[WH40K] Space Marines Land Speeder (07/16/06)

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Rabbit, White

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I grabbed this guy from Warhammer: Dawn of War. Few hours later and couple of thousand polygons less I got this.



Update: (07/17/06) Per TGA's request I updated the unit to hover higher over ground and modified the death animation to make it look a bit like it's crashing on the ground. (didn't update the screenies though)

Update: (07/17/06) Updated the unit to be fully team-color compatible (didn't update screenshots) and fixed a small animation glitch. Other than textures, you should completely replace the old files with the new ones. I also included the original 512x512 textures - probably not a good idea to use them for a real game but they're great for taking screenshots (maybe to make a button or for "promotional screenshots" ;)).

It weighs in at a hefty 2523 polygons, but if you really need to reduce the poly count you can remove the drivers, they are almost half those polygons. It comes with custom animations and while it reuses the effects and the sounds from the game, the ones for firing the guns are referenced using their own unique names, which means you can change them without affecting other units in the game.

To make this unit work you will need to add the following entries to three files (this is in addition to the usual modifications to UnitInfos, ArtDefines_Unit, etc.):
Spoiler :

Audio3DScripts.xml
Code:
<Script3DSound>
	<ScriptID>AS3D_UN_SPEEDER_CANNON</ScriptID>
	<SoundID>SND_SPEEDER_CANNON</SoundID>
	<SoundType>GAME_SFX</SoundType>
	<iMinVolume>90</iMinVolume>
	<iMaxVolume>100</iMaxVolume>
	<iPitchChangeDown>-4000</iPitchChangeDown>
	<iPitchChangeUp>4000</iPitchChangeUp>
	<bLooping>0</bLooping>
	<iMinTimeDelay>0</iMinTimeDelay>
	<iMaxTimeDelay>0</iMaxTimeDelay>
	<StartPosition>NONE</StartPosition>
	<EndPosition>NONE</EndPosition>
	<iMinVelocity>0</iMinVelocity>
	<iMaxVelocity>0</iMaxVelocity>
	<iMinDistanceFromListener>0</iMinDistanceFromListener>
	<iMaxDistanceFromListener>0</iMaxDistanceFromListener>
	<iMinDistanceForMaxVolume>500</iMinDistanceForMaxVolume>
	<iMaxDistanceForMaxVolume>1000</iMaxDistanceForMaxVolume>
	<iMinCutoffDistance>7000</iMinCutoffDistance>
	<iMaxCutoffDistance>7000</iMaxCutoffDistance>
	<bTaperForSoundtracks>0</bTaperForSoundtracks>
	<iLengthOfSound>0</iLengthOfSound>
	<fMinDryLevel>1.0</fMinDryLevel>
	<fMaxDryLevel>1.0</fMaxDryLevel>
	<fMinWetLevel>0.5</fMinWetLevel>
	<fMaxWetLevel>0.5</fMaxWetLevel>
</Script3DSound>
<Script3DSound>
	<ScriptID>AS3D_UN_SPEEDER_GUN</ScriptID>
	<SoundID>SND_SPEEDER_GUN</SoundID>
	<SoundType>GAME_SFX</SoundType>
	<iMinVolume>90</iMinVolume>
	<iMaxVolume>100</iMaxVolume>
	<iPitchChangeDown>-4000</iPitchChangeDown>
	<iPitchChangeUp>4000</iPitchChangeUp>
	<bLooping>0</bLooping>
	<iMinTimeDelay>0</iMinTimeDelay>
	<iMaxTimeDelay>0</iMaxTimeDelay>
	<StartPosition>NONE</StartPosition>
	<EndPosition>NONE</EndPosition>
	<iMinVelocity>0</iMinVelocity>
	<iMaxVelocity>0</iMaxVelocity>
	<iMinDistanceFromListener>0</iMinDistanceFromListener>
	<iMaxDistanceFromListener>0</iMaxDistanceFromListener>
	<iMinDistanceForMaxVolume>500</iMinDistanceForMaxVolume>
	<iMaxDistanceForMaxVolume>1000</iMaxDistanceForMaxVolume>
	<iMinCutoffDistance>7000</iMinCutoffDistance>
	<iMaxCutoffDistance>7000</iMaxCutoffDistance>
	<bTaperForSoundtracks>0</bTaperForSoundtracks>
	<iLengthOfSound>0</iLengthOfSound>
	<fMinDryLevel>1.0</fMinDryLevel>
	<fMaxDryLevel>1.0</fMaxDryLevel>
	<fMinWetLevel>0.5</fMinWetLevel>
	<fMaxWetLevel>0.5</fMaxWetLevel>
</Script3DSound>

