View Full Version : Lunar city set?


woodelf
Apr 01, 2006, 11:28 AM
Has anyone tried to model a simple, pref-fab looking city set? None of the stone or wood Vanilla ones look good one the Moon or an alien world. I'm trying to skin one, but was wondering if anyone had made one in Blender or something else?

C.Roland
Apr 01, 2006, 11:52 AM
Has anyone tried to model a simple, pref-fab looking city set? None of the stone or wood Vanilla ones look good one the Moon or an alien world. I'm trying to skin one, but was wondering if anyone had made one in Blender or something else?

I tried new city set model, and i don't know why the textures doesn't work.

woodelf
Apr 01, 2006, 12:09 PM
I tried new city set model, and i don't know why the textures doesn't work.

So you created a dds file and it can't be textured? I don't know much about this stuff unforuntately.

C.Roland
Apr 01, 2006, 02:43 PM
So you created a dds file and it can't be textured? I don't know much about this stuff unforuntately.

It was textured but not correctly. I think is because i had more than 1 dds, but i'm not sure.

GeoModder
Apr 01, 2006, 05:25 PM
Something like this perhaps, Woodelf? :cool:

woodelf
Apr 01, 2006, 07:41 PM
Are you going to model that Geo? :p

GeoModder
Apr 02, 2006, 07:36 AM
I only provide the graphics. :mischief:

Duke van Frost
Apr 02, 2006, 10:34 AM
Something like this perhaps, Woodelf? :cool:

I think iŽll use this graphic for another one of my buttons, if you donŽt mind.

GeoModder
Apr 02, 2006, 10:44 AM
At your own risk... ;)

GeoModder
Apr 02, 2006, 10:53 AM
Btw, I got a 1024x512 dds picture for that, so if you want it as base material to work with just tell me.

woodelf
Apr 04, 2006, 08:17 AM
Something like this perhaps, Woodelf? :cool:

I'm going to use this as a basis for my butchering of Blender. It is definitely true that you need a visual to model after.

Padmewan
Apr 10, 2006, 02:11 PM
woodelf, are city buildings are KFM and NIF files? If so, is it conceivable to replace them with geometric buildings like the Pyramids and then reskin them?

woodelf
Apr 10, 2006, 02:25 PM
woodelf, are city buildings are KFM and NIF files? If so, is it conceivable to replace them with geometric buildings like the Pyramids and then reskin them?

I did some reskinning of the city sets, but put them in the Rallying Call thread. I'm not sure, but I would imagine if someone made some geometric shapes we could make those the default city sets... Maybe?

I don't know what would happen if you simply made the Pyramid your city set though.

Padmewan
Apr 11, 2006, 01:33 PM
I went through and found some buildings that you could replace the default buildings with; however, if/when you build THOSE buildings, there might be a problem:

Observatory
Scotland Yard
Bunker <-- extra double-plus good!
Fallout Shelter
Broadcast Tower
Nuclear Plant
Pentagon
The UN (minus the flags)
Ironworks

also, some of the projects have "buildings" eg Apollo. See if those are any good...

Not sure where the buildings are defined -- XML or Python. I've been frustrated by what seems to be hard-coding of the eras, etc. If we could force-jump to the Modern era, at least the buildings wouldn't look so weird.

woodelf
Apr 11, 2006, 01:38 PM
I'm sure you can force the city set to start in the modern era. It's defined in XML somewhere.... :) I have seen it before, somewhere.

Also, when adding new buildings I think you can set the size so low that maybe there wouldn't be an issue? So you wouldn't see it, big deal. Also, can you make it so it doesn't need to show up at all? To me adding the new buildings graphically is unnecessary eye candy. Does the aqueduct make any sense half the time? :p

woodelf
Apr 11, 2006, 01:45 PM
Or conversely you could make copies of the modern era and rename it the other eras and put them in the appropriate folder.

Chalid
Apr 12, 2006, 05:26 AM
When you want to use the modern Era graphics for all eras you just have to modify your CIV4CityLSystem.xml file.

Basically you search for every entry that contains your old era and delete that entire entry. Then search for ERA_MODERN end replace ERA_MODERN with ERA_ANCIENT,ERA_MEDIEVAL,ERA_RENAISSANCE,ERA_MODER N and so forth.
The Eras are grouped together and there is a list for each city tile size. So you can really delete lage blocks of that file.

woodelf
Apr 12, 2006, 05:30 AM
Thanks Chalid. So you should be able to keep your city graphics the same the entire game and also you could keep it from sprawling by defining tile size before it expands? I'll have to check that file, but first we need some futuristic city sets...

Chalid
Apr 12, 2006, 05:58 AM
That restricting of sprawling can be done by two ways i suppose. Ther might be a way to restict it in the CityLSystems, but there is possibly another way too. In one of the global files - i dont remember which one actually - there are parameters that control the size of the city in dependence of the population. You might be able to use that to limit the city size to one tile.

woodelf
Apr 12, 2006, 06:03 AM
Thanks Chalid. The Global Defines are a good place to look for something like that.

Padmewan
Apr 12, 2006, 11:01 AM
I'll check that out tonight as well. In playing around in World Builder I think I see that each city set only has 2 building types (?) so if we could replace them with the Bunker and Observatory we'd have something pretty futuristic already.

There also seemed to be the possibility of different cultural flavors for city sets, but that looks like it never got implemented. Perhaps it works in the code, tho? In SMAC each faction had very different-looking bases; Yang's were all underground, for example, while Diedre's looked like trees.

Chalid
Apr 12, 2006, 11:14 AM
When i'm remembering correctly its 16 different city-buildings per Era.

Im not sure if that flavor thing is working, but you could add additional Eras -each with a own citybuilding set - as done in FfH and assign these to the leaders.

Padmewan
Apr 12, 2006, 11:35 AM
Thanks, Chalid. I'll deconstruct FfH to parse this out a bit more!

woodelf
Apr 12, 2006, 12:12 PM
Or Chalid could build us a futuristic city! :D

Worth a shot... ;)

GeoModder
Apr 12, 2006, 01:35 PM
Or Chalid could build us a futuristic city! :D

http://forums.civfanatics.com/showpost.php?p=3881657&postcount=5 :mischief:

woodelf
Apr 12, 2006, 02:28 PM
http://forums.civfanatics.com/showpost.php?p=3881657&postcount=5 :mischief:

:lol:

This horse is dead Geo! :p

If you build it....

GeoModder
Apr 13, 2006, 04:13 AM
:doitnow!:

Chalid
Apr 13, 2006, 05:17 AM
I could try as i want to create a new city sets for FfH, too. So i have to examine available the options anyway. When it works i'll provide you with models for Geo's city. The skinning would be up to you.
But first there are some more units on my list.

woodelf
Apr 13, 2006, 05:26 AM
I could try as i want to create a new city sets for FfH, too. So i have to examine available the options anyway. When it works i'll provide you with models for Geo's city. The skinning would be up to you.
But first there are some more units on my list.

Wow, thanks Chalid.

I was thinking of doing something a bit simpler than Geo's pic myself. :blush:

Maybe some simple square prefab buildings, a long building with a dish array, and some other odd shaped simple stuff.

I have something like that in Blender, but can't get it into Civ4 yet!

Chalid
Apr 13, 2006, 05:28 AM
I'll tell you when i know how it works. I'm using blender myself.
2 City sets are always better than just one. :)

C.Roland
Apr 13, 2006, 04:08 PM
Like I said, i have already try with blender and the nifviewer to make a new city set and the texture didn't work corectly, so if you make it plz tell me how you did it.