View Full Version : HOW TO: Create a Civilization
Jecrell Nov 28, 2005, 03:45 PM The following is a guide to creating an entire Civilization (also known as an empire) in Civilization IV. This walkthrough will cover XML basics along with the XML files requiring modification, how to handle the art files, leaderheads, flags, buttons, along with some tips to get desired effects.
This tutorial is designed with the inexperienced modder in mind. There will be many sections dedicated to nearly step-by-step processes included in this rather large tutorial. Such as creating the leaderhead, designing U.U.s, setting up the A.I. of a leader, creating custom diplomacy text, and more.
PLAN AHEAD!
Before you begin, it is always a good idea to lay out a design before rushing into creating your own Civilziation.
Some things you should consider:
City Names
You can have as many city names as you want or only one. The problem with having only only one city name is that when the A.I. makes its second settlement, it'll go to your Civilization's city name list, and if it has no more names to choose from, it will select "ANY" city name. If you removed all of Japan's city names except Kyoto, when the AI or yourself makes a second settlement, you'll get something like Damascus or Mecca as the recommended/chosen city name.
I recommend having at least 12-24 default city names.
Starting Techs
Each Civ usually has starting technologies. These technologies can be any technology in the game. All the regular Civilizations/Empires choose two from the following: Hunting, Fishing, Mining, The Wheel, Mysticism, or Agriculture
Unique Units/Buildings
Consider the various units that can be replaced by your unique units. If you're designing a civilizaion for the Warlords/Beyond the Sword expansion pack you should also plan a unique building to add to your civilization. You might also want to have a good idea of how to balance them with specific promotions/bonuses in mind. Also consider the possibility of skinning the unit, which will be covered briefly in this tutorial.
Leaders
Having a good knowledge of the leader in particular along with their personality/handle of government is a must for creating a new leader. With XML files we can create some AI quirks for your new leader to make use of. Along with their A.I. personality you can assign various traits. In Civilization IV leaders take two of the following traits: (Aggressive, Creative, Expansive, Financial, Industrious, Organized, Philosophical, and Spiritual (Warlords/Beyond the Sword adds Imperialistic and Protective traits as well).
SECTION 1
The Art Files
When modifying the art files in Civilization IV, you're going to need a proper program to modify, DirectDraw Surface, or .dds files. .DDS files are basically similar to regular bitmaps, except that they contain the same image at different resolutions from large to small.
Firstly, you're going to need a proper program to edit these .dds files. Personally I prefer DXTbmp (http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm), which properly generates the mipmaps (the same image at multiple resultions) and is relatively user friendly.
SECTION 1.1
Creating the Flag
The very first task you'll need to do to create a flag for your Civilization is a source image to create the flag from. Once you have your source image -- you want to resize its proportions to 128x128.
http://img324.imageshack.us/img324/7035/untitled18cm.jpghttp://img324.imageshack.us/img324/6851/untitled30gq.jpg
Here is my Carthaginian flag from my Carthage mod on the left. As you can see it looks pretty nice at 128x128, and it's nicely set in the middle so it doesn't wrap around the actual flag mesh. There is only one problem however. When the game actually loads the image is actually "squished" by about 25% in the width, as you can see the results with the image on the right.
To remedy this, we stretch the original image's width by 125% to cancel out this effect. Which results in a properly scaled image within the game.
http://img287.imageshack.us/img287/9527/untitled21ei.jpghttp://img287.imageshack.us/img287/4236/untitled41fj.jpg
Now, with a properly scaled image, we can actually load the image into DXTBmp and create the .dds file. To do this, simply load up DXTBmp (http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm). Then select File -> Open and open up your 128x128 bitmap. Now, double click the white area labeled "Alpha Channel." This should load your default paint/image editing program. Now use the paint bucket tool and fill the entire white area with black. This will make the game use your RGB values rather than the player's in-game color to define the flag.
Now, click File -> Save as -> DDS Texture. Before you save the image, click on the "Save as type" bar, and make sure that the image type is DDS DXT3. Try to keep the name of the file simple (LikeThis.dds). For implementation of the flag, skip to Section 2.3.1 of this guide.
SECTION 1.2
Creating the Leaderhead
Firstly, it's best to have a source image. Here I have a painting of Abraham Lincoln -- although it's been shrunk down for internet use.
http://jecrell.homestead.com/files/lincon2.jpg
Now, when creating a leaderhead, it is a good idea to use the ideal proportions of 512x512, and remembering our law of 125% width from our previous enounter. With this in mind, I stretch this image to the proper proportions.
http://jecrell.homestead.com/files/lincoln3.jpg
Now it may look rather ugly in that sense, but once put into the game, you can see the results in diplomacy look MUCH more pleasing to the eye!
http://jecrell.homestead.com/files/Civ4ScreenShot0035.jpg
Now, you want to treat the leaderhead file exactly as you did before with the flags. To create the .dds file, get DXTBmp (http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm) and start it. Then select File -> Open and open up your 512x512 bitmap. Warning: Don't set the alpha channel black, otherwise there'll be problems with your 2D leaderhead. Click File -> Save as -> DDS Texture. Before you save the image, click on the "Save as type" bar, and make sure that the image type is DDS DXT3.
SECTION 1.3
Creating Buttons
Before you start creating buttons. Typically you'll need three buttons. One for the leaderhead, one for your Civ flag, and one for your Unique Unit. Make your buttons with this in mind for your Civilization.
Button sizes are typically 64x64 pixels. The best idea when creating a button is to firstly create the image for the 64x64 image file. Then, put the image into the Civ4 border. The reason behind the border is that they create an illusion of a button shadow when the alpha channels are applied. This is the border I use; feel free to use it in your mods.
http://img309.imageshack.us/img309/4900/civ4bracket2rt.jpg
The only difference now is the alpha channel. Here is the actual alpha channel used globally for Civ4 buttons. Make sure to set this up before you save your DDS DXT3 files.
http://img186.imageshack.us/img186/5908/buttonalpha3zi.jpg
SECTION 1.4
File Arrangements
Now that you've created the Art files you need to create the actual mod directory and place the files in their proper directories.
Firstly, go into your Program Files\Firaxis Games\Sid Meier's Civilization IV\Mods directory. Now, create a directory of your choosing therein. So it'll be something like Sid Meier's Civilization IV\Mods\YourCiv\. Alternatively you can put your mods in the Warlords/Beyond the Sword expansion directories depending on what game you'd like to play your Civilization in.
Note: Do not go into _Civ4CustomMods directory or your My Games\Sid Meier's Civilization IV\Assets directory. Or else save files may not work properly with your modification. Although I will say that you can put game modifications in the My games\Sid Meier's Civilization IV\CustomAssets\ folder, which will produce immediate results when starting CivIV instead of needing to load a Mod to produce the desired results. I recommend only using CustomAssets if you're simply changing graphics of existing civilizations, and not if you're adding new civilizations/leaders.
Anyway, inside the mod directory -- create the following folders and place the art files.
YourCiv\Assets\Art\Interface\Buttons\Civilizations \(your civ's button here)
YourCiv\Assets\Art\Interface\Buttons\Units\(your UU's button here)
YourCiv\Assets\Art\Interface\TeamColor\(your flag here)
YourCiv\Assets\Art\Interface\Leaderheads\(your leaderhead here)
YourCiv\Assets\Art\Interface\Leaderheads\(your leaderhead's button here)
Fortunately, you do not actually need to specify a .ini file, as you will see in most mod directories, within the directory. It will be created automatically when the modification is loaded. It need only be modified if you feel it nessicary after you load your mod the first time.
Jecrell Nov 28, 2005, 03:46 PM SECTION 2
The XML Files
Now that you've created the art files required for your civilization, you can put them into practice by setting up the XML files. Then you can tell the game where your art files are and how they are set up. Also, you can set up our civilzation's name, leaders, and Unique Unit statistics in these files.
Now, editing XML files is as simple as opening the files in Notepad (I prefer Notepad++ (http://notepad-plus.sourceforge.net/uk/site.htm)) and understanding a few concepts.
There are several types of tags and inputs I've noticed.
Firstly is the open and closed tags.
<Tag>Text Here</Tag>
These tags usually hold information in-between their opening tags and ending tags. Such as your Civilization's name, or the path of your art files.
Secondly are the closed tags.
<Tag/>
These tags are basically closed with no information to divulge. There are a few cases in-which these are nessicary. Try to remember the placement of the / compared to the open and closed tags.
Lastly, are the comment tags.
<!-- Comments here -->
These are what hold comments for the XML files. You can use these yourself to reference particularities in your module/civilization anywhere in the file, but try not to put them inside of tags. Comment tags require <!-- to start the tag, and --> to end the tag. You can use anything in-between.
SECTION 2.1
Getting the Needed XML Files
Creating XML files from scratch is far too much work for anyone out to add a new Civilization. So it is best to borrow the original Civilization IV XML files and place them into our mod directory.
You're going to need the following files from your Sid Meier's Civilization IV directory.
Assets\XML\Art\CIV4ArtDefines_Civilization.xml
Assets\XML\Art\CIV4ArtDefines_Leaderhead.xml
Assets\XML\Civilizations\CIV4LeaderHeadInfos.xml
Assets\XML\Civilizations\CIV4CivilizationInfos.xml
Assets\XML\Interface\CIV4ColorVals.xml
Assets\XML\Interface\CIV4PlayerColorInfos.xml
Assets\XML\Units\CIV4UnitInfos.xml
Assets\XML\GameInfo\CIV4DiplomacyInfos.xml
You want to place copies of these files into your Mod directory similarly as the file structure presented above.
SECTION 2.2
Setting up the XML Text File
The XML text file for you Civilization is a unique kind of XML file. It is the only XML file to my knowledge that can have any filename of your choosing. The other XML files usually have text reference keys. These keys find our custom text references file and pull text data from it.
Here is an example XML Text reference file for a Civilization with 1 leader. Feel free to change it and customize it however you see fit. Also included are many comments to help you in your civ creation process.
http://www.filegone.com/pwlq (Dead link! To be fixed)
You want to place that file in the following directory inside your mod directory.
Assets\XML\Text\
Feel free to rename the file to anything you like, and change all the references inside to fit your Civilization and its leader.
SECTION 2.3
Setting up the XML Art Files
Now we can get started defining the art files so our Civ's graphics can show up in-game. Now, if you don't have any actual graphics prepared you can technically copy references already presented within the art files. So you could use Catherine as a placeholder and you don't need to make new leader/civ references if you reference already made art files.
However, if you have new art files you want to add to the game (and have been following the tutorial thus far), you're going to need to append new references to the XML Art reference files. So, unlike our text file, we *need* the original files in their entirety.
