Winged Swordsman (requested; March 12, '06)

  • Thread starter Thread starter Rabbit, White
  • Start date Start date
Para.B said:
Ooooh nice ....
What about a Victoria's Secret Mod ?
You really want 300-polygon models wearing 128x128 textured lingerie?? :confused: You'll do better renting Dead or Alive Volleyball (or whatever its name is). :D

J_Period said:
I don't suppose you could reveal to us how exactly the rest of us can add new stuff onto existing models...
Check the tutorial in my sig.
 
Rabbit said:
You really want 300-polygon models wearing 128x128 textured lingerie?? :confused: You'll do better renting Dead or Alive Volleyball (or whatever its name is). :D


Check the tutorial in my sig.

I saw your tutorial but it really doesn't give much onto how to add onto existing models
 
Niccolo said:
I think they look better in a darker setting.

Yes, these will be very helpful...

Muhahahaha!
Oh man, this looks awesome! :) Where did you get these terrain textures? I especially love the lava covered peaks, very very cool. :goodjob:
 
Rabbit said:
Oh man, this looks awesome! :) Where did you get these terrain textures? I especially love the lava covered peaks, very very cool. :goodjob:

Thanks. I got them from a combination unpacking the original terrain art, bringing them into DTXBmp, and then into photoshop where I was able to modify them all mostly with a judicous use of select-color, brightness/contrast, and color adjustment. White peaks turn into lava fairly easily. The fumes coming off the top are actually the terrrain "improvement" of nuclear fallout.

There are some more terrains I want to add, but now I need wretches to populate my little hellish world.

I know you have a lot on your plate, but adding some wings to a spy model would help folks make everything from Succubi to Valkyrie.

I actually didn't start working on hell mod until you posted this evil winged swordsman. :mischief:
 
Great idea about the spy model, I haven't thought of that.

You gotta release that terrain pack man :), and I don't know if Kael has something similar in FFH, but if he doesn't you should let him know about it, I'm sure he could use it.
 
Rabbit said:
Great idea about the spy model, I haven't thought of that.

You gotta release that terrain pack man :), and I don't know if Kael has something similar in FFH, but if he doesn't you should let him know about it, I'm sure he could use it.

I'm working on a similar terrain pack for FFH, but yourse is excellent, maybe it will be usefull for Kael.

BTW Rabbit, can i add flame on the sword and smoke on the ears :D
 
C.Roland said:
BTW Rabbit, can i add flame on the sword and smoke on the ears :D
You mean to the swordsman? By all means, though personally smoke from the ears would be a bit too much :) instead you could try this, put the smoke on the eyes but make it very small and increase it's transparency so it's really subtle. Then grab the glow from the great prophet and put it also in the eyes, make it small to fit in and change the texture to red (or ornage, whatever's fitting) and you might get something like fiery smouldering eyes :smoke:
 
These are freaking awesome!
 
I added the white one to my game and gave it a scale of 0.66. Standard melee units are 0.44. When I sent it in to combat the first time the game locked up. I restarted, turned off combat animations and attacked the same square I attacked before. This time there was no problem. I then turned combat animations back on and attacked the next unit in the square and the game locked up again.
Has anyone else encountered this? Do you think it was because I made the scale too big? I'll test that tonight by changing the scale to 0.44.

Roger Bacon
 
I just did a quick test and didn't encounter any lock ups, even when I changed the scale to 0.66. How did you put the unit in RogerBacon? Did you create a whole new unit for it or just put the files into units/swordsman (that's btw how I tested it)? If you created a new unit make sure that in the art definition for it you used the swordsman's KFM file.
 
Rabbit said:
I just did a quick test and didn't encounter any lock ups, even when I changed the scale to 0.66. How did you put the unit in RogerBacon? Did you create a whole new unit for it or just put the files into units/swordsman (that's btw how I tested it)? If you created a new unit make sure that in the art definition for it you used the swordsman's KFM file.

I created a whole new unit for the graphic. It's possible I messed something up. I didn't get a chance to check last night but, since it works for you, I'll assume I did something wrong somewhere.

One, unrelated problem, with scaling the unit larger is that it also scaled the picture larger in the little window in the left corner of the screen. All I see is a pair of legs. Surely it can be made to show up correctly there no matter how big I make it in-game because the battleship is scaled larger than 0.44 and it shows up correctly in the left window. Anyone know how to do this?

Roger Bacon
 
Right below the scale tag there's another tag called something like "interfacescale", now I never tested it but my guess would that this is the tag you want.
 
