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WH40K-teaser mod (60 - 144 new units + some other stuff)

Discussion in 'Civ5 - Modpacks' started by Skajaquada, Dec 22, 2011.

  1. Skajaquada

    Skajaquada Crazy Engineer

    Joined:
    Mar 4, 2007
    Messages:
    134
    Here it is. I'd hate to pull a Dennis Shirk and pretend I'm polishing this forever. I wouldn't say I'm shelfing it however, I'm just doing some work every now and then and it've been a year now since I started so it doesn't feel right just holding on to these, especially since I haven't done any real work in a couple of months. Just use them for whatever you want. Don't even be afraid to just re-release these but actually balanced to something playable. I've just added all the units and removed the settlers for testing but it've got something of the table-top feeling starting on pangea.

    These are the two mod-files, just put them in the MOD-folder:

    (Tyranids, Orks, Space Marines, Imperial Guard, Chaos and Eldar as playable races, 60 models total and some other files) http://www.mediafire.com/?y2wtb2y7fk7l7p2

    (Space Marine textures for all 18 pre-heresy legions, 144 units total) http://www.mediafire.com/?8u8hztzzgw9so4n

    (Effects-file, replace civ5artdefines_viseffects.xml or add the lines below) http://www.mediafire.com/?5g5dabafgcqhatl

    civ5artdefines_viseffects.xml addition:

    Spoiler :
    Code:
    <!-- WH40K-Guns -->
    	
    	<VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_BOLTER_MUZBLAST_01</Name>
        <Transform>
          <Translation x="0.0" y="-2.0" z="0.0"/>
          <Rotation x="-180.0" y="0.0" z="0.0"/>
          <Scale>0.03</Scale>
        </Transform>
        <fBaseDuration>0.01</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_FIGHTER_MACHINEGUN_01</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>
      <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_LASGUN_MUZBLAST_01</Name>
        <Transform>
          <Translation x="9.0" y="0.5" z="0.0"/>
          <Rotation x="0.0" y="-180.0" z="0.0"/>
          <Scale>0.06</Scale>
        </Transform>
        <fBaseDuration>0.1</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_FX_MECHINFANTRY_MUZBLAST_01</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>
    <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_ASSAULT_CANNON_GUN_MUZZLE</Name>
        <Transform>
          <Translation x="0.0" y="4.0" z="0.0"/>
          <Rotation x="-180.0" y="0.0" z="0.0"/>
          <Scale>0.04</Scale>
        </Transform>
        <fBaseDuration>0.01</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_GUNSHIP_MACHINEGUN_01</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>
    <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_GRENADE_LAUNCH_PROJECTILE</Name>
        <Transform>
          <Translation x="0.0" y="0.0" z="-2.0"/>
          <Rotation x="90.0" y="0.0" z="0.0"/>
          <Scale>0.01</Scale>
        </Transform>
        <fBaseDuration>1.0</fBaseDuration>
        <fBaseDurationScale>0.1</fBaseDurationScale>
    		<ModelEffects>
          <ModelEffect>
            <Name>ART_DEF_MEFFECT_PROJ_ATOMIC_BOMB</Name>
          </ModelEffect>
        </ModelEffects>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_FIRE_NEBUCHADNEZZAR_01</Name>
          </ParticleEffect>
        </ParticleEffects>
    		<ChildEffects>
          <ChildEffect trigger="ProjectileEnd">
            <Name>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</Name>
          </ChildEffect>
        </ChildEffects>
      </VisEffectArtInfo>
    	
    	  <!--  _______ Cannon QTip Fire  _______   -->
      <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_FIRE_EXHAUST</Name>
        <Transform>
          <Translation x="0.0" y="0.0" z="20.0"/>
          <Rotation x="90.0" y="90.0" z="0.0"/>
          <Scale>0.03</Scale>
        </Transform>
        <fBaseDuration>0.1</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_FIRE_TORCH_SM</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>
    	
