View Full Version : Terrain
Ploeperpengel Oct 13, 2006, 12:30 PM This thread is about new terrain we might add to the mod. What do you guys think?
Terrain I would consider:
Swamps
Lavaterrain, Vulcanos and Burned Earth
High Mountains(vanilla mountains)
Mountains(passable Mountains
Ideas about that?
Also do you think we need new features?
Only feature planned so far was a battlefield roughly working like fallout for undead spawning as soon we get some code for that.
Chamaedrys Oct 14, 2006, 12:35 PM maybe peat as a feature for swamp terrain. Workers can cut peat to gain extra hammers, just like choping.
Arexack_heretic Oct 19, 2006, 01:28 PM Chaos Wastelands.
Might replace the Ice at the poles and maybe some tundra.
Rich in monsterlairs and warpstone.
Spawns (heh) more roaming creatures than normal lands. (preferably chaos spawn and warbands)
swamps/vens/saltmarshes should be wasteland too (for humans etc), same negative properties as jungle, but mostly present in temperate regions.
Impassable for mounted units or heavily armoured units. (ie Battle of the Golden Spurs, in which a unit of Knights was overcome by peasants in a swamp.)
A possible benefit if necesary of swamps could be (besides a defensive feature) the aforementioned peat or maybe greekfire or even swampgas, that could be resourses for the Age of Machines.
Skaven could gain special civ-bonus for swamplands. And if possible farm them for the disgusting black-grain.
Psychic_Llamas Oct 19, 2006, 06:52 PM good ideas. i agree everything you said about the swamps. and peat, swamp gas and black grain, perhaps warpstone, and maybe boars would be good resources for swamps.
Arexack_heretic Oct 20, 2006, 12:22 AM native baddies for swamps could be :
fimir
skaven
willo-wisps
wraiths
zombies
monsters - all kinds of semi-aquatic/amphibian monster
Chamaedrys Oct 20, 2006, 05:07 AM I think we could use a reskin of the oil resource for the swamp gas. Maybe we could even add some vapor.
Ploeperpengel Oct 20, 2006, 05:19 AM I think we could use a reskin of the oil resource for the swamp gas. Maybe we could even add some vapor.
Good idea. The swamp art we can take from Rhyes and add the reskinned oil as feature.
Arexack_heretic Oct 20, 2006, 08:33 AM Scorched earth could be an additional feature, but we need to think how this will influence the game play.
Could be implemented as a 'polution-like' feature.
standard razing: first improvement, second infrastructure, third scorched earth. all military units able to scorch unless civ-impossible (woodelf might not raze).
or
unit-ability-razing: extra layer on top of the improvements (replacement with cool burnt forrests etc possible?) Only units with razing ability able to scorch. ('torches' a unit-upgrade, for melee troops only.)
or only the units we earlier marked as fire-damage dealing?
gameplay:
I find myself razing my neighbours to finance my research in the ancient era, in vanilla I rarely razed lands, only the occasional resource.
Adding this feature might make infrastructure very hard to maintain.
Lord Olleus Oct 20, 2006, 10:27 AM Best way to do scorched earth is, I think, just to add a new mission to units where it adds a 'scorched earth' feature. This does -3 food, -3 production, -3 commerce and prevents all improvements from being built on top of it until it has been removed (like a forest).
Psychic_Llamas Oct 20, 2006, 05:43 PM i dont particularlly like the idea of a new pollution type thing, that would just be annoying, and not fun.
thats a good idea about the oil by the way:)
Arexack_heretic Oct 23, 2006, 08:34 AM I have come to reconsidder my previous fondness of fire on terrain.
It might look hot and spiffy, but it could easilly lead to out-of-control fires.
A second thing is the timeframe: a mine might burn for years, but fires in the open generally last for only a few months at most.
-pollution is what burt-earth is...
-It does not need to be as tough to clean up as polution though.
Same as trees would be fine. (Is jungle-clearing same as polution-clearing?)
but no instant production gain from clearing the charcoal. :o
Chamaedrys Oct 23, 2006, 08:54 AM A charchoal kiln could be a tile improvement. Can be build on forest tiles with water access. (they need the water for extinguishing the fire)
Ploeperpengel Oct 23, 2006, 08:58 AM A charchoal kiln could be a tile improvement. Can be build on forest tiles with water access. (they need the water for extinguishing the fire)
Not sure. We have sawmills and watermills already. I think that's enough productionboni. Or did you have anything else in mind?