SECTION 2.3.1
CIV4ArtDefines_Civilization.xml
Remember earlier how I explained the opened and closed tags? In this file, the opening tag and closing tag are seperated by a bunch of minature tags. So, the file starts out with...
<CivilizationArtInfos>
and ends with
</CivilizationArtInfos>
And puts <CivilizationArtInfo> </CivilizationArtInfo> (note no S on the end) tags in-between. So effectively, this file creates a list of the art infos for each Civilzation. We don't want to break this when we add our code in.
In the effort of not breaking the file -- let's put the following lines of code after the last </CivilizationArtInfo>.
<CivilizationArtInfo>
<Type>ART_DEF_CIVILIZATION_YOURCIV</Type>
<Button>,Art/Interface/Buttons/Civilizations/(your civ's button).dds</Button>
<Path>Art/Interface/TeamColor/(your flag).dds</Path>
<bWhiteFlag>1</bWhiteFlag>
</CivilizationArtInfo>
Everything is self-explanatory except bWhiteFlag. bWhiteFlag has a b in-front of it because it is what we know as a boolean. Booleans are either true (1) or false (0). Since we have white flag set to true (1), our flag will not automatically be painted the colors of our civilization.
SECTION 2.3.2
CIV4ArtDefines_Leaderhead.xml
If you understood fitting in your XML into the last file, you should have no problem with this one. There's some uinqueness here since the files like using 3D references -- which we can not yet use. New animated leaderheads are not yet supported, so we're going to make closed tags out of the 3D references.
Here's the bit of code we need to add.
<LeaderheadArtInfo>
<Type>ART_DEF_LEADER_YOURLEADER</Type>
<Button>,Art/interface/LeaderHeads/(your leader's button).dds</Button>
<NIF>art/interface/LeaderHeads/(your leaderhead).dds</NIF>
<KFM/>
<NoShaderNIF/>
<BackgroundKFM/>
</LeaderheadArtInfo>
Since we have no NIF to reference, we basically refer to our DDS file instead. Which turns the NIF path tag into our own little Frankenstein DDS reference. The rest of the tags we close up -- since we have no actual 3D files. Although leaving them open with actual references does no harm, but it doesn't do anything really except clutter things up.
Jecrell Nov 28, 2005, 03:46 PM Reserved --
Jecrell Nov 28, 2005, 03:48 PM I'll be adding/revising a lot of this in the coming days. So any questions, comments, suggestions are welcome.
Maxor127 Nov 29, 2005, 06:15 AM Cool, I'll be following this. I have a couple questions. Does the civ flag have to be only 2 colors or can it be anything from a single color to a photo? Also, I was wondering what's required to either edit an existing animated leaderhead or create my own animated leaderhead. How difficult is it? I have a kind of cheap idea to use the Sims 2 to create a leaderhead out of a sim and try to animate him a little bit if it's at all possible and within my ability.
LAnkou Nov 29, 2005, 10:19 AM i think you should speak about the alpha channel and the way to create a decalc flag... if people think they just need to take an image for the flag, they will be disappointed...
gonna follow this
Jecrell Nov 29, 2005, 01:05 PM Cool, I'll be following this. I have a couple questions. Does the civ flag have to be only 2 colors or can it be anything from a single color to a photo? Also, I was wondering what's required to either edit an existing animated leaderhead or create my own animated leaderhead. How difficult is it? I have a kind of cheap idea to use the Sims 2 to create a leaderhead out of a sim and try to animate him a little bit if it's at all possible and within my ability.
Hehe. Well actually you can edit the animated leaderhead's textures. However, you can not, technically, modify the actual mesh yet. What would be a good idea is to create a mesh/texture in 3DSMax (or any 3D creation program) and wait until the ability to translate the 3D files into Civ IV's mesh/animation files.
Currently we're stuck with "flat" leaderheads.
i think you should speak about the alpha channel and the way to create a decalc flag... if people think they just need to take an image for the flag, they will be disappointed...
gonna follow this
I'll show two types as soon as I get done with the "down and dirty" version of this tutorial.
tumbleweed4 Dec 02, 2005, 04:42 PM u talk nothing about where to put all the stuff need to explain it more theroly to us noobies i mean i made all the pics anf flags and butons but now what.....................
Jecrell Dec 03, 2005, 11:34 PM u talk nothing about where to put all the stuff need to explain it more theroly to us noobies i mean i made all the pics anf flags and butons but now what.....................
My bad -- I'll have section 2 up in a bit explaining the XML things that need to be done. Sorry I havn't updated in a while.
Pwyll Dec 04, 2005, 12:24 PM This is very helpful! Thanks for your hard work. I've got my first civilization coming along faster than I expected.
Andicus Dec 04, 2005, 04:52 PM Nice. I used this to get a start on my new civ.
Are you going to include a custom music for your civ in this too? I finally got my custom diplo music working for my civ, but it took me way longer than it should have.
Jecrell Dec 04, 2005, 09:23 PM Nice. I used this to get a start on my new civ.
Are you going to include a custom music for your civ in this too? I finally got my custom diplo music working for my civ, but it took me way longer than it should have.
Diplomatic music and Civilization music tutorials will come later (during Christmas break), because I have yet to personally do it myself. The major reason why I don't really like doing this is that it increases the file sizes greatly for distributed Civs. Although I might create some optional music packs for my Civs.
The next sub-sections of this will be the individual XML files in detail. I hope you've enjoyed the comments and such inside the custom Text .xml file. And seriously guys, feel free to criticize what has been published so far.
mrkingkong Dec 05, 2005, 07:33 AM Help Please!
I am trying to create my own mod and cant for the life of me add civilizations. as a tester i am trying to add Canada as a civ (after following somebody else's tutorial) but it when i load the mod it just wont show up in the civ selection screen (i.e. i cant play as them!)
I have added Mods/Canada/Assets/
in which i have the following:
/XML/Civilizations/CIV4CivilizationInfos
/XML/Civilizations/CIV4LeaderheadInfos
/XML/Text/CIV4GameText_Civilopedia_CivLeaders
/XML/Text/CIV4GameTextInfos_Cities
/XML/Text/CIV4GameTextInfos_Objects
They have the appropriate text in them for a Canada civ (see Cv 4 XML Tutorial Part 1, 2 and 3 for details...its in the tutorials and guides forum).
But i cant get the changes to appear, similar to in the mod i am trying to create. However, i downloaded the Europa Europa mod and that works fine...what am i doing wrong? Is it something to do with the fact that wheni load the mod it says "Loading XML[uncached]" however when it loads the original game it says "Loading XML[cached]" ? If so how do i change this? If not, stil how do i get it to work? Help is much appreciated!
Its kinda driving me :crazyeye: :lol:
thanks a lot,
mrkingkong
Pwyll Dec 05, 2005, 01:59 PM Have you tried clearing the cache? You could delete the CustomAssets folder to force CivIV to reload all the xml files from your mod.
mrkingkong Dec 05, 2005, 02:29 PM Have you tried clearing the cache? You could delete the CustomAssets folder to force CivIV to reload all the xml files from your mod.
No, how would i clear the cache? :sad:
thanks
mrkingkong
Pwyll Dec 05, 2005, 03:42 PM Delete the CustomAssets folder. There should be a folder for CivIV in My Documents\My Games\. CustomAssets will be in that folder. There is also a shortcut from the main directory where you installed CivIV.
Jecrell Dec 05, 2005, 03:59 PM Help Please!
I am trying to create my own mod and cant for the life of me add civilizations. as a tester i am trying to add Canada as a civ (after following somebody else's tutorial) but it when i load the mod it just wont show up in the civ selection screen (i.e. i cant play as them!)
I have added Mods/Canada/Assets/
in which i have the following:
/XML/Civilizations/CIV4CivilizationInfos
/XML/Civilizations/CIV4LeaderheadInfos
/XML/Text/CIV4GameText_Civilopedia_CivLeaders
/XML/Text/CIV4GameTextInfos_Cities
/XML/Text/CIV4GameTextInfos_Objects
They have the appropriate text in them for a Canada civ (see Cv 4 XML Tutorial Part 1, 2 and 3 for details...its in the tutorials and guides forum).
But i cant get the changes to appear, similar to in the mod i am trying to create. However, i downloaded the Europa Europa mod and that works fine...what am i doing wrong? Is it something to do with the fact that wheni load the mod it says "Loading XML[uncached]" however when it loads the original game it says "Loading XML[cached]" ? If so how do i change this? If not, stil how do i get it to work? Help is much appreciated!
Its kinda driving me :crazyeye: :lol:
thanks a lot,
mrkingkong
I'd have to see your code.
Also, I don't like it when people add text to the default text files (You have 3 XML text files) -- it takes more time and energy to combine mods and its generally not good. You have no idea how many times I have said that in my history on this forum... it's like I'm yelling it until my throat bleeds. You can just make your own XML text file and add everything your mod needs into it.
Did you define the Civ's art assets? Looks like you didn't since you're missing the CIV4ArtDefines_Civilization.xml, and CIV4ArtDefines_Leaderhead.xml files. Or did you just reference the default leaders/civs' art?
And I don't think the cache has anything to do with it. You loaded the mod "uncached." Also, deleting your custom assets doesn't really delete the cache. If you have the patch for Civ IV, just hold shift while the game loads (or ctrl -- either shift or ctrl). That clears the cache.
SoCalian Dec 05, 2005, 09:28 PM how do Imake a UU?
Maxor127 Dec 06, 2005, 08:34 AM What should I do if I only want to add a new leader to an existing civilization with his own traits? I made my own leaderhead and I think I'd like to use it to add a second leader to the Romans with my own traits but keep everything else default.
mrkingkong Dec 06, 2005, 12:12 PM I'd have to see your code.
Also, I don't like it when people add text to the default text files (You have 3 XML text files) -- it takes more time and energy to combine mods and its generally not good. You have no idea how many times I have said that in my history on this forum... it's like I'm yelling it until my throat bleeds. You can just make your own XML text file and add everything your mod needs into it.
Did you define the Civ's art assets? Looks like you didn't since you're missing the CIV4ArtDefines_Civilization.xml, and CIV4ArtDefines_Leaderhead.xml files. Or did you just reference the default leaders/civs' art?
And I don't think the cache has anything to do with it. You loaded the mod "uncached." Also, deleting your custom assets doesn't really delete the cache. If you have the patch for Civ IV, just hold shift while the game loads (or ctrl -- either shift or ctrl). That clears the cache.
Thanks for your reply. However i dont beleive that the problem is the leaderheads as i just defined default leaders i.e. one of my races was formally Germany so i left the leader art as Bismarck.
