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Multi-Category Unit

Posted: Sun May 26, 2019 5:30 pm
by Zekedia222
I tried to create a singular unit that has both an infantry model and a vehicle model. Although the animations are all correct, the infantry model is displayed gigantic. The truck is in the center at 0,0 and the infantry model is positioned at the heavy infantry MG position. I suspect it has something to do with a texture overlap, but it could also have something to do with the fact that I have two non-compatible textures on one unit.

Re: Multi-Category Unit

Posted: Sun May 26, 2019 5:52 pm
by GabeKnight
I'm not sure and didn't test this myself so far, but I guess it could be solved by an advice you've already got from Mr. terminator in another of your threads:
terminator wrote: Sat Mar 30, 2019 1:00 pm Maybe, you have to create new Effectsequences: idle, move...
It could be possible to combine/merge the vehicle and infantry sequences into one to make your model work...( :?: )

If successful, please do tell how you made it work.

Re: Multi-Category Unit

Posted: Sun May 26, 2019 9:42 pm
by Zekedia222
Probably should've specified this, but I have already created independent effect sequences that include the animation for infantry. It worked, but displayed the infantry as a giant. The idle animation functioned.In the meantime, I also can't figure out how to get that land unit, my mortar units' supply section for my mod I'm working on, to give supply to a land unit. It is not from overlapping textures. I fear it may because of incompatibility, but I don't know for sure.

Re: Multi-Category Unit

Posted: Mon May 27, 2019 4:00 am
by terminator
How to animate the movement ?
It seems to me that’s where the difficulty lies.

Re: Multi-Category Unit

Posted: Mon May 27, 2019 12:11 pm
by Zekedia222
The thing is that the movements and idle animations work fine. The attack animation doesn't matter much due to the fact that one hex range is equivalent to 100 yards, so ranges are enormous [25 pounder British artillery has a range of 109 hexes]. I have begun reworking the animation, but I'm not sure what to fix, since the issue appears to be the infantry, but all animations work fine. Honestly it doesn't matter much, but I'll have to use the Belgian truck model, since the British truck is 30 cwt truck (1 and a 1/2 ton), while it should be 15 cwt (3/4 ton).

Re: Multi-Category Unit

Posted: Tue May 28, 2019 6:43 am
by terminator
Zekedia222 wrote: Mon May 27, 2019 12:11 pm The thing is that the movements and idle animations work fine. The attack animation doesn't matter much due to the fact that one hex range is equivalent to 100 yards, so ranges are enormous [25 pounder British artillery has a range of 109 hexes].
Range of 109 hexes :shock:
What is the size of the map :?:

Re: Multi-Category Unit

Posted: Tue May 28, 2019 5:49 pm
by Zekedia222
Well, you see, the scale of the actual mod is really small. It is currently in the size of squads, or sections in the case of most other countries besides the US, so ranges are BIG. Because of this small size, artillery is really, really rare. Honestly it may be more practical to lower the distance that one hex is equivalent to. Right now the range is so large to highlight to difference in quality of weapon for Australia & Britain compared to Japan. An Australian Vickers Section has a range 2100 yards or roughly 1900 meters, and with my current squad scale, that is 21 hexes. Compare this to the usual Type 92 HMG, with an effective range of 870 yards or 800 meters and so 9 hexes. Its is VERY likely I won't post that version, because it is mostly for testing and stuff. But again the actual mod is going to likely be changed for a more practical "campaign" version, with smaller scales of 300 or 700 yards equaling one hex, in either platoon or company scale. The maps will probably be pretty large, and almost exclusively in the jungle, due to the theater I focus on in the mod [the Pacific]. Most artillery won't really be that mobile due to the dense jungles, and so are relatively stationary. Even the 3.7 inch howitzer still can't move very effectively, leaving them unable to move. This sorta balances it out. Historically, there weren't many 25 pounders in the jungle. It is simply too difficult to move them, so they are a valuable gem when available. There won't be campaigns for squad-scale, only individual scenarios.

I've also found it gets really funny when you apply the conversion from hexes in range to the distance a ship can fire from a destroyer class to a battleship. All Japanese destroyers have a range of 4? The Yamato's main guns have a range of 84 hexes.

Re: Multi-Category Unit

Posted: Tue May 28, 2019 6:03 pm
by Zekedia222
Also, how does one report something to a moderator?

Re: Multi-Category Unit

Posted: Wed Dec 11, 2019 9:41 pm
by Zekedia222
I have figured out [Kinda] how to do what I was trying to do. You have to go into the asset files, and mess around with the crews of units. This will allow for soldier model to be in the same unit as a vehicle model. Not sure how well the infantry models will work, and I’m not sure if they’ll be able to fire their guns, but I may have figured it out!

Re: Multi-Category Unit

Posted: Thu Dec 12, 2019 9:28 pm
by GabeKnight
Thanks for the feedback, the procedure sounds complicated, though.

Could it be applied through the usual mod folder or does it mean that one would have to mess with the game's Unity files?

Re: Multi-Category Unit

Posted: Thu Dec 12, 2019 11:35 pm
by Zekedia222
I’m not entirely sure, I’ll figure it out over the weekend, see what I can do. I can only hope that it works through mods, because that would be pretty amazing.

Re: Multi-Category Unit

Posted: Thu Dec 12, 2019 11:43 pm
by Zekedia222
Yeah, cant be done without modifying the base files.