Ploeperpengel Oct 23, 2006, 09:11 AM Ok to summarize:
I think we all want swamps(gfx oilreskin+vapor) with peat as possible bonusresource else it is wasteland, impassable for mounted units, and I also suggest chariots and warmachines.
Scorched earth we can let aside for now. But what about different mountains(passable and impassable, vulcanos and chaoswastes? Do we need them? and if so what should they look like and do?
Psychic_Llamas Oct 24, 2006, 02:14 AM well, i would like to see mountain ranges, not just mountain peaks. but i think thats just me:)
so i think we need 3 different kinds of mountains:
Mountain Summits, which are totally impassable for all units, even flying, unless it is specifically said that it can.(eg, dwarf workes could build tunnels in them to make other units able to cross them, or to build cities in them.)
Mountains, which are just the ordianary, big rocky things that stick out of the ground. most dwarf, skaven, darkelf, goblin, ogre, chaos dwarf, norse, orc and flying units can cross these with special promotions, or if workers with that promotion build a "mountain pass" improvement in the mountain.
Mountain Valley these are able to be crossed by all units, just like hills, but with 1 more production, and a bit of extra defence. they are found only where rivers are, or forest or jungle areas.
these 3 terrain types would make for some more strategic, defensive tactic, and also offensive tactics (think of hords of goblins swarming out of mountians onto human lands, where humans can go into mountains but goblins can.)
Arexack_heretic Oct 25, 2006, 04:12 AM Chaos wastes are basically a flavour thing, but very important as the WH world is always on the brink of being overwhelmed by Chaos.
Uses:
-They could be a good source of warpstone and monsters.
-Chaos-civs can use the land 'normally' other civs cannot.
-Nice locations for massive spawnings of barbarians. (chaos crusades)
These might be used to weaken powerfull elven civ at the end of, say, the ancient era. (Orcs/skaven-barbarians might be more suitable for Dwarfs)
Don't know about the valleys...isn't that the flat stuff between mountain ranges?
Psychic_Llamas Oct 25, 2006, 04:36 AM :lol:, good point about the valleys:), rename it to Mountain Pass?
Arexack_heretic Oct 25, 2006, 04:52 AM There are already natural mountain passes if the mountainrange is only 1 row thick.(diagonally)
Nice addition, If we generate mountains extra thick. (fractal is a nice generator :))
It might be superfluous though, with goblins/skaven/dwarves able to walk/tunnel on/under mountains.
Chamaedrys Oct 25, 2006, 06:07 AM It might be superfluous though, with goblins/skaven/dwarves able to walk/tunnel on/under mountains.
Human foot soldiers should be able to walk through a tunnel. But they could have a combat penalty in the tunnel, cause they are not used to that terrain.
Psychic_Llamas Oct 26, 2006, 03:30 AM ok, more good points :) just scrap the mountain pass terrain then?
thats a good idea having penalties for units unaccustomed to beinging in tunnels when they are underground.
Chamaedrys Oct 28, 2006, 02:07 PM The swamp gas resource is ready:
http://forums.civfanatics.com/downloads/oil_0SU.jpg
it uses the oil animations
download! (http://forums.civfanatics.com/downloads.php?do=file&id=3332)
Ploeperpengel Oct 29, 2006, 01:05 AM Looks really cool. I'll add it in. Any idea what tileboni it should give or should we use it as gfx only?.
Chamaedrys Oct 29, 2006, 02:08 AM Looks really cool. I'll add it in. Any idea what tileboni it should give or should we use it as gfx only?.
no food, but more hammers or more commerce.
I'm not sure about the improvement, maybe a swamp hut?
Ploeperpengel Oct 29, 2006, 02:15 AM Don't think so . Maybe we should just take it as wasteland but with a chance to generate barbarian monstrosities that AH suggested. To be true I can't think of much use of it as a ressource really. Not all civs use machines and of those it's mostly coal anyway. But it really looks cool and gloomy and with monsters creeping out of it it'll give me some thrill:D
Chamaedrys Oct 29, 2006, 09:02 AM Don't think so . Maybe we should just take it as wasteland but with a chance to generate barbarian monstrosities that AH suggested. To be true I can't think of much use of it as a ressource really. Not all civs use machines and of those it's mostly coal anyway. But it really looks cool and gloomy and with monsters creeping out of it it'll give me some thrill:D
Hm, a real bad terrain/resource...