Any ideas what my problem could be then? I had a very similar problem in Civ 3 in that sometimes a change i had made in the files (if i had added a unit, for example) worked and sometimes it didnt. it is highly frustrating, as im sure you can understand. If i sent you the files is there any chance you could look through them to try and see what i am doing wrong? If not no worries! If so, thanks for taking the time to help a noob out.
thanks in advance
mrkingkong
EDIT: when you say about the text files(i.e. you dont like it when people use the default text files,etc) , do you mean you can just have the one file, literally just enter what you want into it. Rather than following the naming pattern of the other files. Or is that just stupid (its not what iv done with my mod by the way)
Jecrell Dec 06, 2005, 05:49 PM EDIT: when you say about the text files(i.e. you dont like it when people use the default text files,etc) , do you mean you can just have the one file, literally just enter what you want into it. Rather than following the naming pattern of the other files. Or is that just stupid (its not what iv done with my mod by the way)
One file.
Try deleting all the entries in a copied text file and entering your own. Or download mine and customize it from there.
Also note, you don't even NEED a text reference file if you plan to directly enter all your text information into the actual files themselves. For instance, instead of referencing city names (TXT_KEY_CITY_CHICAGO) you can just type in city names into the city list directly (Chicago) -- along with leader names and other things. The main purpose of a text reference file is for multiple languages, imo.
how do Imake a UU?
... wow that would be a long response. But basically you want to find an entry within the unit list that you plan to make your unit replace. Copy the entire Unit's reference -- then change its type to your type (not the class). Afterwards you want to reference the UU in the Civilizations xml info files.
SoCalian Dec 06, 2005, 06:20 PM I got the XML part of the Unit, I ws asking more about how to do the skins. I am also having trouble with the XML. there is a problem, and I don't know how to explain, or fix. I'll attach the file, and If some one could look over it, that would be greatly apreciated.
http://www.civfanatics.net/uploads10/California_Civ1.zip
DiRectum Dec 08, 2005, 06:45 AM Hi, i am currently workin on the Frisian Civilization. I just started, so i only have the concept and preperations at the moment. I am planning to do it with two leaders. So I wondered if it is possible to add two special unitis. One for the first (Grûtte Pier) and one for the second leader (King Redbad). So the special unit of the first leader isn't present, when you choose the second (and the other way around).
I am also wondering if i can make the two leaders extra suspcious and wary againts foreign religions and neighboring civs.
Jecrell Dec 09, 2005, 01:51 PM I'm gonna hold off work on this for a bit -- finals are coming up here at college. Check back in a week or so and I'll have all your questions answered and a lot of information up on the first page.
SoCalian Dec 09, 2005, 06:42 PM I have a fixed version of it in the link above, but some of the art work isn't working, i'm not sure what the problem is, since I followed you directions exactly.
Jecrell Dec 11, 2005, 07:56 AM I have a fixed version of it in the link above, but some of the art work isn't working, i'm not sure what the problem is, since I followed you directions exactly.
Your leaderheads are stretched to 1024x512 pixels... that could explain some kind of graphical errors. You want the pixels at 512x512 -- the stretching of 125% width doesn't mean adding another 100% to the width...
Just get your base image at 512x512 -- and without manipulating the canvas size -- stretch the actual image inside the canvas to 125% width... Lincoln on the first page is a good example.
SoCalian Dec 11, 2005, 04:36 PM can you do that with paint?
Jecrell Dec 11, 2005, 05:41 PM can you do that with paint?
You can -- but it's difficult.
Go to Image - > Stretch/Skew.
Set Stretch to 125% and click okay.
Now select 512x512 pixels of the image.
Copy that.
Make a new image at 512x512, and paste.
Fachy Dec 11, 2005, 06:05 PM Sorry didn't mean to post here at all so I deleted my post
But ahem, since I'm here... anyone knows how to change the existing leader's traits? :D
SoCalian Dec 11, 2005, 09:41 PM You can -- but it's difficult.
Go to Image - > Stretch/Skew.
Set Stretch to 125% and click okay.
Now select 512x512 pixels of the image.
Copy that.
Make a new image at 512x512, and paste.
ok, how would you specify a 512x512 square to crop with?
Lujan Dec 12, 2005, 10:55 AM Thanks for your reply. However i dont beleive that the problem is the leaderheads as i just defined default leaders i.e. one of my races was formally Germany so i left the leader art as Bismarck.
I am going to take a shot at this just because of your last sentence here.
Perhaps you have the Leader "Bismark" being used twice in your CIV4CivilizationsInfo.XML file? I am not positive, but I don't think the game would like you having the same leader for two Civs?
Perhaps you should make a copy of Bismark and just add in a quick new leader that isn't used anywhere else.
arseface Dec 14, 2005, 05:06 AM I cant save my alpha channel:cry: . I keep clicking save in paint AND in Dxtbmp but everytime i reload it it is just white:cry:
Kingdomcome Dec 16, 2005, 11:24 AM I cant save my alpha channel:cry: . I keep clicking save in paint AND in Dxtbmp but everytime i reload it it is just white:cry:
Do you save it first, or you reload it first?
i reload first, and save after.
By the way... that you so much Jecrell for your indepth advices and for all the hard work.
But... i did all you said before, and i still have problems with this:
My team color is white and I have a flag (white with a blue cross) all done, and i made the Alpha channel all black except the blue cross (i think black means transparent, right?so, i wanted all white except the cross). anyhow all i get is a white flag with a BLACK cross! Where do you think i messed up ?
thanks in advance (did u get you finals score yet?)
:king:
john0452 Dec 16, 2005, 04:43 PM Great tutorial Jecrell :thanx: It only took me a few hours to get an error free fully working mod. :D
darkpaw Dec 17, 2005, 02:51 PM Great tutorial, I'm having a bit of a problem with my civ though. Everything plays great for about 20 turns then crash to desktop. All of the graphics load as expected, leaderhead looks good. I've made contact without other races without problems. Eventually though its just crash, bang, and out. Any ideas or any place I can look for a troubleshooting log? I've tried the output dump from the civ ini, but I can't make any sense of the output.
Jecrell Dec 18, 2005, 04:09 AM Great tutorial, I'm having a bit of a problem with my civ though. Everything plays great for about 20 turns then crash to desktop. All of the graphics load as expected, leaderhead looks good. I've made contact without other races without problems. Eventually though its just crash, bang, and out. Any ideas or any place I can look for a troubleshooting log? I've tried the output dump from the civ ini, but I can't make any sense of the output.
I've had the same problem before -- it stopped eventually -- I had no idea what I did eventually to stop it.
I'm assuming it might have to do with restarting the terminal, clearing the cache, or mudding around in the XML. Sorry I can't be a big help, but when I did a complete revamp of the game's Civilizations in another mod, I got the same kind of problem and thought I was going crazy.
I'm back again to work on this tutorial btw. Sorry it's been a while.
Maxor127 Dec 18, 2005, 02:50 PM Have you encountered a pink box appearing where your leaderhead should be while trying to use it in multiplayer? Because that is what is happening to me and I don't know why. My LH looks fine in singleplayer but shows up as a pink box in any LAN or Internet game I create even if I'm the only one playing it.
generalshake Dec 19, 2005, 06:35 PM I cant save my alpha channel:cry: . I keep clicking save in paint AND in Dxtbmp but everytime i reload it it is just white:cry:
I'm having a similiar problem. I downloaded a mod and it works fine. The problem is the flag shows all white. So I've been trying to change the flag using the guide here in this thread.
I change the alpha to black (is it supposed to be all white and then all black?) and then save both. When I load it up again it's back to white.
I'm still somewhat new at modding or editing mods and such, but I'm betting this is also causing the flag in game to be all white. Any help would be most appreciated.
I'm also going to load the original dds and the flagDecal from the mod in the hopes that if the fix is above my head someone may be able to fix it for me LoL.
Edit : had to put them in a zip file as wasn't uploading in the base format.
SoCalian Dec 19, 2005, 07:12 PM ok, in DTXbmp, when I go to edit the alpha channel, to make it black, it goes to edit in paint, I fill to black, then click save. Now should it show up as black in the alpha channel window in DTXbmp?
generalshake Dec 19, 2005, 08:53 PM I'm having a similiar problem. I downloaded a mod and it works fine. The problem is the flag shows all white. So I've been trying to change the flag using the guide here in this thread.
I change the alpha to black (is it supposed to be all white and then all black?) and then save both. When I load it up again it's back to white.
I'm still somewhat new at modding or editing mods and such, but I'm betting this is also causing the flag in game to be all white. Any help would be most appreciated.
I'm also going to load the original dds and the flagDecal from the mod in the hopes that if the fix is above my head someone may be able to fix it for me LoL.
Edit : had to put them in a zip file as wasn't uploading in the base format.
Well I was able to set the alpha to black. Now the flag shows up in game. However it has a blue tint over it. When I open it in the dds editer thing the alpha is back to showing white. Either way half the battle is over. I welcome any advice on removing the blue tint though.
smellymummy Dec 19, 2005, 11:52 PM are there any definitions, or any info really, available about the values in CIV4LeaderHeadInfos.xml that concerns the AI decisions?
Charcoal Dec 20, 2005, 01:42 AM smellymummy: Here (http://modiki.apolyton.net/index.php?title=LeaderheadInfos) it is, my good man.
SoCalian Dec 22, 2005, 11:06 PM I think I figured out what my problem was (even after resizeing), THe DDS converter he recomends, wont save the alpha channel when I change it to black. I follow all of his directions to a t, and it just doesn't work. It saves the alpha channel when I use one of the button alphas he has on the first page, but not when I simply change it to all black. odd. Could some one explain this to me, or recomend another program that might work better?
john0452 Dec 23, 2005, 04:45 AM I just used irfanview (you could even use paint) to create and save a 128x128 black .bmp file (call it black.bmp so you can find it easy) then import that as the black alpha, like you do when you create a button, seems to work fine for me. :P
PrestO Dec 24, 2005, 10:56 AM Ok, I've followed the tutorial perfectly, but I can't load up my Civ. I get the following error when I try to load up my mod w/ my civ...
http://img423.imageshack.us/img423/7310/untitled2xi.jpg
Here (http://www.filegone.com/5cne) is my work so far in case it helps you figure out what the problem is...
