What art does FF need?

Well, I managed to make a new .kfm for the champion, using Chalid's idle/fidget animations, and now he looks awesome.

But his pedia entry/interface model is broken now. And I've tried everything I can think of for the past 3 hours to fix it. Everything kael told me, just isn't working. The nif is named the same as the kfm. I renamed every .kf too, and the animations are in a seperate folder, properly referenced, but it just REFUSES TO WORK.
ragevz9.png


Excuse me while I go murder something. I'll try some more at it later.

Try adding a different, known working animation file, renamed to match the path given in the XML. If that works (without breaking the pedia at least), then it has to be the KFM itself at fault. If that also fails, then it's an issue in the XML.

First step has to be tracking down whether the XML or actual art resources are at fault - otherwise you spend hours trying to fix it (as I found out when importing the Dural artwork)
 
Ok, problem solved. I worked it out:
http://forums.civfanatics.com/showthread.php?t=323406

Also, worth noting. I've created a new folder under assets/art called Animations. Which I intend to use for storing new custom animation sets. Xienwolf is not entirely correct about the animations having to be in the unit's folder.

I think it's best to do things this way, having animation sets as a centrally located resource, easily referenceable. FFH does it by duplicating the animation set for each new unit that uses it, which seems extremely wasteful if you ever use the same animations more than once.

Would you be alright with incorporating this organisational change into FF? It's only for new kfms I make, not going to restructure everything that exists.

anyways, I'll upload the champion + mounted version to the database, and incorporate it into the next unofficial patch version.
 
That is just ridiculously awesome. Amazing work! :goodjob:

I' appreciate if you could test it, and ensure that it works for you. but don't implement it into FFplus yet, because that download uses a different folder structure. Plus, I'm doing Button art for it too. wait til I update the patch
 
I' appreciate if you could test it, and ensure that it works for you. but don't implement it into FFplus yet, because that download uses a different folder structure. Plus, I'm doing Button art for it too. wait til I update the patch

Whoa. Very nice wid the slice and dice! BTW kirb I hate it when I see highlanders (must be my englishness) dammit they foreshadow pain!
 
In regards to your desire to rename your KFS files, look in the Utilities download section for the "KFM KONVERTER" (yes, with a K, written by a German fellow I guess, or someone with a mild sense of humor involving alliteration).

This thing breaks the KFM into an XML file where you can set up the KFS files used by it and swap out or add various individual action animations.
 
In regards to your desire to rename your KFS files, look in the Utilities download section for the "KFM KONVERTER" (yes, with a K, written by a German fellow I guess, or someone with a mild sense of humor involving alliteration).

This thing breaks the KFM into an XML file where you can set up the KFS files used by it and swap out or add various individual action animations.

I know of this program.

it's what I used to make this kfm in the first place. I'd have no idea how to do it otherwise.

I DID rename the kfs using that, changing both the filenames and the name of the animations referenced within that. It didn't work. It only worked when I reverted the names back to how they were originally. I'm 100% certain.



Also, there's no such thing as a "kfs". I'm referring to multiple kf files, in plural form

one kf
two kfs

etc.
 
Excellent work :goodjob:

Does it actually use FortifyIdleB or FortifyIdleC in game at any point? I've just been attaching individual KFs in NifSkope to check them and they look "a little uncomfortable".

A good question. I'd imagine those animations are randomly used when the unit is standing idle in fortify mode. I'll have a look at them. Perhaps they should be replaced.
 
hmm, fortifyidleb looks very odd, because it twists the neck at an unnatural angle. I'm not sure it'd really be noticeable on civscale though. it only shows in nifscope because you're looking at things so closely.

I don't see anything wrong with fortifyidlec. it looks perfect to me. Can you elaborate on what you feel is the problem?
 
Early preview of Austrin Archmage attached to post.

I haven't done his hands yet, so don't worry about the skin color mismatch. Mainly, he's a reskinned great prophet. Although I'll do new meshes for the staff, and a few details.

I'm thinking it might be a good idea to make them an adept and mage while I'm at it. I was thinking of using more or less the same outfit, and just changing the head.
  • A young, short haired man for the adept. fresh faced, energetic, and full of potential.
  • a mage with a moderate length beard, and longer hair (both black), middle aged. Think Ewan McGregor in Revenge of the Sith
  • And the archmage, old and bald, his beard turned grey.

representing a man growing older and wiser as he goes down the arcane path, having spent his entire life studying to become an archmage. Possibly also thinking of slightly different staves for each one.

feel free to post pictures of staffs that would fit the character :D
 
hmm, fortifyidleb looks very odd, because it twists the neck at an unnatural angle. I'm not sure it'd really be noticeable on civscale though. it only shows in nifscope because you're looking at things so closely.

I don't see anything wrong with fortifyidlec. it looks perfect to me. Can you elaborate on what you feel is the problem?

Mostly the angles again - he's kinda staring at the floor with his neck bent and his right wrist looks very dislocated. That being said, I decided to check it out at CivScale as you suggested and it does actually look pretty cool that way (a bit "crouching tiger"). Unless people are going to be staring at it up close, I think it's good.
 
Early preview of Austrin Archmage attached to post.

I haven't done his hands yet, so don't worry about the skin color mismatch. Mainly, he's a reskinned great prophet. Although I'll do new meshes for the staff, and a few details.

I'm thinking it might be a good idea to make them an adept and mage while I'm at it. I was thinking of using more or less the same outfit, and just changing the head.
  • A young, short haired man for the adept. fresh faced, energetic, and full of potential.
  • a mage with a moderate length beard, and longer hair (both black), middle aged. Think Ewan McGregor in Revenge of the Sith
  • And the archmage, old and bald, his beard turned grey.

representing a man growing older and wiser as he goes down the arcane path, having spent his entire life studying to become an archmage. Possibly also thinking of slightly different staves for each one.

feel free to post pictures of staffs that would fit the character :D

As far as staves, I just made two(Actually for the Empyrean guy, but you can use one of them for the archmage):
 
Does anyone know of models I might be able to use to represent archmage upgrades? One should be more on the "lighter" side (alteration and divination) the other a "darker" side (necromancy and elementals). I am building a module and don't want to reuse the archmage if I don't have to.
 
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