...what about noxious terrain: a unit on a tile of noxious terrain get a small damage evey turn.
I don't know if it's possible, but it would be cool for desert, real swamps and other wasteland.
Psychic_Llamas Oct 29, 2006, 06:55 PM that looks awsomly eerie Chamaedrys:D
the Skaven could use it as a resource. IDEA! is it possible to have resources that can only be used once a certain religion is adopted? if so we could make it useable once the Chaos religion is adopted. Think Nurgle and his plagues.
if not, then i agree that it should be a barbarian spawning terrain feature that you cant clear :evil:
Arexack_heretic Jan 13, 2007, 03:51 PM Okay fellaz.
Could I get some advice?
I'm trying to make deadforest terrainfeature, but I cannot get it to appear in-game.
What I did so far:
-Changed the Nif files to refer to another part of the original forrest-texture.
(exported to obj, edited in wings3d, (re)exported to obj, used NIFscope to swap the model-file with my new obj, saved as deadleafy01_01 to repeated this untill deadleafy15_01.)
-copied these nifs to a new folder: WHFB_f/assets/art/terrain/features/deadwood/
-In CIV4FeaturesInfo.xml: copied and modified a forest entry.
(Changed yields,
type to FEATURE_DEADFOREST,
changed the symbolpath to refer to: Art\terrain\features\Deadwood)
(3x as I only did one tree-type.)
variety button refers to Art\Interface\Buttons\TerrainFeatures\Deadforest.d ds)
...
ah
...
-I forgot to add references to CIV4ArtDefines_Features.xml.
doing that now.
testing new game
...
Nope still no dead forrests. :( help.
edit: Am i right in suspecting the NIF/KFM entries are for animations?
-I'd love to introduce a mist effect. Or billowing dustclouds when a unit enters a tile of burnt forest.
Ploeperpengel Jan 13, 2007, 04:37 PM You should copypaste the changed textentries here. nif is the model, kfm is animation. If you want a mist effect it should be part of the nifscene(attachable in the viewer).
Oh and you could send the nif so I could have a look at it.
Arexack_heretic Jan 13, 2007, 04:49 PM right.
So pasting a link to swampgas kfm/nif will not give a jungle swampgas effects?
I'll just try to get dead forests in as a feature for now. :)
Probably later I'll go and do a set af new textures for: dead: burnt: enchanted: drowned/swamp etc forrests.
I'll leave the mechanics of forest changing to any of the above up to the code-wizards. It sounds too much like python or SDK to me.
Ok text code.
CIV4FeaturesInfo.xml
<FeatureInfo>
<Type>FEATURE_DEADFOREST</Type>
<Description>TXT_KEY_FEATURE_DEADFOREST</Description>
<Civilopedia>TXT_KEY_FEATURE_DEADFOREST_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_FEATURE_DEADFOREST</ArtDefineTag>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<RiverYieldChange/>
<HillsYieldChange/>
<iMovement>2</iMovement>
<iSeeThrough>1</iSeeThrough>
<iHealthPercent>25</iHealthPercent>
<iDefense>15</iDefense>
<iAppearance>0</iAppearance>
<iDisappearance>0</iDisappearance>
<iGrowth>0</iGrowth>
<bNoCoast>0</bNoCoast>
<bNoRiver>0</bNoRiver>
<bNoAdjacent>0</bNoAdjacent>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiver>0</bRequiresRiver>
<bAddsFreshWater>0</bAddsFreshWater>
<bImpassable>0</bImpassable>
<bNoCity>0</bNoCity>
<bNoImprovement>0</bNoImprovement>
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
<SymbolPaths>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
</SymbolPaths>
<VarietyButtons>
<VarietyButton>Art/Interface/Buttons/TerrainFeatures/Deadforest.dds</VarietyButton>
<VarietyButton>Art/Interface/Buttons/TerrainFeatures/Deadforest.dds</VarietyButton>
<VarietyButton>Art/Interface/Buttons/TerrainFeatures/Deadforest.dds</VarietyButton>
</VarietyButtons>
<FootstepSounds>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
</FootstepSounds>
<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
<EffectType>EFFECT_BIRDSCATTER</EffectType>
<iEffectProbability>10</iEffectProbability>