Thanks in advance!
smellymummy Dec 24, 2005, 01:02 PM double check your xml files, starting with gametextinfos_orangeafros.xml on the first line
PrestO Dec 24, 2005, 03:01 PM double check your xml files, starting with gametextinfos_orangeafros.xml on the first line
Well, yeah. But I wouldn't know what would be wrong and what is needed to be fixed...cause I'm a noob at XML.
smellymummy Dec 24, 2005, 04:11 PM well yeah ;) see the first error message, you can read 'error parsing XML file' basically that means it wasn't able to go through the XML file.
then it shows you what XML file it's complaining about: xml\text\gametextinfos_orangeafros.xml
and then it even shows you where! which really makes it easy to fix the file. where it says:
Line: 1, 1
that pretty much means the first line (the first one). I'm not sure what the second value (the second one) means though. lines aren't usually that long so the second doesn't seem to matter
then at the end of that first error message, it shows what it didn't like. what you need to do is open up that modded xml file, and an original game xml file of that type (text infos), compare the first line and make sure your copy is correct.
for the other error message, that's probably because of the first xml parsing messing up. fix the orange afros file and things should clear up
good luck:cool:
euro2000 Dec 25, 2005, 02:43 AM I have same problem as Presto... When I try load my "civ", it shows same error ( xml\text\gametextinfos_polska.xml ). Now I wonder, maybe Jecrell example file is corrupted ;) or maybe we can't run our "civ" after 2 Sections of Jecrell tutorial :mischief: ...
Anyone made workin mod after that 2 Sections?
BTW: Merry Christmas and Happy New Year... i nie pijcie za duzo :D
john0452 Dec 25, 2005, 03:45 AM I remember some kind of errors at the start of my modding too.
I solved the problem by copying the full set of game XML's to a modding folder to play with.
Find them under 'Program Files\Firaxis Games\Sid Meier's Civilization IV\Assets\XML\' I then deleted everything but the header details, pasted the stuff I wanted from Jecrell's file and saved it. I know it seems strange but that solved the problem and I have a working mod, check my sig. I will post my a copy of my gametextinfos for you to mod. Check it out below:
108820
SoCalian Dec 25, 2005, 05:20 PM My mod worked, but you really have to check those XML files, and make sure they are right.
PrestO Dec 26, 2005, 02:01 PM Is it possible to have 2 new civs in one mod? If so, how do you set up the GameTextInfos file in the "Your Mod"\Assets\XML\Text folder?
SoCalian Dec 26, 2005, 03:50 PM yes, it is possible. CivAmrmy has made a few modpacks with several civs in them. I would asume that everything would be the same as it is with adding one new civ, only you put in two new entries.
Raize Dec 26, 2005, 06:06 PM Guys, about DXTBmp:
- When you double click the alpha channel, it brings up paintbrush with a white square. This is is your editable alpha channel. Make your changes, then Save the bmp from within paintbrush. YOU'RE NOT DONE YET.
- Now click on the third button from the left just under the Alpha Channel within DXTBmp. When you mouseover it, it should say "Refresh After Edit". Once the changes show up, save as a DXT3 texture.
NOW, you're done.
SoCalian Dec 26, 2005, 06:52 PM yeah, I do that, and iot still doesn't work.
mrkingkong Dec 29, 2005, 04:24 AM I have same problem as Presto... When I try load my "civ", it shows same error ( xml\text\gametextinfos_polska.xml ). Now I wonder, maybe Jecrell example file is corrupted ;) or maybe we can't run our "civ" after 2 Sections of Jecrell tutorial :mischief: ...
Ok Jecrell,the problem was in that original line of your document in my case. Your document states "<?xml version="1.0" encoding="utf-8"?>"
when in fact on my version of Civ 4 (the English version???) it needs to be
"<?xml version="1.0" encoding="ISO-8859-1"?>".
There were also a few numerous errors in the actual file that i found, which caused me problems for a while. Could cause other noobs such problems. Would suggest revising a gametextinfos.xml file to prevent further confusion.
mrkingkong
IamSid Dec 30, 2005, 12:34 PM Somehow I only have 2 of the XML files that you said we needed!!
Shichiaikan Dec 30, 2005, 07:49 PM Are there any known issues with creating "supercivs" i.e.: a civ with some ridiculous number of starting techs, a bunch of UU's, etc... I've read various opinions and stuff on this, but I've yet to see any really conclusive answers either way.
SoCalian Dec 31, 2005, 12:12 AM AFAIK, no ther isn't.
Jreijiri Dec 31, 2005, 04:23 PM Is there a way to put a special unit to a leader ?
e.g: if I choose washington I will have unit X
But if I choose roosevelt I will have unit Y
Charcoal Dec 31, 2005, 05:37 PM Are there any known issues with creating "supercivs" i.e.: a civ with some ridiculous number of starting techs, a bunch of UU's, etc... I've read various opinions and stuff on this, but I've yet to see any really conclusive answers either way.
3 starting techs, 4 leader traits, 2 UU's and 1 UB didn't have any problems.
Jreijiri Jan 01, 2006, 09:28 AM Is there a way to put a special unit to a leader?
e.g.: if I choose Washington I will have unit X
But if I choose Roosevelt I will have unit Y
And I can't find art0.FPK !! I have installed the newest version of civ (1.59)
PLEASE TELL ME WHERE TO FIND IT !!!!!! :cry:
Defectiv Jan 02, 2006, 03:17 AM Damn, i wish i had seen this thread before trying to figure it all out myself, would have saved me a lot of head aches :)
But still some good info in here that i hadn't figured out yet, mostly on the graphical part, like the alpha channels.
Jettatore Jan 02, 2006, 10:05 AM Nevermind. I got it working... Turns out this tutorial is not yet complete. If you can't get your new Civ working use this tutorial to fill in the blanks, there are a few more steps that you need to take care of before you can play as your new Civ...
http://forums.civfanatics.com/showthread.php?t=148507
Broken Legion Jan 13, 2006, 08:54 AM I just wanna say thanks to Jecrell for this tutorial, I've gor my first Armenian civ running, which I hope to put here some time, one little problem though, when you're talking about making the Aplhas black or the button alpha, you don't mention that you have to save it and then click the load from edit button in DXTBmp. Other than that, class, thanks
IamSid Jan 16, 2006, 08:32 AM Alright I have done exactly what you said and I still get these errors.
XML File xml/text/gametext/info_yourciv.xml.
Tag: UNIT_YANKEE_BRONX_BOMBER in info class was invalid.
Tag: LEADER_GEORGE_STEINBRENNER in info class was invalid.
Thanks in advance.. Here is the "mod".
http://files.filefront.com/FILE_VOTE.../fileinfo.html
Thank you in advance!
impervius Feb 12, 2006, 03:21 AM How can i add Impervius, my leader, as an additional leaderhead for the romans? I am fine to use the roman UU as i dont want to simply have no uu at all.
flyingsquirrel Mar 01, 2006, 08:31 PM can you make a background? as in, can you possibly do it
The Conquerer22 Apr 30, 2006, 12:43 PM What exactly do you mean by Buttons
mrkingkong May 01, 2006, 05:51 AM How can i add Impervius, my leader, as an additional leaderhead for the romans? I am fine to use the roman UU as i dont want to simply have no uu at all.
<<<EDIT: Okay this may be unclear below as i had some trouble formatting my post, but follow the indentation conventions of the file you are editing wherever possible. This makes it easier to edit and to troubleshoot later. Thanks>>>
Firstly, if you havnt created a Mod personal to you i would suggest doing this now. Basically, just open the 'Mods' folder in the Civ4 directory folder, and Create a New Folder called whatever you want (referred to by me from now on as <YourMod>). Now, inside that create a "Assets" folder.
Now, from the main "Assets" folder (Program Files/Firaxis Games/Sid Meiers Civilization 4/Assets in my case) copy and paste the "XML" folder and the "Art" folder into '<YourMod>/Assets/'.
Im only going to deal with the actual XML modifications. If you have Artwork for the leader (i.e. a button and a leaderhead, whether animated or still) i would suggest carefully reading earlier in this post so you know how to add them.
In <YourMod>/Assets/XML/Civilizations/
find the Civ4CivilizationInfos.xml file, and the Civ4LeaderHeadInfos.xml file
Open Civ4CivilizationInfos.xml and find <Type>CIVILIZATION_ROME</Type>. Near the bottom of this entry, you will find a line that says:
<Leaders>
<Leader>
<LeaderName>LEADER_JULIUS_CAESAR</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
</Leaders>
Add this to the file, so it reads:
<Leaders>
<Leader>
<LeaderName>LEADER_JULIUS_CAESAR</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
<Leader>
<LeaderName>LEADER_IMPERVIUS</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
</Leaders>
Save the file (making sure it is the one in your Mod's Assets folder, rather than the main Assets folder.
Then open Civ4LeaderHeadInfos.xml file
Find the <Type>JULIUS_CAESAR</Type>, copy all the information from the <LeaderHeadInfo> just above it to the </LeaderHeadInfo> at the bottom of it's entry (just after all the diplomacy music), and paste at the bottom of the file (after the last </LeaderHeadInfo> but before the last </LeaderHeadInfos>.
Change the <Type> tag to read <Type>LEADER_IMPERVIUS</Type>, and change the following two lines so they read:
<Description>TXT_KEY_LEADER_IMPERVIUS</Description>
<Civiliopedia>TXT_KEY_LEADER_IMPERVIUS_PEDIA</Civilopedia>
The next line is more complicated. If you have Art and you have added it to the appropriate folder (see some of the first posts), you will write something like the following:
<ArtDefineTag>ART_DEF_LEADER_IMPERVIUS</ArtDefineTag>
If not, I would suggest leaving it as 'ART_DEF_LEADER_JULIUS_CAESAR'. You can always edit this later.
Next is the rather more complicated matter of adjusting the AI for the leaders preferences, but i havnt got time to write them all here. Best just to experiment, and if youre really no idea what a tag does, then ask on the main Civ4 C&C forums.
Save this, again making sure it is in your mod folder rather than the main Civ4 folder.
You can now use this unit in the game, presuming you have used the default graphics for Julius Caesar. If not, you may want to re-read the part earlier in this thread about Art Defines. You may also want to edit the Text files, because the leader currently is called "TXT_KEY_LEADER_IMPERVIUS" in the game, and you may want to create a text file that tells the computer to replace wherever it sees this with the actual text "Impervius". Again, this is very well structured earlier in the thread, and i am running out of time.
If you do have any questions, feel free to PM me, and i will do my best to answer youre questions. But for now my patience has goneand im bored, and hungry.
Hopefully this helped in some small way at least :)
mrkingkong
mrkingkong May 01, 2006, 05:56 AM What exactly do you mean by Buttons
A button is the smaller square picture. An example is a leaderhead button, which is the one displayed on the right hand side of the Civ selector screen. There are other examples dotted in various places around civ! ;)
mrkingkong
jawz92 May 04, 2006, 04:02 AM What do u do with the buttons?