    	<!--  _______ Cannon QTip Fire  _______   -->
      <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_FLAMER_PROJECTILE</Name>
        <Transform>
          <Translation x="0.0" y="0.0" z="20.0"/>
          <Rotation x="90.0" y="90.0" z="0.0"/>
          <Scale>0.15</Scale>
        </Transform>
        <fBaseDuration>0.1</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_FIRE_TORCH_SM</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>
    	<!--  _______ Cannon QTip Fire  _______   -->
      <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_FLAMER_IMPACT</Name>
        <Transform>
          <Translation x="0.0" y="0.0" z="20.0"/>
          <Rotation x="90.0" y="90.0" z="0.0"/>
          <Scale>0.3</Scale>
        </Transform>
        <fBaseDuration>0.1</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_FIRE_TORCH_SM</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>
    	  <!--  _______ Tank Firing Muzzle Blast _______   -->
      <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_BATTLE_CANNON_MUZBLAST_01</Name>
        <Transform>
          <Translation x="0.0" y="0.0" z="13.0"/>
          <Rotation x="180.0" y="0.0" z="180.0"/>
          <Scale>0.04</Scale>
        </Transform>
        <fBaseDuration>0.1</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_FX_TANK_MUZBLAST_01</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>
      <!--  _______ Artillery Firing Muzzle Blast _______   -->
      <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_DEMOLISHER_CANNON_MUZBLAST_01</Name>
        <Transform>
          <Translation x="0.0" y="0.0" z="0.0"/>
          <Rotation x="-90.0" y="00.0" z="0.0"/>
          <Scale>0.025</Scale>
        </Transform>
        <fBaseDuration>0.1</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_FX_HOWITZER_MUZBLAST_01</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>
    	<!--  _______ Mech Muzzle Blast _______   -->
      <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_PLASMA_CANNON_GUN_MUZZLE</Name>
        <Transform>
          <Translation x="0.0" y="0.0" z="0.0"/>
          <Rotation x="180.0" y="0.0" z="0.0"/>
          <Scale>0.05</Scale>
        </Transform>
        <fBaseDuration>0.01</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_MECH_GUN_MUZZLE</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>
    	<!--  _______ Mech Projectile Trail _______   -->
      <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_TRAIL_PLASMA_CANNON_PROJ</Name>
        <Transform>
          <Translation x="0.0" y="0.0" z="0.0"/>
          <Rotation x="90.0" y="0.0" z="0.0"/>
          <Scale>0.02</Scale>
        </Transform>
        <fBaseDuration>0.01</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_TRAIL_PULSE_PROJECTILE_01</Name>
            <!--        <Name>ART_DEF_PEFFECT_TRAIL_RAILGUN_PROJ</Name> -->
          </ParticleEffect>
        </ParticleEffects>
        <ChildEffects>
          <ChildEffect trigger="ProjectileEnd">
            <Name>ART_DEF_VEFFECT_RAILGUN_IMPACT_$(TERRAIN)</Name>
          </ChildEffect>
        </ChildEffects>
      </VisEffectArtInfo>
    	<!-- Manticore Missile -->
    	<VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_HUNTER_KILLER_PROJECTILE</Name>
        <Transform>
          <Translation x="0.0" y="5.0" z="0.0"/>
          <Rotation x="0.0" y="0.0" z="-90.0"/>
          <Scale>0.06</Scale>
        </Transform>
        <fBaseDuration>0.1</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_TRAIL_ROCKET_PROJ_WHITE</Name>
          </ParticleEffect>
        </ParticleEffects>
        <ModelEffects>
          <ModelEffect>
            <Name>ART_DEF_MEFFECT_PROJ_MOBILE_SAM</Name>
          </ModelEffect>
        </ModelEffects>
        <ChildEffects>
          <ChildEffect trigger="ProjectileEnd">
            <Name>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</Name>
          </ChildEffect>
        </ChildEffects>
      </VisEffectArtInfo>
    	  <!--  _______ Mech Rocket Firing Smoke Front  _______   -->
      <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_GRENADE_LAUNCH_SMOKE_FRONT</Name>
        <Transform>
          <Translation x="0.0" y="0.0" z="0.0"/>
          <Rotation x="90.0" y="0.0" z="0.0"/>
          <Scale>0.0125</Scale>
        </Transform>
        <fBaseDuration>0.4</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_ROCKET_LAUNCH_SMOKE_FRONT</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>
    	<!--  _______ Helicopter Gunship Rocket Firing Smoke  _______   -->
      <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_HUNTER_KILLER_LAUNCH_SMOKE</Name>
        <Transform>
          <Translation x="0.0" y="5.0" z="0.0"/>
          <Rotation x="-90.0" y="0.0" z="0.0"/>
          <Scale>0.0225</Scale>
        </Transform>
        <fBaseDuration>0.4</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_ROCKET_LAUNCH_SMOKE_01</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>
    	<!--  _______ Rocket Artillery Firing Smoke Ringout _______   -->
      <VisEffectArtInfo>
        <Name>ART_DEF_VEFFECT_HUNTER_KILLER_LAUNCH_RINGOUT</Name>
        <Transform>
          <Translation x="0.0" y="30.0" z="0.0"/>
          <Rotation x="-90.0" y="0.0" z="0.0"/>
          <Scale>0.09</Scale>
        </Transform>
        <fBaseDuration>0.4</fBaseDuration>
        <fBaseDurationScale>1.0</fBaseDurationScale>
        <ParticleEffects>
          <ParticleEffect>
            <Name>ART_DEF_PEFFECT_ROCKET_EXHAUST_RINGOUT_01</Name>
          </ParticleEffect>
        </ParticleEffects>
      </VisEffectArtInfo>


    Let me know if something isn't working. Those mods contains the civilizations with icons and loading-pictures plus some LUA-code so this actually is a mod-pack I think. Anyway don't be afraid to request new units as it's pretty fun and not too hard to import new ones.
     
