_SM_01
ART_DEF_VEFFECT_HOLY_SITE_01
ART_DEF_VEFFECT_RELIGION_ACTIVATE
ART_DEF_VEFFECT_RELIGION_ACTIVATE_FLASH
ART_DEF_VEFFECT_RELIGION_ACTIVATE_FOLLOWERS
ART_DEF_VEFFECT_ATILLA_TORCH_FLAME
ART_DEF_VEFFECT_GUSTAVUS_FIREPLACE_01
ART_DEF_VEFFECT_GUSTAVUS_FIREPLACE_02
ART_DEF_VEFFECT_DIDO_STAR_01
ART_DEF_VEFFECT_DIDO_STAR_02
ART_DEF_VEFFECT_DIDO_STAR_03
ART_DEF_VEFFECT_BOUDICCA_WOOD_CHUNK
ART_DEF_VEFFECT_LANDSHIP_MUZBLAST_01
ART_DEF_VEFFECT_LANDSHIP_MUZBLAST_02
ART_DEF_VEFFECT_AIRSHIP_MUZBLAST_1
ART_DEF_VEFFECT_LANDSHIP_DIRT_TRAIL_MD
ART_DEF_VEFFECT_AIRSHIP_IDLE_SMOKE_01
ART_DEF_VEFFECT_LANDSHIP_IDLE_SMOKE_01
ART_DEF_VEFFECT_LANDSHIP_IDLE_SMOKE_02
ART_DEF_VEFFECT_LANDSHIP_IDLE_STEAM
ART_DEF_VEFFECT_LANDSHIP_IDLE_STEAM_02
ART_DEF_VEFFECT_STEAM_FIGHTER_BLADES
ART_DEF_VEFFECT_FIGHTER_RUN_SMOKE
ART_DEF_VEFFECT_FIGHTER_IDLE_SMOKE
ART_DEF_VEFFECT_BOAT_CAST_CRAB_TRAP_01
ART_DEF_VEFFECT_WORKBOAT_CRAB_TRAP_SPLASH_01
ART_DEF_VEFFECT_SIEGE_TOWER_DEATH
ART_DEF_VEFFECT_HAMMER_SIEGE_TOWER_HIT
ART_DEF_VEFFECT_PRACINHA_MUZBLAST_01
ART_DEF_VEFFECT_BAZOOKA_LAUNCH_SMOKE
ART_DEF_VEFFECT_BAZOOKA_LAUNCH_SMOKE_FRONT
ART_DEF_VEFFECT_BAZOOKA_ROCKET_PROJECTILE
ART_DEF_VEFFECT_ATOMIC_BOMB_01_NEW
ART_DEF_VEFFECT_ROTATING_AXE_IMPACT
ART_DEF_VEFFECT_ROTATING_AXE_PROJECTILE
ART_DEF_VEFFECT_IMPI_SPEAR
ART_DEF_VEFFECT_CASIMIR_TORCH
ART_DEF_VEFFECT_ALMANSUR_FIRE
ART_DEF_VEFFECT_BROADWAY_LIGHTS
ART_DEF_VEFFECT_EXPLORER_RIFLE_SMOKE
ART_DEF_VEFFECT_CIVIL_WAR_RIFLE_SMOKE
ART_DEF_VEFFECT_XCOM_DROP
ART_DEF_VEFFECT_XCOM_TROOPER_01
ART_DEF_VEFFECT_XCOM_TROOPER_02
ART_DEF_VEFFECT_XCOM_TROOPER_03
ART_DEF_VEFFECT_PLASMA_RIFLE_PROJ
ART_DEF_VEFFECT_PLASMA_RIFLE_IMPACT
ART_DEF_VEFFECT_JETPACK_TRAIL
ART_DEF_VEFFECT_JETPACK_TRAIL_SM
ART_DEF_VEFFECT_DUST_KICKUP
ART_DEF_VEFFECT_SKYRANGER_ENGINE
ART_DEF_VEFFECT_SKYRANGER_ENGINE_LG
ART_DEF_VEFFECT_SKYRANGER_AIRWAKE_DIRT
ART_DEF_VEFFECT_TRUCK_DUST_TRAIL_MD
ART_DEF_VEFFECT_TRUCK_DIRT_TRAIL_MD
ART_DEF_VEFFECT_ARCHAEOLOGIST_MINING_SPARK
ART_DEF_VEFFECT_ARCHAEOLOGIST_SHOVELING_DIRT_01
ART_DEF_VEFFECT_ARCHAEOLOGIST_SHOVELING_DIRT_02
ART_DEF_VEFFECT_EXPLORER_SHOVELING_DIRT_01
ART_DEF_VEFFECT_EXPLORER_SHOVELING_DIRT_02
ART_DEF_VEFFECT_LAKE_VICTORIA
ART_DEF_VEFFECT_SMALL_BULLET_HIT_DIRT
ART_DEF_VEFFECT_FOUNTAIN_OF_YOUTH_WATERFALL
ART_DEF_VEFFECT_FOUNTAIN_MIST
ART_DEF_VEFFECT_EL_DORADO_GLITTER
ART_DEF_VEFFECT_EL_DORADO_GLITTER_SM
ART_DEF_VEFFECT_CERRO_DE_POTOSI_GLITTER
 