I dont get what theyre for.. :confused: :xmastree:
jawz92 May 04, 2006, 06:24 AM when you have downloaded the yourciv xml and you place iin the right map, and then open it, are you supposed to edit it right there? or do u open it in notepad?
mrkingkong May 05, 2006, 08:20 AM when you have downloaded the yourciv xml and you place iin the right map, and then open it, are you supposed to edit it right there? or do u open it in notepad?
You can edit it with any text editor you want which supports ascii files (which any of them shold be able to, NotePad,WordPad, Microsoft Word, whatever). I find it easier, however, to right click and then "open with...<the text editing program>" (WordPad in my case), and then just save it (make sure it is in the YourMod/Assets/XML/Text/ folder). However pretty much any text editor can be used, as long as it is saved as an xml file.
What do u do with the buttons?
They aren't actual buttons that carry out commands, a "button" is a small square picture that represents a unit/leaderhead/whatever in a space where there isnt enough space to display the whole picture, or where an animated model wouldnt be right (the Foreign Advisor screen shows examples of military buttons, and the civilopedia displays "buttons" of various things if my memory serves correct). They are just smaller pictures representing a unit/LH/tech graphically.
hope that helps
mrkingkong
esnaz May 08, 2006, 05:13 PM i've been using ur guide up until the end of it, when will you be back to continue the guide?
The Conquerer22 May 19, 2006, 02:19 PM A button is the smaller square picture. An example is a leaderhead button, which is the one displayed on the right hand side of the Civ selector screen. There are other examples dotted in various places around civ! ;)
mrkingkong
Thanks, The Conquerer 22
olemunky May 24, 2006, 07:29 AM I have followed Sections 1 and 2, but it is not complete. I still need to know how to make my UU. Can someone help me with that?
mrkingkong May 24, 2006, 01:00 PM I have followed Sections 1 and 2, but it is not complete. I still need to know how to make my UU. Can someone help me with that?
The XML text (actually implementing it in the game) or the actual graphics of the UU?
The XML i can help you with, but unfortunately im no graphics artist... ;)
mrkingkong
Officer Reene May 24, 2006, 04:14 PM Nevermind. I got it working... Turns out this tutorial is not yet complete. If you can't get your new Civ working use this tutorial to fill in the blanks, there are a few more steps that you need to take care of before you can play as your new Civ...
http://forums.civfanatics.com/showthread.php?t=148507
Guys, Guys, Guys!
As pointed out before by Jettatore...
go to this link to get the complete (well almost) way to create a Civ
I used it and created 3 unique civilizations (with 6 unique units)
and I had no problems with it
they all work and I still use them
Charcoal explains it in detail on what files/art pics/folders you have to create or modify
I really recommend it! :goodjob:
NOTE: I dont know it all (or any Python for that matter :sad: ), but Im pretty handy when it comes to XML and dds art skin files :mischief: (sorry no model applications) but if you have a question PM or post it and I will try to help ya ;)
Slavic Sioux Jun 02, 2006, 04:18 PM I am having truble understanding the leaderhead and flag thing.It says that I can't expand my leaderhead image more than 500by500 why is that???
Slavic Sioux Jun 02, 2006, 04:41 PM aslo when I tried to load the flag I wanted it would not let me why is that???
Officer Reene Jun 02, 2006, 06:02 PM I am having truble understanding the leaderhead and flag thing.It says that I can't expand my leaderhead image more than 500by500 why is that???
can you be more specific?
what are you doing?
what art/photo programs are you using to expand?
have you tried using this tutorial?
http://forums.civfanatics.com/showthread.php?t=148507
it explains things more thoroughly...
please provide more information on your problems...
like what steps you are following.... and where does the errors occur...
Officer Reene Jun 02, 2006, 06:04 PM aslo when I tried to load the flag I wanted it would not let me why is that???
what do you mean load a flag?
load it into the CIV4 Game?
load the flag image into a view/art program?
explain what steps you have done...and where you are have problems.....
Altantis24 Jun 28, 2006, 07:11 PM i am a begginer to modding but i have a question can you have a different unique type and different units.
like special forces for my unique
and like greek people for the other units
if so do you know how
Officer Reene Jun 28, 2006, 08:47 PM i am a begginer to modding but i have a question can you have a different unique type and different units.
like special forces for my unique
and like greek people for the other units
if so do you know how
you can make unique units... for any civs
you can make regular units for all civs
you can make custom buildings and national/world wonders...
that's what great about Civ4! :D
and most of it is done with the XML files which are easy.... ;)
to make unique units... follow this tutorial:
http://forums.civfanatics.com/showthread.php?t=148507
its for creating new civs...but also covers unique units...
you can use these two links to find XML references and what taglines mean...
(you may have to cross reference since some of info is covered in one link but not the other :crazyeye: )
http://civ4wiki.com/wiki/index.php/Xml_files
http://modiki.apolyton.net/index.php?title=Reference_xml
both links references are not complete
but they have a lot of good stuff....
good luck! and post if you have any other problems/questions :goodjob:
fts Oct 07, 2006, 11:45 AM hi, i've tried to do my own civ, but doesnt work...
could you please see what's wrong with it?
here is my file:
http://mitglied.lycos.de/fts86/NewCiv.zip
if it becomes good, i can also do the leader animation, but till then, it's not usefull
Officer Reene Oct 07, 2006, 12:29 PM hi, i've tried to do my own civ, but doesnt work...
could you please see what's wrong with it?
if it becomes good, i can also do the leader animation, but till then, it's not usefull
well Im kinda busy (moving) but if you post your files... I'll try to take a look :mischief:
fts Oct 07, 2006, 12:37 PM well Im kinda busy (moving) but if you post your files... I'll try to take a look :mischief:
i've edited my post, you can have the file now
Officer Reene Oct 07, 2006, 02:52 PM i've edited my post, you can have the file now
I couldnt get the link to work... it crashed my web explorer :sad:
fts Oct 08, 2006, 03:12 AM I couldnt get the link to work... it crashed my web explorer :sad:
i've got some problems with uploading the file.. can i send it via msn or e-mail?
Officer Reene Oct 08, 2006, 03:26 AM i've got some problems with uploading the file.. can i send it via msn or e-mail?
you can e-mail it too me... but like I said before.... it may take me a while since I am busy....
you may want to get another person to look at it too...:mischief:
fts Oct 08, 2006, 03:30 AM you can e-mail it too me... but like I said before.... it may take me a while since I am busy....
you may want to get another person to look at it too...:mischief:
ok, anione else who can take a look at my modmod?
Officer Reene Oct 08, 2006, 04:01 AM ok, anione else who can take a look at my modmod?
you can still e-mail me it though....:mischief:
fts Oct 08, 2006, 07:38 AM , also hotmail doesn't let me upload the file
do you know a web site where i can upload it?
Officer Reene Oct 08, 2006, 08:06 AM , also hotmail doesn't let me upload the file
do you know a web site where i can upload it?
have you tried to rar file it into an email?
I can get rar files....
or you can just upload it here and I can d/l it here
strategyonly Oct 08, 2006, 08:09 AM I just used the easy upload system in your quick links works great.
btw: Thx Officer Reene
fts Oct 08, 2006, 01:31 PM http://apolyton.net/go.php?forums/attachment.php?s=&postid=4617720
here should you be able to have it
fts Oct 08, 2006, 02:28 PM I just used the easy upload system in your quick links works great.
btw: Thx Officer Reene
thx, i've finally done it:
http://forums.civfanatics.com/uploads/101466/New_Civ.rar
Officer Reene Oct 10, 2006, 08:16 PM thx, i've finally done it:
http://forums.civfanatics.com/uploads/101466/New_Civ.rar
ok so far I tested your mod out and the first thing I discovered is that your mod is not updated to the 1.61 Patch....
then I hit a brick wall :mad:
What Civ did you add?
I found the art files but I didnt see any new civs added to the XML files....
(I looked at the end of the XML file data but didnt find anything new)
what is the name of your civ that you added?
fts Oct 11, 2006, 08:58 AM ok so far I tested your mod out and the first thing I discovered is that your mod is not updated to the 1.61 Patch....
then I hit a brick wall :mad:
What Civ did you add?
I found the art files but I didnt see any new civs added to the XML files....
(I looked at the end of the XML file data but didnt find anything new)
what is the name of your civ that you added?
i've put the pics and the description:
http://forums.civfanatics.com/uploads/101466/Italia.rar
Officer Reene Oct 11, 2006, 01:31 PM i've put the pics and the description:
http://forums.civfanatics.com/uploads/101466/Italia.rar
I began checking your info... and I know why your mod doesnt work...
It is incomplete! :mischief:
you put all the art files in...
but you only added the CIV4CivilizationInfos.xml file for Italia Civ
(However you did not define your custom leaders - you used Roosevelt and Washington :eek: )
You did not define your leaders in CIV4LeaderheadInfos.xml
(or I did not find them)
You did not define your unique units (if you used any) CIV4UnitInfos.xml file
(or I did not find them)
you also are missing alot of XML files that need to be edited when adding Civ
I suggest you follow this tutorial (which is more complete than this one):
http://forums.civfanatics.com/showthread.php?t=148507
It should explain exactly what you need to do to add a Civ including flags/unique units/etc
after you follow those instructions you should be good to go...:goodjob:
if you still have problems... let me know and I'll try to help you again ;)
your mod is just way too incomplete for even me to work on....:sad:
FYI: You might want to place any new info at the END of the XML file... where it will be easier to find :D
fts Oct 12, 2006, 01:56 PM all you need is there:
leader: vittorio emanuele II
unit: garibaldi
team color: italia
the pics are also there... i've tried to do that, but don't understand all
Officer Reene Oct 12, 2006, 03:18 PM all you need is there:
leader: vittorio emanuele II
unit: garibaldi
team color: italia
the pics are also there... i've tried to do that, but don't understand all
do you want me to make those missing files? :confused:
because I dont have time to do it
I suggest you check that tutorial I posted previously
FYI: you also need to define the characteristics/values of your units/civ/etc because they can vary and that is up to the creator
strategyonly Oct 13, 2006, 05:19 PM When doing LeaderHeads what are the two numbers for: see the ones in red:
<Button>,Art/interface/LeaderHeads/Btn_LH_Aztec_Montezuma.dds,Art/Interface/
Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,6 ,10</Button>
Also what am i doing wrong here: <LeaderheadArtInfo>
<Type>ART_DEF_LEADER_ODA</Type>
<Button>,Art/interface/LeaderHeads/odab.dds</Button>
<NIF>art/LeaderHeads/Oda/Odanobunaga.dds</NIF>
<KFM/>
<NoShaderNIF/>
<BackgroundKFM/>
</LeaderheadArtInfo>
Officer Reene Oct 13, 2006, 11:39 PM When doing LeaderHeads what are the two numbers for: see the ones in red:
<Button>,Art/interface/LeaderHeads/Btn_LH_Aztec_Montezuma.dds,Art/Interface/
Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,6 ,10</Button>
those numbers are for the atlas.... however if you use a custom image, you usually dont use that last part....
it should look something like this:
<Button>Art/interface/LeaderHeads/Btn_LH_Aztec_Montezuma.dds</Button>
Also what am i doing wrong here: <LeaderheadArtInfo>
<Type>ART_DEF_LEADER_ODA</Type>
<Button>,Art/interface/LeaderHeads/odab.dds</Button>
<NIF>art/LeaderHeads/Oda/Odanobunaga.dds</NIF>
<KFM/>
<NoShaderNIF/>
<BackgroundKFM/>
</LeaderheadArtInfo>
Im not sure but I removed the comma and that might work:
this:
<Button>,Art/interface/LeaderHeads/odab.dds</Button>
should look like this:
<Button>Art/interface/LeaderHeads/odab.dds</Button>
(Note comma removed)
I hope that helps ;)
strategyonly Oct 14, 2006, 01:49 AM Got them working, thx.