AudioDefines.xml
Code:
<SoundData>
	<SoundID>SND_SPEEDER_CANNON</SoundID>
	<Filename>Sounds/Units/MachineGunHelicop</Filename>
	<LoadType>DYNAMIC_RES</LoadType>
	<bIsCompressed>1</bIsCompressed>
	<bInGeneric>1</bInGeneric>
</SoundData>
<SoundData>
	<SoundID>SND_SPEEDER_GUN</SoundID>
	<Filename>Sounds/Units/MachineGunFire</Filename>
	<LoadType>DYNAMIC_RES</LoadType>
	<bIsCompressed>1</bIsCompressed>
	<bInGeneric>1</bInGeneric>
</SoundData>

Civ4EffectInfos.xml
Code:
<EffectInfo>
	<Type>EFFECT_WEAPON_SPEEDER_CANNON</Type>
	<Description>Land Speeder big gun fire</Description>
	<fScale>1.0</fScale>
	<fUpdateRate>2.0</fUpdateRate>
	<Path>Art/Effects/weapon_rifleblast_modern/fx_rifleblast_modern.nif</Path>
	<bIsProjectile>0</bIsProjectile>
</EffectInfo>
<EffectInfo>
	<Type>EFFECT_WEAPON_SPEEDER_GUN</Type>
	<Description>Land Speeder smaller gun fire</Description>
	<fScale>1.2</fScale>
	<fUpdateRate>2.0</fUpdateRate>
	<Path>Art/Effects/weapon_rifleblast_modern/fx_rifleblast_modern.nif</Path>
	<bIsProjectile>0</bIsProjectile>
</EffectInfo>

Eventually I am going to rework this unit to reduce the polygon count further and do better animations and effects, but I think it's pretty nice already. :)

Enjoy :thumbsup:
 

Attachments

Another great conversion. Nice work Rabbit. :thumbsup:

edit - reclaiming the woodelf position again!
 
Very nice WR, very nice :D
 
Aaaah. That's awsome!

Is the red civ-specific colour? If not, do you mind if I have a go at making it so (if that's possible without 3DS)?
 
The Great Apple said:
Aaaah. That's awsome!

Is the red civ-specific colour? If not, do you mind if I have a go at making it so (if that's possible without 3DS)?
Er... so after many, many units I figure nobody cares about team color, especially for mods like WH40K where every unit belongs to only one civ... oh well...

:D
No, the red isn't team color but it shouldn't be difficult to add it to the unit. You might also be able to do it using nif viewer but if you're not in a rush wait a few hours (can't do it right now) and I'll make it team-color compatible.
 
Rabbit said:
Er... so after many, many units I figure nobody cares about team color, especially for mods like WH40K where every unit belongs to only one civ... oh well...
True, but in WH40K the Space Marines are very distinctively coloured based on their chapter (Ultramarine LS, Dark Angel LS - yours is a Blood Raven one). As I am planning on having several Imperial factions... which might potentiall be attacking each other it would be nice to get this distinction in :).

Rabbit said:
No, the red isn't team color but it shouldn't be difficult to add it to the unit. You might also be able to do it using nif viewer but if you're not in a rush wait a few hours (can't do it right now) and I'll make it team-color compatible.
That would be fantastic! Thanks!
 
