V-1 and V-2

sharick

Warlord
Joined
Jan 18, 2006
Messages
250
Pretty simple models, low polycounts and my first attempt at making texture from scratch. Hope you like it.

V-1 flying bomb / polycount

V-2 rocket / polycount


PS. No new models for now, I have to take a brake to catch up on some work, than I'll try to figure out animations.
 

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That's what's up man!:goodjob: It's getting better and better every day here. Thanks a lot again! By now you, nautil and snafus did an excellent job on creating wwii units. I gotta restart working on my scenario very soon and stop playing Paasky's for a while:mischief: I stopped working on mine 2 weeks ago because there's just a lotta other stuff to do.
Well can't really wait for the next models. I would love to see a good modelled Bismarck sometime, I know there's one in this forum but this doesn't really look like the Bismarck. What's going to be your next model, Sharick?
 
@Hardner - You mentioned your scenario before and I was wondering about the progress. I'm glad you didn't abandon it. We need as many WW2 mods as we can get. :D
 
Harada the Grea said:
sorry to be noob but where do I put these files
Sorry, I should have included some kind of readme. The files are intended for modders to implement into some cool mod. They do not work alone. If you want to use them you need some XML skills. Check my Tiger Tank mini mod or this tutorial.
 
sharick said:
Sorry, I should have included some kind of readme. The files are intended for modders to implement into some cool mod. They do not work alone. If you want to use them you need some XML skills. Check my Tiger Tank mini mod or this tutorial.

hey thanks for the quick reply I will check out the link and the mod :blush:
 
sharick said:
Pretty simple models, low polycounts and my first attempt at making texture from scratch. Hope you like it.

V-1 flying bomb / polycount

V-2 rocket / polycount


PS. No new models for now, I have to take a brake to catch up on some work, than I'll try to figure out animations.


What unit are you using for the V2 in civ4unitinfos.xml? as with other units like planes i just copy and paste a plane ie: fighter or bomber then just change the units name and tag etc if your using the ICBM how do i take away the nuke side of it?:goodjob:
 
What unit are you using for the V2 in civ4unitinfos.xml?
This is your choice depending what role you want the unit to have in your mod. I think you'd want to use it as V2 :) then I'd try ICBM.
if your using the ICBM how do i take away the nuke side of it?
Good question. It should fly like ICBM but the nuclear explosion is a little bit too much for V2. I really don't know how to do it without the need to create new animations and effects.
 
@boneys26 - wait a sec... I know what you could try. The effects are separate from units and they are called by unit animation by their tag at a specific time. You could simply substitute nuke explosion effect file with another one. The problem is the real nuke explosion will be affected too.
Make backups. Let me know. :goodjob:
 
sharick said:
@boneys26 - wait a sec... I know what you could try. The effects are separate from units and they are called by unit animation by their tag at a specific time. You could simply substitute nuke explosion effect file with another one. The problem is the real nuke explosion will be affected too.
Make backups. Let me know. :goodjob:


lol ok I'll tell ya what i done and the results i got (but without the SDK i think were time wasting:( )

added the unit to the game as normal in the unitinfos.xml i used the ICBM ( only rocket Fraxis gave us :mad: ) then where it said

<Class>UNITCLASS_ICBM</Class>
<Type>UNIT_ICBM</Type>
<UniqueNames/>
<Special>SPECIALUNIT_NUKE</Special>
<Capture>NONE</Capture>

i changed to

<Class>UNITCLASS_v2</Class>
<Type>UNIT_v2</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>

as normal but down the page it says

iMoves>1</iMoves>
<iAirRange>1</iAirRange>
<iNukeRange>1</iNukeRange>

and i changed it to

iMoves>1</iMoves>
<iAirRange>1</iAirRange>
<iNukeRange>0</iNukeRange> did try -1 but then the rocket just sits there you can't launch it (so if you do this then you got a really big paper weight;) )

i aslo changed what resources you need to aluminum and technology to rocketry from uranium

doing all this i tested it the rocket goes to where you want it kills the unit on the tile, theres no mushroom or sound, (there is sound when its going to the target but not when it hits) and the rocket stays there for a few seconds before going away, and even though there was no big mushroom there is still the fall out

But I only tested the xml side as i have no idea about python also
if you find where this is defined

<DefaultUnitAI>UNITAI_ICBM</DefaultUnitAI>

could you let us know, there may be a way to define the v2 as a rocket untill we get the SDK (then some one will do it ;) )
 
@boneys26 - I'm impressed you managed to achieve even this. For me it becomes a little bit complicated. I'm novice at XML and I have no idea about python.
When I get some more free time I'll try animating my V2.
 
sharick said:
@boneys26 - I'm impressed you managed to achieve even this. For me it becomes a little bit complicated. I'm novice at XML and I have no idea about python.
When I get some more free time I'll try animating my V2.

Me too :lol: I've only really picked it up over the last week. Just a case of trial and error, trouble is when you first start its more like error and little trial:crazyeye: I haven't given up yet tho. I will try other ways, I might not be able to make new units but i sure can edit the cr*p out of em ;) :goodjob:
 
Harada the Grea said:
has anybody made a mod for this as all this is flying waaaaay above my head :crazyeye:


not yet as i said the only unit model in xml we have to use for this rocket or any other rocket is the ICBM. so were stuck untill fraxis give us the SDK as each rocket made is a nuke. The next civ4 patch is ready and its just waiting for fraxis to give the ok :) so won't be long now i hope :D
 
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