Officer Reene Oct 14, 2006, 04:04 AM NOPE didnt work?? I tried using the map and it even left his name off the list and made it a random choice?
Check the Civilopedia and make sure you can see his Image (BOTH large and small button)
If you cannot see him or his listing... then your dds files are wrong
the button needs to be 64 x 64
the diplomacy image needs to be 512 x 512
also make sure the path is correct and the images are in the right directory
hope that helps ;)
strategyonly Oct 14, 2006, 04:21 AM Got them working, thx.
strategyonly Oct 14, 2006, 08:42 AM Got them working, thx.
esnaz Oct 15, 2006, 02:21 PM When I create the building for my civ, I click on it to create it, and the game crashes!!! A lot of people say that I have to make sure that my building's art is defined in Civ4ArtDefines_Building.xml file, which it is!!! I copied and pasted the ART_DEF_BUILDING_YOURBUILDING onto the Civ4ArtDefines_Building.xml, and it still doesn't work!!!
HELP!!!:confused:
Officer Reene Nov 13, 2006, 04:23 PM When I create the building for my civ, I click on it to create it, and the game crashes!!! A lot of people say that I have to make sure that my building's art is defined in Civ4ArtDefines_Building.xml file, which it is!!! I copied and pasted the ART_DEF_BUILDING_YOURBUILDING onto the Civ4ArtDefines_Building.xml, and it still doesn't work!!!
HELP!!!:confused:
usually when the game crashes... the images (.dds files) are the wrong size and/or quality (alpha channel)
remember buttons need to be 64 x 64 (dds)
the only item that really needs alpha channel is the flag...
... although specialists/great specialists, resources, and some other images I cant remember use alpha channel also... but that is not vital to the game...
(The flag wont appear if there is no correct alpha channel put into image)
so check all your image formats (dds files) and make sure they are the right size and type...
or if you want that building MODEL to appear in the game (city view map) you may have edited CIV4CityLSystem.xml file
unless you know what your doing... or really really really want that building model to appear in the city game map.... I would not mess with it.... (causes crashes if it is not exactly edited right)
In the long run it is only cosmetic and only will not APPEAR in the game... but the building characteristics will be in the games format....
(I dont use it in my mod)
hope that helps ;)
strategyonly Nov 13, 2006, 04:46 PM I suggest you put your info here in a spoiler, that way someone could look at what you have and see, its alot easier looking at the problem rather than writing about it, just a thought. But 98% of the problem is just what Officer Reene said. Mine was a darn extra . once. Something so simple yet so far away.
redazncommieDXP Jan 07, 2007, 03:58 AM How would I go about replacing an existing leaderhead? Isabella's, for example?
Officer Reene Jan 07, 2007, 05:24 AM How would I go about replacing an existing leaderhead? Isabella's, for example?
can you be alittle bit more specific?
I dont know why'd you want to replace it... you can just copy it but put your info (see original thread posts) you'd want...
if you want to make sure Isabella not being able to pick by human players... well you can disable it by editing a copied file of CIV4CivilizationInfos.xml file (making sure it's in your modded folders) and find this:
<Leader>
<LeaderName>LEADER_ISABELLA</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
and change it to this:
<Leader>
<LeaderName>LEADER_ISABELLA</LeaderName>
<bLeaderAvailability>0</bLeaderAvailability>
</Leader>
now if you dont want the AI to pick it in RANDOM ..then you gotta do more work... which I can explain later but its a lot of work per se... more cutting out txt and tagline info in many files....
(Easiest way is to pick your AI rivals yourself to save the grief of doing the extra work)
as previously mentioned you can replace her by making a new leaderhead and then change the leadername tag:
from this:
<Leader>
<LeaderName>LEADER_ISABELLA</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
to this:
<Leader>
<LeaderName>LEADER_CUSTOM_NAME</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
(FYI: LEADER_CUSTOM_NAME is just a made up name for example purposes only. you can use any name definition you want)
REMEMBER you will have to add your new Leader to the specifric xml files and have the correct .dds files and reference added. :crazyeye:
Just follow the original postings about leader and images (you dont have to worry about the civilizations part if you are not adding a new civ)
again Im not sure what is it exactly you want...
but I hope this helps ;)
redazncommieDXP Jan 07, 2007, 06:37 PM Actually, all I wanted to do was replace the art for the leaderhead- I managed to figure it out, but thanks anyways. Cheers!
Officer Reene Jan 07, 2007, 10:00 PM Actually, all I wanted to do was replace the art for the leaderhead- I managed to figure it out, but thanks anyways. Cheers!
damn if you just said that before I could have explained it faster
(and not waste my time on that since replacing images are much easier than what I thought you meant :crazyeye: )
ah well...
lovingman Feb 05, 2007, 11:04 AM Where do you go to make a civilization?:confused: The following is a guide to creating an entire Civilization. This walkthrough will cover XML basics along with the XML files requiring modification, how to handle the art files and make leaderheads, flags, and buttons, along with some tips to get the desired effects.
Suffice to say, there will be several mini tutorials included in this rather large tutorial. Such as creating the leaderhead, designing U.U.s, setting up the A.I. of a leader, creating custom diplomacy text, among other things.
PLAN AHEAD!
But, before you begin, it is always a good idea to know what you're doing before you rush into creating a Civilziation.
Some things you should consider:
City Names
You can technically have as many city names as you can imagine or only one. The problem with having only one city name is that the second the A.I. expands it has no names to choose from, so it just selects "ANY" city name. So if you deleted all of Japan's city names except Kyoto -- and let the A.I. expand, you'll get something like Damascus or Mecca.
I recommend having at least 12-24 default city names.
Starting Techs
Each Civ usually has starting techs. These techs can "technically" be any tech in the game. But, I recommend selecting two from the following: Hunting, Fishing, Mining, The Wheel, Mysticism, or Agriculture
Unique Units
Consider the various units that can be replaced by your unique units. You might also want to have a good idea of how to balance them with specific promotions/bonuses in mind.
Also consider the possibility of skinning the unit, which will be covered briefly in this tutorial.
Leaders
Having a good knowledge of the leader in particular along with their personality/handle of government is a must for creating a new leader. Although you can technically assign any values you wish, your leaders will come out much better if you know about them before hand.
Along with their A.I. personality you can assign various traits, the default options are (Aggressive, Creative, Expansive, Financial, Industrious, Organized, Philosophical, and Spiritual).
SECTION 1
The Art Files
When modifying the art files in Civilization IV, you're going to need a proper program to modify the .dds files. .DDS files are basically similar to regular bitmaps, except that they contain the same image at different sizes.
It's important to note -- I've noticed that all Civ IV files are DXT3 DDS files. This does not matter until we get into editing the files.
Firstly, you're going to need a proper program to edit these .dds files.
Personally I prefer DXTbmp (http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm), which properly generates the mipmaps (the same image at multiple resultions) and doesn't give me any serious problems (like the Photoshop plugin does).
Well the general idea with leaderheads is to have them at 512x512 like in the Greek World mod -- and have them stretched a bit in photoshop (125% width) so they stretch properly in diplomacy.
So let's say for a moment I have a really good portrait of Abraham Lincoln I'd like to make into the game that would scale properly in diplomacy without looking like his head was squeezed in a vice.
SECTION 1.1
Creating the Flag
The very first task you'll need to do to create a flag for your Civilization is a source image to create the flag from. Once you have your source image -- you want to resize its proportions to 128x128.
http://img324.imageshack.us/img324/7035/untitled18cm.jpg
Here is my Carthaginian flag from my Carthage mod. As you can see it looks pretty nice at 128x128, and it's nicely set in the middle so it doesn't wrap around the actual flag mesh. There is only one problem however. When the game actually loads the image is actually "squished" by about 25% in the width.
http://img324.imageshack.us/img324/6851/untitled30gq.jpg
To remedy this, we stretch the original image's width by 125% to cancel out this effect.
http://img287.imageshack.us/img287/9527/untitled21ei.jpg
Which results in a properly scaled image within the game.
http://img287.imageshack.us/img287/4236/untitled41fj.jpg
Now, with a properly scaled image, we can actually load the image into DXTBmp and create the .dds file.
To do this, simply load up DXTBmp. Then select File -> Open and open up your 128x128 bitmap. Now, double click the white area labeled "Alpha Channel." This should load your default paint/image editing program. Now use the paint bucket tool and fill the entire white area with black. This will make the game use your RGB values rather than the player's in-game color to define the flag.
Now, click File -> Save as -> DDS Texture. Before you save the image, click on the "Save as type" bar, and make sure that the image type is DDS DXT3. Now this image is ready for implementation.
SECTION 1.2
Creating the Leaderhead
Firstly, it's best to have a source image. Here I have a painting of Abraham Lincoln -- although it's been shrunk down for internet use.
http://jecrell.homestead.com/files/lincon2.jpg
Now, when creating a leaderhead, it is a good idea to use the ideal proportions of 512x512, and remembering our law of 125% width from our previous enounter. With this in mind, I stretch this image to the proper proportions.
http://jecrell.homestead.com/files/lincoln3.jpg
Now it may look rather ugly in that sense, but once put into the game, you can see the results in diplomacy look MUCH more pleasing to the eye!
http://jecrell.homestead.com/files/Civ4ScreenShot0035.jpg
Now, you want to treat the leaderhead file exactly as you did before with the flags. Load DXTBmp. Then select File -> Open and open up your 512x512 bitmap. EXCEPT -- DO NOT SET THE ALPHA CHANNEL BLACK! Click File -> Save as -> DDS Texture. Before you save the image, click on the "Save as type" bar, and make sure that the image type is DDS DXT3. Now this image is ready for implementation.