Hmm. Having a slight graphical problem, which is probably due to me messing up the ART_DEF tags:



Here is what I'm using at the moment. From what I can tell I've done nothing wrong... but I probably have given the fact that it doesn't seem to be working too well ;)
Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_LAND_SPEEDER</Type>
			<fScale>0.36</fScale>
			<fInterfaceScale>0.7</fInterfaceScale>
			<NIF>Art/Units/LandSpeeder/LandSpeeder.nif</NIF>
			<KFM>Art/Units/LandSpeeder/LandSpeeder.kfm</KFM>
			<SHADERNIF>Art/Units/LandSpeeder/LandSpeeder.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/GunshipShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>0.75</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<fBattleDistance>0.5</fBattleDistance>
			<fRangedDeathTime>0.12</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop>LOOPSTEP_GUNSHIP</AudioRunTypeLoop>
				<AudioRunTypeEnd>ENDSTEP_GUNSHIP</AudioRunTypeEnd>
			</AudioRunSounds>
			<SelectionSound>AS3D_UN_GUNSHIP_FORT</SelectionSound>
			<ActionSound>AS3D_UN_GUNSHIP_FORT</ActionSound>
		</UnitArtInfo>
 
@TGA: It looks like you're missing a texture. Double check that you have the following four textures in the unit's folder:

land_speeder.dds
land_speeder_gloss.dds
speeder_marines.dds
speeder_marines_gloss.dds
 
The Great Apple said:
Err. They're in the zip, but they aren't in my folder. Ooops. Don't know how I managed that!
Me thinks you need a stronger coffee ;)

I updated the first post with a team-colored version (which means you'll need to reference the _FX file now, just like w/ any other unit), plus packaged the original textures in the zip just 'cause they're really nice.
 
Ta.

Civ 4 teamcolour is only one shade right? There is no way to make the whole unit painted that different shades of that colour (which would be ideal... but not neccessarily possible). That was kinda what I had it mind when I asked, but it just suddenly struck me that this may not be possible...

As much as I am grateful to you for doing it, I actally prefer the non-teamcoloured one over the teamcoloured one as it stands. Sorry!
 
The Great Apple said:
Ta.

Civ 4 teamcolour is only one shade right? There is no way to make the whole unit painted that different shades of that colour (which would be ideal... but not neccessarily possible). That was kinda what I had it mind when I asked, but it just suddenly struck me that this may not be possible...

As much as I am grateful to you for doing it, I actally prefer the non-teamcoloured one over the teamcoloured one as it stands. Sorry!
Are you freaking kidding me! :aargh: :suicide:

:joke:
Actually it took me 10 minutes to do the team colored version so it's not a big deal. Although you should still use the newer version 'cause I fixed a small animation glitch. And if you don't want team color, just don't use the FX file.

Having said that, while you can't get real shades, you can get different intensities of tc by using different levels of grey in the alpha channel, and overlaying them w/ different levels of brightness on the main texture. I.e. if main texture has a dark "spot" and it's alpha is 50% then you'll get a dark civ-color, but if you have a bright "spot" overlayed w/ weak alpha, you'll get a pale bright civ-color in that place.
You can actually get decent results if you use the greyscale version of the main texture as the alpha, and turn the main texture grey scale as well. Here's what I mean:
speedertcnk9.jpg


Now obviously for the game you'll want to keep some elements of the texture their original color, such as the eagle, but I think it kinda works.
 
Aaah - awsome. I'll have a go at that tomorrow.

Because I'm a picky little so and so, is there anyway to make them fly a bit higher (somewhere between tree-top and ground)? It's only a minor thing, so if it's more than a 10 min fix, then I wouldn't bother.
 
The Great Apple said:
Aaah - awsome. I'll have a go at that tomorrow.

Because I'm a picky little so and so, is there anyway to make them fly a bit higher (somewhere between tree-top and ground)? It's only a minor thing, so if it's more than a 10 min fix, then I wouldn't bother.
It should be easy enough, only problem is, the unit is so much bigger than the trees it's hard to tell a good height. Post a screenshot with it and draw me an arrow of how much higher you want it and I'll do it. :)

Oh, and it looks like I can add fidget animations. There won't be any in this version but when I get around to re-doing it I'll try to include something fun. ;)
 
nice thing!
cant wait for the first spacemarine model...
 
Rabbit said:
It should be easy enough, only problem is, the unit is so much bigger than the trees it's hard to tell a good height. Post a screenshot with it and draw me an arrow of how much higher you want it and I'll do it. :)
Around this change in height would be good (trees included for scale). Just a little bit of hover:




Thanks again!


EDIT: And I got the full team colour working. Thanks for the tip!
 
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