</FeatureInfo>
<FeatureInfo>
<Type>FEATURE_SWAMP</Type>
<Description>TXT_KEY_FEATURE_SWAMP</Description>
<Civilopedia>TXT_KEY_FEATURE_SWAMP_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_FEATURE_SWAMP</ArtDefineTag>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<RiverYieldChange/>
<HillsYieldChange/>
<iMovement>2</iMovement>
<iSeeThrough>1</iSeeThrough>
<iHealthPercent>-25</iHealthPercent>
<iDefense>75</iDefense>
<iAppearance>1</iAppearance>
<iDisappearance>1</iDisappearance>
<iGrowth>20</iGrowth>
<bNoCoast>0</bNoCoast>
<bNoRiver>0</bNoRiver>
<bNoAdjacent>0</bNoAdjacent>
<bRequiresFlatlands>1</bRequiresFlatlands>
<bRequiresRiver>1</bRequiresRiver>
<bAddsFreshWater>0</bAddsFreshWater>
<bImpassable>0</bImpassable>
<bNoCity>1</bNoCity>
<bNoImprovement>1</bNoImprovement>
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<!-- For mangroves -->
<TerrainBoolean>
<TerrainType>TERRAIN_COAST</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<!-- -->
<TerrainBoolean>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
<SymbolPaths>
<SymbolPath>Art/Terrain/Features/Jungle/Jungle</SymbolPath>
</SymbolPaths>
<VarietyButtons>
<VarietyButton>Art/Interface/Buttons/TerrainFeatures/Jungle.dds</VarietyButton>
</VarietyButtons>
<FootstepSounds>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
</FootstepSound>
</FootstepSounds>
<WorldSoundscapeAudioScript>ASSS_JUNGLE_SELECT_AMB</WorldSoundscapeAudioScript>
<EffectType>EFFECT_BIRDSCATTER</EffectType>
<iEffectProbability>10</iEffectProbability>
</FeatureInfo>
For CIV4ArtDefinesFeature.xml:
<FeatureArtInfo>
<Type>ART_DEF_FEATURE_DEADFOREST</Type>
<bAnimated>0</bAnimated>
<bRiverArt>0</bRiverArt>
<bTileArt>1</bTileArt>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF/>
<KFM/>
<Button>Art/Interface/Buttons/TerrainFeatures/DeadForest.dds</Button>
</FeatureArtInfo>
<FeatureArtInfo>
<Type>ART_DEF_FEATURE_SWAMP</Type>
<bAnimated>0</bAnimated>
<bRiverArt>0</bRiverArt>
<bTileArt>1</bTileArt>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/terrain/features/Swampgas/oil.nif</NIF>
<KFM>Art/terrain/features/Swampgas/oil.kmf</KFM>
<Button>,Art/Interface/Buttons/TerrainFeatures/Jungle.dds,Art/Interface/Buttons/BaseTerrain_TerrainFeatures_Atlas.dds,5,3</Button>
</FeatureArtInfo>
maybe I should add a terrain-type (tundracopy) called wasteland to put the new feature on?
Ploeperpengel Jan 13, 2007, 04:52 PM No wonder you didn't put the path to the model into the artdefines!
<NIF/>
<KFM/>
got to look like this:
<NIF>Art/terrain/features/deadwood/deadwood.nif</NIF>
<KFM>Art/terrain/features/deadwood/deadwood.kfm</KFM>
here's a typo:
<KFM>Art/terrain/features/Swampgas/oil.kmf</KFM>
must be
<KFM>Art/terrain/features/Swampgas/oil.kfm</KFM>
Ploeperpengel Jan 13, 2007, 05:03 PM Oh wait sorry just saw forest is handled diffently:
<SymbolPaths>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
</SymbolPaths>
seems to be right but you need to alter:
CIV4SymbolMeshPaths.xml to include the nifs!
This is for forests in vanilla:
<SymbolMeshPath>Art/Terrain/Features/TreeEvergreen/EvergreenA.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeEvergreen/EvergreenB.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeEvergreen/EvergreenC.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyA.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyB.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyC.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyA.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyB.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyC.nif</SymbolMeshPath>
Looks really weird if you ask me. Since this file is totally missing the snowy trees but has doubleentries for leafy trees...
Btw: didn't play vanilla in a while: are there snowy trees?
Arexack_heretic Jan 13, 2007, 05:14 PM Ah.
yes, forests are handled differently.
That is why I thought I could use the NIF/KFM entries for gas animations.
