What art does FF need?

You have a good point, although the chain sound is a part of the nif, not the animation set, I think.

nope it is a relict from using the maceman animation (it is played by the kf when he strikes his mace (which has a chain)). and the chain sound will be gone when the animation is switched.
 
I see. Lightswordsman seems good then, since it has a relatively neutral/feminine pose, ans is for a 1 handed weapon.

In general, I've been meaning to work on workers fro a while anyways. There are lots of neat new worker models already made in the downloads database, which would do nicely for replacing the current middle east looking one that almost every civ uses.
 
I was more asking, what animations should they use. I'll go with warrior.

The actual weapon used is on a per-unit basis

Actually, that's what I thought you meant. I brought up the weapons because not all weapons would work for a normal animation... Like a bow. :lol: I'd love to see an Elven worker attack with a bow. :lol:
 
Hrm, nifty. I swear I had seen something once before about inability to add animations, but it was primarily about the Dragons using Recon animation, so it could be isolated, or I could just be WAY off / behind the times :)
 
setting up weapon visibility in animations takes forever :(
Mainly because in the animations it's not done with seperate nodes, but rather, the visibility settings are all the properties of one node. Properties which can't be copy/pasted.

So, I need to edit the combat animation to make the weapon visible, and all tools invisible.
Then I need to add weapon invisibility parts, to each work animation. Maybe I can get around that by only doing the idle anim though.
 
aaaand I'm done, for now at least.

Default workers in Patch B will have combat animations.
I've yet to do anything with the other workers yet:
Wood Elf
Dark Elf
Sidar
Undead
Scion
Dwarven
Mud Golem
Gretchin
Bedouin
Lanun

If anyone can think of unique worker art that isn't mentioned above, post it so I know what to work on.
 
At some point it would be cool to give the Elohim some unique worker art so they can use a staff and the monk combat animations.
 
I've changed losha to use Light Swordsman animations for the next patch. Since she uses a small, one handed weapon (and so does the light swordsman) it suits her far better, and gets rid of the silly mace sound.
 
*cheers* always liked Losha, always hated her combat animations.

Though I've long since turned offensive combat animations off (after all, I hardly ever attack if I don't know the outcome!)
 
Don't forget Egrass the Founder. He does have a sword.
 
Don't forget Egrass the Founder. He does have a sword.

A good point.

They'd better have a skininstance, or he'll be a nightmare to work with. I don't want to go making him a unique kfm

Actually, maybe I should give him a greatsword (and take away the shield)
Since the combat animation is warrior, which uses a two handed club, a shield would seem odd
 
I did the elven workers too. They won't have a bow though, not making a seperate kfm for them. I gave them a long, slender knife instead. A suitably elvish weapon. Basically similar to what archers use in close combat.

Also did mud golem, but he doesn't have a weapon.
 
You have a good point, although the chain sound is a part of the nif, not the animation set, I think.

No ... all sounds (except selection and order sounds) are in the individual .kf files. Under text keys, if you're using Nifskope. Easy to change. You just need to delete it, or substitute a new sound definition (the entries are dependant on audio3dscripts and audiodefines).

See here: http://forums.civfanatics.com/showthread.php?t=325606

It isn't hard to add completely custom sounds to animations, and it's really easy to swap out sounds for ones that are already in the game.
 
Can anyone think of civ-specific commanders which are urgently in need of unique art? And possibly also, any existing art which would suffice for them?

So far, Hippus and Jotnar come to mind. I'm going to switch those to using Magnadine/Vala art respectively.
 
The Mazatl and Cualli have human great people. While quite an insult, it is not as much of an affront as the fact that their commanders are also humans. Maybe lizard specific commanders could be made.

Also, Mazatl and Cualli are still using basic artwork for Chariots, War Chariots, Marksmen, and Assassins. I could have sworn you did some artwork for the Assassin, but when I pulled up the game to check he was the same ol' warm blooded one.
 
I did a cualli assassin. is it not currently being used?

A lizardman great commander wouldn't be too difficult. But how should he look? Any armour or clothing? what about weaponry, etc.
 
Oh and that was my mistake. The Cualli are using your assassin model. The Mazatl are not, they are still using the default.

I *think* there was a discussion a long while back on the lizardmen races and it was mentioned that they don't really wear clothes. Unfortunately this makes all the units look more or less the same. Shoulderpads are used to differentiate some of the higher tier units and I think the priests have capes. This really only leaves some sort of helmet or headdress I guess.

I don't know how many polys you have to work with but the lizards themselves seem to be quite blocky. Maybe a bone and brightly feathered helmet and a feathered cape might make for a good commander. It does seem to me that the commander would have the most parrot feathers in his hat, so to speak.

But maybe I'm wrong about the whole clothing armor thing.
 
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