Here is the XML in the art defines:

Code:
<UnitArtInfo>
			<Type>ART_DEF_UNIT_TENSHI</Type>
			<fScale>0.44</fScale>
			<fInterfaceScale>1.00</fInterfaceScale>
			<NIF>Art/Units/AngelWhite/swordsman.nif</NIF>
			<KFM>Art/Units/AngelWhite/swordsman.kfm</KFM>
			<SHADERNIF>Art/Units/AngelWhite/swordsman_fx.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>

I copied it from the swordsman, since the unit graphics seemed to be based off of that. I have checked and all of the files are in the correct directory. Any idea? What did you do differently to make the model work for you?

Roger Bacon
 
RogerBacon said:
Here is the XML in the art defines:

Code:
<UnitArtInfo>
	<Type>ART_DEF_UNIT_TENSHI</Type>
	<fScale>0.44</fScale>
	<fInterfaceScale>1.00</fInterfaceScale>
	<NIF>Art/Units/AngelWhite/swordsman.nif</NIF>
	[b][color=red]<KFM>Art/Units/AngelWhite/swordsman.kfm</KFM>[/color][/b]
	<SHADERNIF>Art/Units/AngelWhite/swordsman_fx.nif</SHADERNIF>
	<ShadowDef>
		<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
		<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
		<fShadowScale>1.0</fShadowScale>
	</ShadowDef>
        ...

I copied it from the swordsman, since the unit graphics seemed to be based off of that. I have checked and all of the files are in the correct directory. Any idea? What did you do differently to make the model work for you?
You're referencingthe animation file from the same folder as the new unit - Art/Units/AngelWhite/swordsman.kfm, you should be calling it from its original folder, i.e. Art/Units/Swordsman/swordsman.kfm. For one, I didn't provide the kfm file, but even if you copied it there it might not work correctly, I'm not sure exactly why.

I haven't done extensive testing on that, maybe if you're calling the kfm file from that folder you need to have all the KF files also copied there, but if you did that and it still doesn't work, then that means that for whatever reason but the animations always have to be referenced from the original location.
 
Rabbit said:
You're referencingthe animation file from the same folder as the new unit - Art/Units/AngelWhite/swordsman.kfm, you should be calling it from its original folder, i.e. Art/Units/Swordsman/swordsman.kfm. For one, I didn't provide the kfm file, but even if you copied it there it might not work correctly, I'm not sure exactly why.

I haven't done extensive testing on that, maybe if you're calling the kfm file from that folder you need to have all the KF files also copied there, but if you did that and it still doesn't work, then that means that for whatever reason but the animations always have to be referenced from the original location.

I copied everything from the swordsman folder into the angel folder and then I copied your files on top so I should have everything. I'll change the XML to point back to the original folder but I don't have great expectations. It would seem very strange that the animations only work from the original folder.

Is anyone else using this unit and has combat working (with combat animations on)?

Roger Bacon
 
Here is the problem. When I make the unit just 1 figure it locks up but if I make it 3 or more it is fine.

This works fine...
Code:
<UnitMeshGroups>
				<iGroupSize>5</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TENSHI</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>

but this locks the game...
Code:
<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TENSHI</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>

I don't know enough about meshes and animations to figure it out so I'll just leave it with 5 figures instead of 1 really large figure.

Roger Bacon
 
So referencing the original KFM file didn't work? That's strange.
I'm going to make a mini-mod (probably tomorrow) with just these units, test it out and if everything works fine I'll post it here. If you still can't run it then I guess 5 guys it is (btw maybe you could go with 2 big guys).

Actually another thing - are you running any other mods when you're testing it, it's possible there's a conflict somewhere. I had the weirdest bugs sometimes happen when I was merging mods, they seemed completely unrelated to any changes in either of the merged mods and I could never figure out their source, but when I did the merging from scratch again it just worked. Maybe it's something like that.

Is anyone else having a simliar problem with these units?
 
I discovered your artwork a couple of days ago Rabbit, and I have to admit I'm really impressed. I particularly love your evil winged swordman ! Really cool !

Now that I have understood (at least) how to get these new units in the game, I'm having good fun ;)

About RogerBacon's problem : I'm using the evil winged swordman, 3 characters, scale 0.6, animations activated, and it's working really fine. (Except that I see him from feet to shoulder in the city window ... but to be honest I don't care :D)

I'm really interested in Niccolo's land graphics. Are they available somewhere ?
 
Any chance on making a version of these that are hovering above the ground? I love these and use them with my <bFlying> mod but it looks a little strange when they walk out on water.

Roger Bacon
 
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