(i'll remove those)
I'll add a symbolmeshpath for deadleafyA/B/C.nif to the meshdefines.
I guess A/B/C is refering to the 3 base-terrains, Grass/Plains/tundra ?
Is that second set of Leafy a typo? I expected to see Jungle.nif there.
Ploeperpengel Jan 13, 2007, 05:16 PM Edited the text above. Thiese doubleentries are in vanilla. I suppose they've forgotten about their snowy trees(maybe we should play with this?)
ABC seems to refer to I don't know what.
I just hope that we can work with it and it's not hardcoded in the gameengine. You should also have a look at FFH how they put their ancient forests in.
Ploeperpengel Jan 13, 2007, 05:23 PM Ah ok in FFH they just use:
<SymbolPath>Art/Terrain/Features/Ancient/leafy05_01.nif</SymbolPath>
instead of altering CIV4SymbolMeshPaths.xml
Arexack_heretic Jan 13, 2007, 05:25 PM hmm Jungle has tree repeats of the same set of entries a bit earlier in the vanilla file.
I'm totally confused by this file.
Why repaet the same meshpaths so many times?
What is thei *A.nif , *B.nif or *C.nif about?
Todo with the pltL system? (cant find any reference to forest there)
I'll just copy the file into WHFB-f and add reference to deadforest A/B/C.nif
:crosses fingers:
If that fails I'll add paths for all *.nif files I made. to the defines file.
edit:
The Oasis and fallout are just 9x repeats of the same file though. That makes sense as there is only one nif in those dir, but why (For Baal's sake!) repeat them 3, 6 or 9 times?
edit2:
Modifying the meshes- file does not get me any deadwood tiles. :(
Going to try to add multiple NIF's now.
Ploeperpengel Jan 13, 2007, 05:57 PM No idea.
btw tree.dds I hope you don't use the large black rectangle for your texture because it holds the treeshadows. there are only three small empty places right beside the shadow rectangle.
Arexack_heretic Jan 13, 2007, 06:14 PM yeah. I noticed that with a Hedera helix vine I was using an edited 1024 texture for.
Im using the part between the trunks and the leafy textures.
It textures for bare branches, which are afaik are not used in vanilla.
I extended the trunks into a pointed tip.
edit:
Can't define more than one NIF in ArtDefines. :(
Can't find a good reference to how to change the features either.
Sounds like FFH they just used one NIF for all ancient forests. (which explains why they looked so artificial)
Ploeperpengel Jan 13, 2007, 06:34 PM My guess is you can start with the artdefines like you had them when you posted here(without assigning a nif) but try to assign your models just in the symbolpaths in featureinfos(maybe assigning 3 three symbolpaths willl work too).
Instead of:
<SymbolPaths>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
</SymbolPaths>
try
<SymbolPaths>
<SymbolPath>Art\terrain\features\Deadwood1.nif</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood2.nif</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood3.nif</SymbolPath>
</SymbolPaths>
and reset your artdef to
<FeatureArtInfo>
<Type>ART_DEF_FEATURE_DEADFOREST</Type>
<bAnimated>0</bAnimated>
<bRiverArt>0</bRiverArt>
<bTileArt>1</bTileArt>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF/>
<KFM/>
<Button>Art/Interface/Buttons/TerrainFeatures/DeadForest.dds</Button>
</FeatureArtInfo>
Maybe...
Arexack_heretic Jan 13, 2007, 06:43 PM like this you mean?
<SymbolPaths>
<SymbolPath>Art\terrain\features\Deadwood\Deadleafy01_01.nif</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood\Deadleafy02_01.nif</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood\Deadleafy03_01.nif</SymbolPath>
</SymbolPaths>
doesn't work either.
will try a single nif tomorrow.
Could it have something todo with a checksum?
(this thread says something like that; http://forums.civfanatics.com/showthread.php?t=153584)
Well I can't find any references I missed, even in a hexeditor.
Or maybe the worldbuilder just doesn't pick the new features.
It does see the references, but just won't place them. (Manually I can see the Icons. Actually the ones I replaced are purple.)
(heh, placing bloodbowl tickets crashes the builder)
Ploeperpengel Jan 14, 2007, 07:56 AM Send me the nifs and your changed dds. I'll try.
Arexack_heretic Jan 14, 2007, 08:02 AM I'll zip those files and upload them.
(see attachments)
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