For reference this is the list of all the available Visual Effects that can uses in FTSXML files:

Very useful - thanks! One of these days I'm going to have to try them all, as I seem to always use the same ones.... :lol:
 
Now that Deliverator has made dramatic improvements with NexusBuddy and the Blender import/export scripts, this thread is getting ever-nearer to an advanced effects tutorial! For now, however, please visit my thread Animation Tweaks of Existing CiV Units for ideas on how to dramatically improve custom effects techniques now that we can study the extracted CiV animation files.

 
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It may have been asked before, but I'm posting this quickly before heading to work, so I'll just give it a shot:

How difficult is it add attacks to a unit rigged to a model that doesn't normally have attack animations? I've got a model rigged to the Missionary, and would like to use its job ability as an attack animation, but I'm not sure if I can just add in the usual attack sequence event codes and link them to that particular animation, or if it's more complex than that.

(I have a feeling I might've asked this before... but I'm not sure if it's just deja vu. XD)
 
Well, I've run into a solid wall. I'm trying to get my missionary-rigged Miko from my Hakurei Shrine mod to attack using the missionary's build action and railgun projectiles, but it just isn't working -- whenever I make an attack, she just crouches where she's standing for a few seconds, and then combat is resolved. As near as I can tell, I've assigned the appropriate event codes for the attack to the build animation, and assigned the effects to the event codes in the .ftsxml file... but it's not working. I must be missing something, but I'm not sure what.

Can anyone help me out? I've got a copy of the mod here.

EDIT: Rereading through the thread, I identified a couple of problems -- I hadn't defined the unit's ArtDefine_UnitMemberCombats properly in the ArtDefines, so I added in the code from the Scout. Now the model floats towards the enemy but isn't animated at all, while the defenders just stand in place until combat is resolved. I wondered if the issue was the AnimGraphs, so I tried using the ones from the Scout, which caused the defenders to actually counterattack, but the Miko model didn't move at all.
 
@Nomad or What - not sure if you've seen this or not:

http://steamcommunity.com/sharedfiles/filedetails/?id=1278471661

The mod is primarily a unit pack that introduces 14 "medieval" units into the game. These units use the custom animations that you tutored us with earlier in this thread. The mod isn't really fleshed out - it's basically a "shell" that creates a razor-thin context that allows players to play the new models as a normal mod. My primary intent was to simply build a unit pack of models/animations for other modders to use.

The mod contains updated trigger (.ftsxml) files for Roman Legion-based models for all 7 attacks: melee, "city attack/fireball", dromon, guided missile, rocket artillery, XCom (green), and GDR (white/blue)

FWIW....
 
