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Posted: Fri Nov 03, 2006 6:47 pm
by eilelwen
no it dosn't have twice the power, it is twice the cost though, I increased power by 1.5.

Max 9 will work if you have the SDK and you compile the source code for the niftools.

Posted: Sat Nov 04, 2006 1:53 am
by Gackbeard
eilelwen wrote:thats alot of extra work that they would have to do, what I really need is just information from them. or maybe if they used maya there plugins. that allowed them to import/export.

but the thing I'm most curious about is. Are the animations stored in the nif file or in the respective kf/kfm files?

oh and do the trains need to be all one mesh, and did you use rigid or smooth bind?

and it is animations that are messing me up. and the fact that you can't seem to edit a KFM file with a text editor like notepad /sigh. if I could do that I would have something new for us to play with :/ and nifskope dosn't seem to want to write this file type. Hopefully Firaxis can help us with some of this :)
KFM's are the animation files that Gamebryo uses. A KFM contains (IIRC) a reference to the base models, and a bunch of KF (keyframe) data. I'll check the Civ IV modding community but I'm pretty sure there are apps out there that will allow you to mess with KFM's.

Note that you don't *need* to use a KFM, especially when you're just starting out. The game can handle train engines as NIFs, they obviously just won't animate.

Posted: Sat Nov 04, 2006 3:31 am
by Warll
eilelwen wrote:no it dosn't have twice the power, it is twice the cost though, I increased power by 1.5.
Then I would like to have it please.

Posted: Sat Nov 04, 2006 4:01 am
by eilelwen
hmm, well now I have to try something :) thanks for that info Gack, I know there are programs out there, but I have Maya not Max :/

Warll let me do some testing I may have a different version soonish.

I just did a test, with my new B unit, well I got an evil red circle, so now I have to figure that out.

It might be the fact that I don't have it one single mesh but several for the ease of painting so that might be a problem.

Ok gonna supply the Unit that I made last night. This dosn't replace the current F-Series already in game it just adds a whole new one. Now I bet you need the tender mod as well for this to work. But I bet most of you already have that.

sigh I just can't get this right :P.

Posted: Sun Nov 05, 2006 3:30 am
by eilelwen
well I have gotten something in game thats new, well if you consider a red warning shere new hehe ;) screen shots included.

Posted: Sun Nov 05, 2006 6:02 pm
by eilelwen
well I think until a new version of the nif tools comes out or we can get an exporter for that the devs used. We may be stuck(unless I can get someone with max to help me for like 10min).

The Nif files that the game uses and the ones that I can produce are way different. The geometry seems to be the same but there are alot other things that I just can't export. and I not sure how I'm going to add them in after the fact or even if I can.

I will keep working on this though.

Posted: Sun Nov 05, 2006 8:36 pm
by leo
did you try blender?

Posted: Sun Nov 05, 2006 8:44 pm
by eilelwen
same problem, the nif it exports dosn't work in game. However, I have had a success, a custom mesh in game, the nifskope can save a version that the game can understand so however it is saving it, maya and blender arn't. hopefully someone with max will eventually get ahold of me and we can get this really rolling.

Ok now onto the success. I have a custom unit in game wee. now the only problem is, is figuring out why its black, that one might take some time as well but for now here is one screenshot :). There are no animations and the effects don't work, but hopefully after the football game. I will be able to work all this out.

Posted: Sun Nov 05, 2006 8:51 pm
by leo
making progress is good ...

Gmax

Posted: Mon Nov 06, 2006 4:42 pm
by Woulfe
IIRC Gmax works w/ KeyFrames or something similar to them.

Too bad one can't just make these in Gmax and convert them to be used w/ Railraods!

I know how to make things in Gmax and I have made a train for Trainz, so it'd be fun to convert it for Railroads!

Along w/ the rails and everything else that goes with the train I made.

Or convert the one I made for MSTS to Railroads! Or convert the one I made for Locomotion to Railroads! Whatever works best.


Woulfe
< = < <=) The Supertrain Chief (=> > = >

Posted: Mon Nov 06, 2006 7:19 pm
by eilelwen
well it could be done, but I'm not sure as soon as I fix one problem something that hasn't been a problem becomes one /sigh. For example I just got the train texture/color thing fixed just have the stupid thing go up and be part of the engine infront of it :/

Posted: Mon Nov 06, 2006 10:18 pm
by Warll
:shock: :lol: How did you do that?

Posted: Tue Nov 07, 2006 3:17 am
by eilelwen
IDk, and I can't figure it out so I'm currently stuck again :/

Posted: Tue Nov 07, 2006 3:38 am
by Warll
I wonder have you seen this: http://sourceforge.net/project/shownote ... _id=451831
Well?
tell me?
I'm waiting!
Come on tell me!!!!

Posted: Tue Nov 07, 2006 4:36 am
by eilelwen
yes, unfortnatly it makes/exports unusable files. so is useless.

it really is too bad, it would make my job really easy :/