Unknown problem trying to get the hidden apple tree model into the scenario editor.
The model works, I opened it up in Granny Viewer.
When I try to place the apple tree on the ground in scenario editor, I place invisible trees.
I tried changing the model the anim file references to from apple tree to berry bush and the unit is still invisible, so it appears its not a problem of a bad model.
So perhaps the anim file is broken or my proto entry is wrong?
So where is the error?
anim file:
tree_apple.xml
proto entry:
Mummy zombies on the Nile map is actually more historically accurate than tanks being destroyed by pikemen.
Want denser forests and a huge Amazon?
The model works, I opened it up in Granny Viewer.
When I try to place the apple tree on the ground in scenario editor, I place invisible trees.
I tried changing the model the anim file references to from apple tree to berry bush and the unit is still invisible, so it appears its not a problem of a bad model.
So perhaps the anim file is broken or my proto entry is wrong?
So where is the error?
anim file:
tree_apple.xml
<?xml version="1.0" encoding="utf-8"?>
<animfile>
<component>
ModelComp
<assetreference type="GrannyModel">
<file> terrain\trees\tree_apple_a< /file>
</assetreference>
</component>
<anim>
Idle
<component> ModelComp< /component>
</anim>
</animfile>
proto entry:
<Unit id ='43760' name ='AppleTree'>
<DBID> 43760< /DBID>
<DisplayNameID> 43761< /DisplayNameID>
<EditorNameID> 43760< /EditorNameID>
<ObstructionRadiusX> 0.4900< /ObstructionRadiusX>
<ObstructionRadiusZ> 0.4900< /ObstructionRadiusZ>
<MaxVelocity> 0.0000< /MaxVelocity>
<MovementType> land< /MovementType>
<AnimFile> terrain\tree_apple.xml< /AnimFile>
<ImpactType> Wood< /ImpactType>
<Icon> terrain\trees\berrybush_icon_64< /Icon>
<PortraitIcon> terrain\trees\berrybush_portriat< /PortraitIcon>
<RolloverTextID> 43762< /RolloverTextID>
<ShortRolloverTextID> 43762< /ShortRolloverTextID>
<InitialResource resourcetype ='Food'> 1000.0000< /InitialResource>
<ResourceSubType> forage< /ResourceSubType>
<BuildingWorkRate> 1.0000< /BuildingWorkRate>
<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'> < /MinimapColor>
<UnitType> LogicalTypeMinimapFilterEconomic< /UnitType>
<UnitType> LogicalTypeVillagersRespondToAttack< /UnitType>
<UnitType> Food< /UnitType>
<UnitType> Resource< /UnitType>
<UnitType> Nature< /UnitType>
<UnitType> AbstractFruit< /UnitType>
<Flag> StartsAtFullEfficiency< /Flag>
<Flag> Immoveable< /Flag>
<Flag> NoBloodOnDeath< /Flag>
<Flag> ObscuresUnits< /Flag>
<Flag> NoIdleActions< /Flag>
<Flag> NonAutoFormedUnit< /Flag>
<Flag> Doppled< /Flag>
<Flag> SelectWithObstruction< /Flag>
<Flag> PaintTextureWhenPlacing< /Flag>
<Flag> FlattenGround< /Flag>
<Flag> NotDeleteable< /Flag>
<Flag> ForceToGaia< /Flag>
<Flag> ObscuredByUnits< /Flag>
<Flag> DieAtZeroResources< /Flag>
<Flag> Invulnerable< /Flag>
<Flag> DoNotValidateResourceInventory< /Flag>
<Flag> Tracked< /Flag>
<Command page ='10' column ='0'> Delete< /Command>
</Unit>
Mummy zombies on the Nile map is actually more historically accurate than tanks being destroyed by pikemen.
Want denser forests and a huge Amazon?