@Nomad or What - not sure if you've seen this or not:

http://steamcommunity.com/sharedfiles/filedetails/?id=1278471661

The mod is primarily a unit pack that introduces 14 "medieval" units into the game. These units use the custom animations that you tutored us with earlier in this thread. The mod isn't really fleshed out - it's basically a "shell" that creates a razor-thin context that allows players to play the new models as a normal mod. My primary intent was to simply build a unit pack of models/animations for other modders to use.

The mod contains updated trigger (.ftsxml) files for Roman Legion-based models for all 7 attacks: melee, "city attack/fireball", dromon, guided missile, rocket artillery, XCom (green), and GDR (white/blue)

FWIW....

Very cool!
 
@Nomad or What - greetings. I'm working on your Dwarf Cannon unit - trying to add some custom animations. So far, things are looking OK, but I have a question.

If you look at this picture:

upload_2018-3-21_10-43-19.jpeg


You'll notice the "gunner" on the left uses the old "ART_DEF_VEFFECT_FIRE_QTIP" event - tied to the "Qtip_Bone" bone. Looks good - like it's supposed to.

The gunner on the right uses the "ART_DEF_VEFFECT_TRAIL_RAILGUN_PROJ" event - tied to the same bone, but the "effect" is on the lower end of the staff, instead of the top - even though it's the same bone...



I've looked for ways to "offset" this effect, but have had no luck. Have also experimented with using other "bones" on the gunner and cannon models, but also with no luck. About the best I can do is this:

upload_2018-3-21_11-6-26.png


By tying the event to the hand nearest to the end of the staff of the gunner. Close up doesn't look so good, but at normal zoom, I suppose it will work.

Since I've had no luck actually manipulating models, I don't think I'd be able to add a new bone to tied the railgun effect to the end of the staff. Do you have any suggestions on how to offset the event?

Thanks!

Ps. It looks pretty cool when firing! Hard to capture the overall effect with screengrab, though:

upload_2018-3-21_11-14-1.jpeg
 
@Nomad or What - greetings. I'm working on your Dwarf Cannon unit - trying to add some custom animations. So far, things are looking OK, but I have a question.

If you look at this picture:



You'll notice the "gunner" on the left uses the old "ART_DEF_VEFFECT_FIRE_QTIP" event - tied to the "Qtip_Bone" bone. Looks good - like it's supposed to.

The gunner on the right uses the "ART_DEF_VEFFECT_TRAIL_RAILGUN_PROJ" event - tied to the same bone, but the "effect" is on the lower end of the staff, instead of the top - even though it's the same bone...



I've looked for ways to "offset" this effect, but have had no luck. Have also experimented with using other "bones" on the gunner and cannon models, but also with no luck. About the best I can do is this:



By tying the event to the hand nearest to the end of the staff of the gunner. Close up doesn't look so good, but at normal zoom, I suppose it will work.

Since I've had no luck actually manipulating models, I don't think I'd be able to add a new bone to tied the railgun effect to the end of the staff. Do you have any suggestions on how to offset the event?

Thanks!

Ps. It looks pretty cool when firing! Hard to capture the overall effect with screengrab, though:


I'm afraid at this level you only have two options:

1. Modify your civ5artdefines_viseffects.xml file (like Skajaquada did) or create a "fake" DLC that does so (which has been discussed but never formally done), or
2. Create a "dummy" bone in the model to offset the existing effects transforms (more practical if this will be a published mod)

That is what I did with the Dwarf Flame Cannon unit. The ART_DEF_VEFFECT_FIRE_QTIP visual effect is displayed twice: once for the Qtip staff (per the original Cannon unit) and the second one at the tip of the cannon nozzle. This is the code in the triggers file for it (the second line is my addition):

Code:
<trigger type="FTimedTriggerEffect" id="0" time="0" duration="6" repeat="0" ec="1000" track="2" event="ART_DEF_VEFFECT_FIRE_QTIP" bone="Qtip_Bone" tier="0" />
<trigger type="FTimedTriggerEffect" id="111" time="0" duration="6" repeat="0" ec="1000" track="2" event="ART_DEF_VEFFECT_FIRE_QTIP" bone="Cannon_Tip_FX" tier="0" />