SECTION 1.3
Creating Buttons
Before you start creating buttons. Typically you'll need three buttons. One for the leaderhead, one for your Civ flag, and one for your Unique Unit. Make your buttons with this in mind for your Civilization.
Button sizes are typically 64x64 pixels. The best idea when creating a button is to firstly create the image for the 64x64 image file. Then, put the image into the Civ4 border. The reason behind the border is that they create an illusion of a button shadow when the alpha channels are applied. This is the border I use; feel free to use it in your mods.
http://img309.imageshack.us/img309/4900/civ4bracket2rt.jpg
The only difference now is the alpha channel. Here is the actual alpha channel used globally for Civ4 buttons. Make sure to set this up before you save your DXT3 files.
http://img186.imageshack.us/img186/5908/buttonalpha3zi.jpg
SECTION 1.4
File Arrangements
Now that you've created the Art files you need to create the actual mod directory and place the files in their proper directories.
Firstly, go into your Program Files\Firaxis Games\Sid Meier's Civilization IV\Mods directory. Note: Do not go into _Civ4CustomMods directory or your My Games\Sid Meier's Civilization IV directory. Or else save files may not work properly with your modification.
Now, create a directory of your choosing therein. So it'll be something like Sid Meier's Civilization IV\Mods\YourCiv\.
Inside that directory -- create the following folders and place the art files.
YourCiv\Assets\Art\Interface\Buttons\Civilizations \(your civ's button here)
YourCiv\Assets\Art\Interface\Buttons\Units\(your UU's button here)
YourCiv\Assets\Art\Interface\TeamColor\(your flag here)
YourCiv\Assets\Art\Interface\Leaderheads\(your leaderhead here)
YourCiv\Assets\Art\Interface\Leaderheads\(your leaderhead's button here)
Fortunately, you do not actually need to specify a .ini file, as you will see in most mod directories, within the directory. It will be created automatically when the modification is loaded. It need only be modified if you feel it nessicary after you load your mod the first time.
woodelf Feb 05, 2007, 11:11 AM First off I would download a user made civ and install it per directions. From there I would make some alterations to that file/mod to play around with what subtle changes affect what in game. Trial and error is how every modder figures things out.
Remember to not alter core files. Read this post (http://forums.civfanatics.com/showthread.php?t=138043) first.
Officer Reene Feb 05, 2007, 12:47 PM Where do you go to make a civilization?:confused:
This one is complete in instructions:
http://forums.civfanatics.com/showthread.php?t=148507
also I suggest to read all posts (yeah its a lot :eek: )
many of the questions you may have might be already answered :goodjob:
Hope that helps ;)
Myth_Crazed17 Jul 19, 2007, 10:21 PM About the Leaderhead, is there a way to take a leaderhead like... say... Cyrus, and simply edit his colors by converting the DDS file to a bmp like you would when editing a Black and White 2 creature?
Myth_Crazed17 Jul 19, 2007, 10:21 PM About the Leaderhead, is there a way to take a leaderhead like... say... Cyrus, and simply edit his colors by converting the DDS file to a bmp like you would when editing a Black and White 2 creature?
Officer Reene Jul 19, 2007, 11:57 PM About the Leaderhead, is there a way to take a leaderhead like... say... Cyrus, and simply edit his colors by converting the DDS file to a bmp like you would when editing a Black and White 2 creature?
if you want a "static" image you can do that easily by edit/color in a screenshot
or image and then converting to a dds file
(making sure you have the right dimensions)
however if you want an "animated" leaderhead you can do it also... but with alot more work
it's been done... check the forums...
hope that helps ;)
tbarg86 Jul 25, 2007, 12:25 PM I don't want to add a new nation, only a new leader. I was wondering if it's possible to just copy the XML files from that nation(lets just say america) and making a new folder for a new leader? also can I mod the faces of leaders?
EXAMPLE(america again) could I use Cyrus and make him wear a suit and tie, and take off his hat to make him look like good old Abe L. (I can't speel :) ) Just wondering??
tbarg86 Jul 25, 2007, 03:33 PM Also, why does this have to be in the mod folder??? can I only use the Civ if I am in a mod game??? I just want the civ to be in the game as if it was a regular char.
Jecrell Jul 26, 2007, 01:13 PM I wrote this guide back in 2005, and it is largely incomplete. I'm considering completing it, but of course, I don't remember much about modding Civilization IV.
I'll get out my notes from back then, and I'll see if I can get around to completing it. Because right now the guide doesn't cover 3D leaderheads, and it doesn't even cover completing the Civilization in the guide itself, which makes me curse under my breath.
tbarg86, I can't answer your questions right now, but maybe in a few days. Although I'm sure someone else can help you in the meantime.
Officer Reene Jul 26, 2007, 03:26 PM I don't want to add a new nation, only a new leader. I was wondering if it's possible to just copy the XML files from that nation(lets just say america) and making a new folder for a new leader?
yes it is simple you have to add a tagline to CIV4CivilizationInfos.xml file
for example:
<CivilizationInfo>
<Type>CIVILIZATION_AMERICA</Type>
<Description>TXT_KEY_CIV_AMERICA_DESC</Description>
...
...
...
<Leaders>
<Leader>
<LeaderName>LEADER_WASHINGTON</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
<Leader>
<LeaderName>LEADER_FRANKLIN_ROOSEVELT</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
<Leader>
<LeaderName>LEADER_ABE_LINCOLN</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
</Leaders>
<CivilizationSelectionSound>AS3D_AMERICA_SELECT</CivilizationSelectionSound>
<CivilizationActionSound>AS3D_AMERICA_ORDER</CivilizationActionSound>
</CivilizationInfo>
Add it like that highlighted part
then add the tagline info to the other xml files
add buttons/pics too..etc
for detailed explanation go to:
http://forums.civfanatics.com/showthread.php?t=148507
just skip the non-applicable parts and basically change the files/tagline info for that civilization you are changes
hope that helps ;)
also can I mod the faces of leaders? EXAMPLE(america again) could I use Cyrus and make him wear a suit and tie, and take off his hat to make him look like good old Abe L. (I can't speel :) ) Just wondering??
yes but I dont know how :blush:
there are tutorials for that... just look around
if you are real lucky someone may have already created a 3d animated leaderhead :goodjob:
Officer Reene Jul 26, 2007, 03:29 PM Also, why does this have to be in the mod folder??? can I only use the Civ if I am in a mod game??? I just want the civ to be in the game as if it was a regular char.
then put your modded files in the custom assets folder
(make sure you follow the right path for the folders and modded files :goodjob: )
fyi: I find it easier to make my own "mod" to the mod folder if I want to play MP...therefore all the changes I put in the mod can be in one folder all my friends can d/l and load easier
but if you are playing SP only then put it in yourcustom assets folder
hope that helps ;)
tbarg86 Jul 27, 2007, 04:02 PM I still can't get it to work....I downloaded a mod, as a template, and I can't even load that crap, It was the hitler mod. I put it into the mod folder and tried putting it into the custom assets folder, which is completely empty by the way, so I don't know what I did wrong??
tbarg86 Jul 27, 2007, 04:07 PM when the mod is loading there's the load box, blue box that loads civ4, and it says init xml uncached??? is that a problem, and if it is how do I fix it??
Officer Reene Jul 28, 2007, 04:15 AM I still can't get it to work....I downloaded a mod, as a template, and I can't even load that crap, It was the hitler mod. I put it into the mod folder...
did you you load up the mod via the control panel or config file?
was the mod compatible with the your version of CIV4:
- patched verson/expansion/etc?
some mods are not compatible with other versions
I recommend using mods that explains exactly where to place it's files and folders
...and tried putting it into the custom assets folder, which is completely empty by the way, so I don't know what I did wrong??
custom assets folder is empty until you put files/folders in it
the files/folders have to match the paths and files in your regular assets folders:
It doesnt have to have all the files/folders that are in your assets folders - only the the files and folders you are replacing
Officer Reene Jul 28, 2007, 04:19 AM when the mod is loading there's the load box, blue box that loads civ4, and it says init xml uncached??? is that a problem, and if it is how do I fix it??
if it doesnt give you an error message I wouldnt worry about it
I believe when the game starts up it has to uncache files... to use them...
(that's why if you want to edit the art files you have to use the pakbuild utility to access the game's vanilla graphics)
usually if there is a problem with loading there is a gray box that appears and states there's an error (and usually gives you the location of the error) then you have to click on "ok" button to continue the loading....
rebakan Jul 28, 2007, 05:56 AM Hi, Sorry to bother you all, I am trying to add Hirohito in a mod, but doesn't matter what I do, leaderhead never appear on screen although I have hirohito.dds file in button\leaderheads folder.What am doing wrong?
PS: attached picture to explain better.
I do thank you in advance.
Officer Reene Jul 28, 2007, 02:55 PM Hi, Sorry to bother you all, I am trying to add Hirohito in a mod, but doesn't matter what I do, leaderhead never appear on screen although I have hirohito.dds file in button\leaderheads folder.What am doing wrong?
PS: attached picture to explain better.
I do thank you in advance.
make sure your taglines in the CIV4ArtDefines_Leaderhead.xml file point to the correct folder.
For example your changes should look like this:
<LeaderheadArtInfo>
<Type>ART_DEF_LEADER_Hirohito</Type>
<Button>Art/interface/LeaderHeads/Hirohito_button.dds</Button>
<NIF>art/interface/LeaderHeads/Hirohito.dds</NIF>
<KFM/>
<NoShaderNIF/>
<BackgroundKFM/>
</LeaderheadArtInfo>
where your .dds file goes in the art/interface/leaderheads folder of your mod
I just used Hirohito.dds names as an example .... just replace it with the names you used
remember this is for static images only
Note in:
<Button>Art/interface/LeaderHeads/Hirohito_button.dds</Button>
the tagline is shorter than the default version and that the comma is removed
this is important to get it working right
also did you make a button dds file as well as a portrait (large) size?
you need 2 different dds files and make sure the taglines point to the right dds file
make sure they are 2 different names for the dds file (see example)
FYI:
<NIF>art/interface/LeaderHeads/Hirohito.dds</NIF>
this file is for the static Large portrait
while the other is the button tagline :p
hope that helps ;)
rebakan Jul 28, 2007, 04:58 PM Thanks for your answer, the xml files are correct, I tthink the problem is with the .dds button, I don't know how to do it well. It's 64X64 but I think the alpha mask is not right, as I said I don't know how to make a leaderhead dds button.
I know there is a tutorial somewhere I looked for but I couldn't find it. Thanks for answering me.