  2. Nutty

    Nutty Deity

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  3. Sneaks

    Sneaks Brooklyn Bum

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    wonderful. I was hoping you'd release soon!

    Thanks so much for this. Will really help with future mods.
     
  4. jamman1991

    jamman1991 Chieftain

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    Looks amazing
    Great work now there's no excuse for CiV to have a 40k Mod
    Can't wait to see what mods can be made out of this
     
  5. rocklikeafool

    rocklikeafool Warmaster

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    Wherever there's Tequila...
    Any plans to keep working on this? Because it seems to be sort in an alpha stage. Just wondering if you're going to keep it up...
     
  6. Skajaquada

    Skajaquada Crazy Engineer

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    Yeah sure but it'll probably go pretty slow especially if they never release that DLL-thing, though if they do my TODO-list will probably grow but the interest will go so much higher. This mod so far have been the work I got done just exploring what's possible to mod, when/if they release the DLL I'll have a lot of interesting work to do.

    I think I'll also re-hash what I got i the ways of plans and concept in the development-thread. It's probably best to keep all the talk about suggestions and ideas in that thread as it'll probably change a lot and try to keep this thread a little cleaner. The original development-thread is here btw if anyone searches for this:

    http://forums.civfanatics.com/showthread.php?t=410011
     
  7. Sneaks

    Sneaks Brooklyn Bum

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    Honestly I would love to see you full time as simply a 3D unit creator if you decide not to spend much time on your mod. The need for beautiful new Civ V units is massive, and those with the skills to put out beautiful new things.
     
  8. orlanth

    orlanth Storm God. Yarr!

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    Wow, those are gorgeous! :borg::thumbsup: I hope you keep going with this even if its sporadic, this mod has great potential especially once the DLL's available.
     
  9. Gilgamesch

    Gilgamesch Ancient Alien

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    :goodjob: Great work, for a long time fan of Warhammer, i have to say thanks.
    Just one suggestion could you include some titans, if this is possible.;)
     
  10. erigoth

    erigoth Chieftain

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    Ok, I'll be the first a$$hole :p

    Can we have Dark Eldar units next?
     
  11. tesb

    tesb Emperor

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    no because they are not in DoW II
     
  12. erigoth

    erigoth Chieftain

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    Fair enough.

    Do you intend on adding in unit graphics with ranged weapons? It's easy enough for me, as a coder, to implement ranged combat dynamics for units that you do not already include ranged models of (I'm thinking, for example, the terminators), in a similar fashion as the dreads.
     
  13. St0Ne 4Ge

    St0Ne 4Ge Chieftain

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    Great work, the unit models are fantastic. I really hope this gets completed one day, I can see the table top game in this mod
     
  14. viking74

    viking74 Chieftain

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    Amazing models. Fantastic job.:goodjob:
     
  15. aan256

    aan256 Chieftain

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    Modding newb, mac user. This mod crashes Civ5 when I try to start a new game with it. Any tips?
     
  16. Androrc the Orc

    Androrc the Orc Emperor

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    The screenshots for this modpack look awesome, but unfortunately when I load it up, all the custom units show up as spearmen. I'm using G&K, maybe that's what's causing it.
     
  17. Nutty

    Nutty Deity

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    That is exactly what's causing it. Every mod that adds new unit art defines must be rewritten after patch .674
     
  18. Androrc the Orc

    Androrc the Orc Emperor

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    I had tried incorporating one of it's unit graphics by the new rules before, but it resulted in an invisible unit. But I think I've found the issue! It seems that the problem is that I had set the scale to the usual Civ5 0.14, but these units require a scale of 6.0 - and this massive difference could very well be the reason why they were showing up invisible. I've got the Carnifex to show up correctly now, though, and probably the other units will too :)

    EDIT: I've tested a few units, and while they look amazing in-game, their attack animations seemed rather wonky.
     
  19. Gedemon

    Gedemon Modder Moderator

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    you've used civ5artdefines_viseffects.xml ?

    try putting it in "..\Steam\steamapps\common\sid meier's civilization v\Assets"
     
  20. Skajaquada

    Skajaquada Crazy Engineer

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    The attack-animations and sometimes move-animations strangeness was actually something I noticed after importing a unit for the first time and could never solve. If you're thinking of solving it you probably need to build a new importer-program as it's no problem with the model's actual animation or what frames are used for the attack-event. It just seem to lock up for no real reason.

    One theory I was working on from time to time was that there was some kind of problem in the state graph-file (I think it's in the FSMXML-file) but I could never work out what it actually did. When it opened up in the Nexus-viewer it showed a lot of nodes like "attack", "move" and "fortify". If it had something to do with switching between animations it could possibly solve the problem.

    So, did anyone use these for anything? :)
     

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