Unfortunately, I encountered the same problem you did, with the flame appearing in the wrong location. So, I created a dummy bone called Cannon_Tip_FX to offset the effect so that it would appear correctly. The Blender file of the unit shows what is happening more clearly:

Spoiler :




Since the ART_DEF_VEFFECT_TRAIL_RAILGUN_PROJ effect has a different transform than ART_DEF_VEFFECT_FIRE_QTIP, you would need to create a child bone of Qtip_Bone with the proper offset in order for the railgun effect to display properly. In this case, it is likely at the end of the staff, since for some reason the bone for the Qtip effect is located about 2/3 of the way down the staff (as you can see above).

Alternately, you could create a unique effect name in the civ5artdefines_viseffects.xml file, copying the original effect and applying a transform to it in the x, y, and/or z planes. Unfortunately you can't do this with a mod because that file is hard coded into the game and can only be modified by creating a DLC for it (the Korea DLC actually does this for its Hwach'a unit effects). The technique would probably alter the <Transform> field from the original VEFFECT code:

Code:
  <!--  _______ Cannon QTip Fire  _______   -->
  <VisEffectArtInfo>
    <Name>ART_DEF_VEFFECT_FIRE_QTIP</Name>
    <Transform>
      <Translation x="9.0" y="0.0" z="0.0"/>
      <Rotation x="90.0" y="90.0" z="0.0"/>
      <Scale>1.1</Scale>
    </Transform>
    <fBaseDuration>0.1</fBaseDuration>
    <fBaseDurationScale>1.0</fBaseDurationScale>
    <ParticleEffects>
      <ParticleEffect>
        <Name>ART_DEF_PEFFECT_FIRE_TORCH_SM</Name>
      </ParticleEffect>
    </ParticleEffects>
  </VisEffectArtInfo>

My instinct (i.e., guess) tells me that changing the x="0.0" variable to x="9.0" (in the <Translation> row) of the RAILGUN effect would probably do it (as it is above for the Qtip flame). Don't modify the original effect unless you want to screw up the original Mech unit! Create a copy, give it a unique name, and use that name in the Triggers file.
 
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I saw some discussion on the "dummy bone" approach, but didn't understand it enough at first glance. Will take another look now that you've pointed me in that direction. Thanks for the tips! Will let you know how it works.

Am hoping to have V0.0 of the "Dwarven Cannon Unit Pack" mod done in the next couple of days. It currently has the original "dromon effect" unit, plus I've added the "lightning" (GDR), "acid" (XCom), and "grenade launcher" (guided missile) units. I'm currently working on the "rocket launcher" (rocket arty) unit. If I have some time later, I'll experiment with the "fireball" cannon, using a rapid-fire version of the original city attack.

Would appreciate any feedback. And thanks again.
 
I saw some discussion on the "dummy bone" approach, but didn't understand it enough at first glance. Will take another look now that you've pointed me in that direction. Thanks for the tips! Will let you know how it works.

Am hoping to have V0.0 of the "Dwarven Cannon Unit Pack" mod done in the next couple of days. It currently has the original "dromon effect" unit, plus I've added the "lightning" (GDR), "acid" (XCom), and "grenade launcher" (guided missile) units. I'm currently working on the "rocket launcher" (rocket arty) unit. If I have some time later, I'll experiment with the "fireball" cannon, using a rapid-fire version of the original city attack.

Would appreciate any feedback. And thanks again.

Since I had the drawing open anyway, I added the bone and created a new .gr2 file for you (you will probably want to rename it). The new bone name is Qtip_Bone_FX. Add it as a bone in the .fxsxml file and replace "Qtip_Bone" with "Qtip_Bone_FX" wherever it appears in the .ftsxml file. Hopefully I put it in the right location; I haven't tested it! :lol:

Modified Dwarf Flame Cannon
 
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