Officer Reene Jul 29, 2007, 01:10 PM Thanks for your answer, the xml files are correct, I tthink the problem is with the .dds button, I don't know how to do it well. It's 64X64 but I think the alpha mask is not right, as I said I don't know how to make a leaderhead dds button.
I know there is a tutorial somewhere I looked for but I couldn't find it. Thanks for answering me.
usually buttons dont need an alpha channel
only flags city specialists/great specialists
I dont use alpha channels in any of my buttons
if you want a free alpha channel editor use this:
http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm
this Civ Tutorial is more complete on how to add pics/civs/UU etc:
http://forums.civfanatics.com/showthread.php?t=148507
here is another bmp/jpeg to dds converter:
http://eliteforce2.filefront.com/file/DDS_Converter;29412
be careful because this coverter doesnt handle alpha channels well
so I'd use it for non-alpha channel images like buttons and static leaderhead pics
hope that helps ;)
rebakan Jul 30, 2007, 12:23 AM Thanks, I don't understand: if butons don't use an alpha channel, and everything is correct in the xml files, why Hirohito doesn't show up in the screen (I mean only the small picture, on the right side of the big leader picture)
I checked everything but yet doesn't show up.
Thanks for your help I do appreciate.
Officer Reene Jul 30, 2007, 03:27 AM Thanks, I don't understand: if butons don't use an alpha channel, and everything is correct in the xml files, why Hirohito doesn't show up in the screen (I mean only the small picture, on the right side of the big leader picture)
I checked everything but yet doesn't show up.
Thanks for your help I do appreciate.
are you sure your pics are in the right folder?
are you sure your tagline info is correct
syntax errors are the most common causes of all errors
Im still confused :confused: :confused: :confused:
can you post the entry for the taglines in the xml file you have?
rebakan Jul 30, 2007, 06:16 AM OK, I'll try, here is a winzip folder with all my work. I do thank you for the help you are giving to me.Sorry for all this trouble!
I'm trying to put Amra's HiroHito civ in another mod, like Jeckel taught how to put one civ from one mod to another.
tbarg86 Jul 30, 2007, 07:06 AM a gray box only pops up after I click on hitler...the leaderhead loads in the germany screen, but once I click on him then the game crashes and asks me if I'd like to send a report or not. any suggestions???........Thank you for your previous ones:)
Officer Reene Jul 30, 2007, 04:09 PM a gray box only pops up after I click on hitler...the leaderhead loads in the germany screen, but once I click on him then the game crashes and asks me if I'd like to send a report or not. any suggestions???........Thank you for your previous ones:)
what error msg is in the gray box?
Officer Reene Jul 30, 2007, 04:25 PM OK, I'll try, here is a winzip folder with all my work. I do thank you for the help you are giving to me.Sorry for all this trouble!
I'm trying to put Amra's HiroHito civ in another mod, like Jeckel taught how to put one civ from one mod to another.
<LeaderheadArtInfo>
<Type>ART_DEF_LEADER_HIROHITO</Type>
<Button>Art/Interface/LeaderHeads/Hirohito.dds</Button>
<NIF>art/LeaderHeads/Hirohito/napoleon.nif</NIF>
<KFM>art/LeaderHeads/Hirohito/napoleon.kfm</KFM>
<NoShaderNIF>art/LeaderHeads/Hirohito/napoleon_noshader.nif</NoShaderNIF>
<BackgroundKFM>art/LeaderHeads/Hirohito/napoleon_bg.kfm</BackgroundKFM>
</LeaderheadArtInfo>
are you sure that your putting the hirohito.dds art file in the correct folder?
it should be in your:
[modname] folder/Assets/Art/Interface/LeaderHeads folder
following tht correct path...
the only other thing I see is that you call it Hirohito.dds in the tagline but the file name is hirohito.dds
although I dont think thaqt should affect it....
fyi I checked the dds file and it seems to be working....
I used your button instead of my customs and it worked fine (button came up with your pic not a pink screen) :goodjob:
so I still think your not putting the dds art file in the correct place :rolleyes:
check that out
hope that helps ;)
Sword_Of_Geddon Jul 31, 2007, 01:01 AM Can anyone put up a coding tutorial on how to do UUs in BtS? That would really finish this tutorial.
tbarg86 Jul 31, 2007, 07:44 AM I'm sorry the gray box that says do I want to send the error reports
rebakan Jul 31, 2007, 10:39 AM No, I created a directory that is: MyCivs\Assets\Art\Interface\Buttons\Leaderheads is that what you meant above?
If it is not, I'm really sorry for all this mess, i'll correct the path exactly like you said.Thanks a lot!
edit:I do apologise it was a very stupid mistake of mine, I put all the leaderheads into the button folder where also has a folder called civilizations.
I changed to Interface and now everything works well.It's my first attempt to make a mod, so I'm very sorry for all this.Thanks a lot!
Officer Reene Jul 31, 2007, 03:46 PM No, I created a directory that is: MyCivs\Assets\Art\Interface\Buttons\Leaderheads is that what you meant above?
If it is not, I'm really sorry for all this mess, i'll correct the path exactly like you said.Thanks a lot!
edit:I do apologise it was a very stupid mistake of mine, I put all the leaderheads into the button folder where also has a folder called civilizations.
I changed to Interface and now everything works well.It's my first attempt to make a mod, so I'm very sorry for all this.Thanks a lot!
hey no problem... I knew it was a semantic mistake :rolleyes:
Im just glad you got it working.... :goodjob:
yeah you could just make the tagline point to that folder called civilizations if you wanted to... but it's the same either way...
no need to confuse you any more :D
let me know if you need anymore help! ;)
Officer Reene Jul 31, 2007, 03:50 PM I'm sorry the gray box that says do I want to send the error reports
well alot of times when the game crashes there is an image (.dds file) that is wrong format/type
the hitler mod may have errors or not compatible with the version of the civ4 game you are using...
can you add anything else that may help in solving your problem?
Liberace_2211 Aug 21, 2007, 12:37 AM Well done man. I really liked this post. I couldnīt manage the flags but I could steal other civs one =P . I could finally load an Image (in .dds) for my new Leader =D ... I'll give a try to the buttons right now. Thanks a lot ;)
Officer Reene Aug 21, 2007, 02:59 AM Well done man. I really liked this post. I couldnīt manage the flags but I could steal other civs one =P . I could finally load an Image (in .dds) for my new Leader =D ... I'll give a try to the buttons right now. Thanks a lot ;)
here's another complete tut...
http://forums.civfanatics.com/showthread.php?t=148507
it can help you with the flags too :goodjob:
hope this helps ;)
Liberace_2211 Aug 21, 2007, 09:46 AM Hey!! You did my day man :p ... I finally could finish my flag. Just couldnīt adjust it but soon I realized I had to fit the layer to the image :crazyeye: .
Thanks a lot. :goodjob: :goodjob: :goodjob:
Officer Reene Aug 22, 2007, 01:10 AM Hey!! You did my day man :p ... I finally could finish my flag. Just couldnīt adjust it but soon I realized I had to fit the layer to the image :crazyeye: .
Thanks a lot. :goodjob: :goodjob: :goodjob:
great to hear :goodjob:
let me know if you need any other help! ;)
CHEESE! Aug 23, 2007, 07:46 AM oh im confused when i search xml leaderheads and stuff like that it only says:
this folder is empty
what do i do
Officer Reene Aug 23, 2007, 12:27 PM oh im confused when i search xml leaderheads and stuff like that it only says:
this folder is empty
what do i do
where are you searching?
are you searching the main civ4 folder or the expansion
the xml files should be in the
civ4/Assets/XML Folder
CHEESE! Aug 26, 2007, 01:03 PM well i only have a folder saying Sid Meiers Civilization 4
none calleed plain civ 4
Officer Reene Aug 26, 2007, 03:07 PM well i only have a folder saying Sid Meiers Civilization 4
none calleed plain civ 4
same difference
look in that folder for assets/xml folder
GuitarHero Aug 30, 2007, 07:05 PM How do I create the "personality" of a leader?
Officer Reene Aug 30, 2007, 08:16 PM How do I create the "personality" of a leader?
I think your looking for this file:
CIV4LeaderHeadInfos.xml
it is in your CIV4[Main Folder]\Assets\XML\Civilizations folder
hope that helps ;)
GuitarHero Sep 02, 2007, 06:37 PM Originally Posted by Officer Reene
CIV4LeaderHeadInfos.xml
Hey, thanks! This'll be a huge help!
Officer Reene Sep 02, 2007, 06:44 PM Hey, thanks! This'll be a huge help!
glad to help :) :) :)
Let me know if you have any other questions/problems
good luck :goodjob:
Mr. Burns Sep 09, 2007, 09:35 PM I have a problem with a mod I made, in which every time I load the mod the following two errors come up:
error locating tag node in setglobalclassinfo function Current xml file is: civilizations/CIV4Civilizationinfos.xml
Tag: Civilization in info class was incorrect current xml file is Interface/CIV4worldpickerinfos.xml
Any one have any ideas?
ewu.7waker Sep 10, 2007, 03:25 PM When will the XML text link be fixed?
Officer Reene Sep 11, 2007, 03:33 AM I have a problem with a mod I made, in which every time I load the mod the following two errors come up:
error locating tag node in setglobalclassinfo function Current xml file is: civilizations/CIV4Civilizationinfos.xml...
I think one of your tags is missing a syntax - like a comma/space/hyphen/etc
does it say which line is the error?
cause if it does look there
...Tag: Civilization in info class was incorrect current xml file is Interface/CIV4worldpickerinfos.xml
Any one have any ideas?
what did you edit in the CIV4worldpickerinfos.xml file?
also what version of CIV4 you using (vanilla/patch/expansion)
you also might want to check out this tut:
http://forums.civfanatics.com/showthread.php?t=148507
its more complete than this one
but they are only for vanilla civ sorry :sad:
Officer Reene Sep 11, 2007, 03:38 AM When will the XML text link be fixed?
Im not sure but you may want to try this tutorial... its more complete
http://forums.civfanatics.com/showthread.php?t=148507
Im not sure what your looking for in that dead link but this link might help
http://vic.australis.com.au/charcoal/GameTextInfos_YourCiv.zip
and this sets up the folder
http://vic.australis.com.au/charcoal/newciv.zip
the first link provides the info behind those files :D
the credit goes to Charcoal :goodjob:
hope this helps ;)
ewu.7waker Sep 11, 2007, 02:59 PM Thanks a lot, it did
ewu.7waker Sep 11, 2007, 07:34 PM does anybody know where to get a UB making tutorial?
Officer Reene Sep 11, 2007, 09:08 PM Thanks a lot, it did
good luck on modding :goodjob:
let me know if you need any other help ;)
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