View Full Version : Citysets


woodelf
Apr 02, 2007, 05:23 AM
Garret - so you just need a handful of nif files to put together a mostly barren cityset?

Geomodder - once Garret has a basic nif you can XML it up so Moon colonies don't start as a large, sprawling metropolis?

This was one of my biggest issues with the old version.

GeoModder
Apr 02, 2007, 09:43 AM
Geomodder - once Garret has a basic nif you can XML it up so Moon colonies don't start as a large, sprawling metropolis?

Easily. :)
And as long as we keep the "era" feature in the mod, we could put a lot of structures in a single .nif citysetfile. I only need one or two empty structure slots to create a fairly empty cityplot.

woodelf
Apr 02, 2007, 09:47 AM
That's what I wanted to hear!

Any suggestions other than the prefab building what should be in the default colonies? I have 10-15 sci-fi buildings and Grave's Area-51 is super as well. hrochland has some nice ones too.

GeoModder
Apr 02, 2007, 09:51 AM
Did you commit all your scifi buildings to the download section, Woodelf?
In any case, a quick look there shows at least 2 distinct styles or coloring. Perhaps we could even have different citysets... :mischief:

woodelf
Apr 02, 2007, 09:58 AM
I might not have put all of my stuff in the download section for various reasons.

Different citysets could be doable if we have a reason and way to differentiate why they need to be unique. Militaristic, scientific, economic, and religious types?

GeoModder
Apr 02, 2007, 10:02 AM
From top of my head basic surface structures for a beginning moonbase:
- communications mast/tower
- one or two comm dishes.
- landingpad for shuttles/rockets (a simple circle on the surface with markings would do)
- vehicle/personnel airlock structure
- solar panel field?

The style depends on whether or not the first bases are underground or surface structures.
If surface structures are the norm, the following buildings come on top of above:
- 2-3 different types of prefab buildings (you have one atm IIRC)
- 1-2 kind(s) of storage facilities. Globeformed and tankformed is best with struts on the underside to keep it from 'falling over' ;) Actually your reskinned tankfarm would do fine for starters.

woodelf
Apr 02, 2007, 10:07 AM
I know that underground would be best, but they'd be boring. :p

Maybe we have Dune-type sandworms underground that prevent underground bases? :joke:

I have a Hoth generator that I really like for the power supply of the colonies. I also have a comm type tower that I never textured because the idea lost steam in SMAC. Actually, most of my buildings are leftovers...

GeoModder
Apr 02, 2007, 10:18 AM
I know that underground would be best, but they'd be boring. :p

We could begin underground, and use (habitated) surface structures later on as better radiation shielding is developped.
But take underground with a grain of salt, most likely an upstart mooncolony would put the inhabited structures on the surface but cover them with a meter thick layer of moonrock, so you could perhaps create little "bumps" in a few shapes, textured with the barren rock .dds.

GeoModder
Apr 02, 2007, 10:19 AM
But I'll never come around to checking out what is available or not if you keep on responding here. :p

joelwest
Apr 02, 2007, 02:28 PM
I know that underground would be best, but they'd be boring. :p

Maybe we have Dune-type sandworms underground that prevent underground bases? :joke:



the current biodomes in the mod give it its distinctive look.

even if it is later decided that roads will be underground (except perhaps in maria if we keep maria as isolation tiles) and even if most of a city is located underground, certain structures will have to above ground.

in the most minimalist case only the above ground structure would be at least a landing pad until the biodome is built. (I am not arguing for the minimalist case, BTW.)

after the biodome is built every subsequently built structure should be visible - that being the point of having a biodome.

GeoModder
Apr 02, 2007, 03:40 PM
Btw, Woodelf, have you figured out how to make a dome transparent yet? (meaning you can see what's inside?)

A quick look in the download section gives a few ones that can be used:
Your hoth reactor fits in nicely. Even if not as a reactor, it could be used as the charging mechanism of a electro-magnetic launchtube. (think a railwayline attached to its side which goes up a bit on the end)
That research hub fits in too, I think, perhaps as a sort of vehicle garage later on. As is of course the prefab house and the spaceport.
I think the launchpad would be perfect as a basic first 'airfield' without the pillars it stands on.
There's more, but I have to call it the day now.

woodelf
Apr 02, 2007, 03:42 PM
Is matthewv's dome transparent? Mine is too transparent...I can see through it, but not what's inside, but I have yet to try using it as a Biosphere.

woodelf
Apr 02, 2007, 03:44 PM
Once Garret chimes in I'll throw him some nifs.

prefab building
Area-51 from Grave
comm tower
solar panel field

What would a personnel/vehicle structure look like?

I'll need to finish the tower and the rest are available for d/l already.

Any thoughts on what a Palace should look like?

GeoModder
Apr 02, 2007, 03:47 PM
Is matthewv's dome transparent?
In Matthew's dome we could see the city inside, if that is what you mean.

woodelf
Apr 02, 2007, 03:53 PM
In Matthew's dome we could see the city inside, if that is what you mean.

That's what I mean. His could use a perpendicular brace and a few less polys...

Let me see what I can do.

Is this a good enough simple comm tower or does it need a dish?

GeoModder
Apr 02, 2007, 03:55 PM
What would a personnel/vehicle structure look like?

I think your "research lab" looks good as a vehicle garage.
But on second thought that would be better a later-build structure, not part of the cityset.

I'll need to finish the tower and the rest are available for d/l already.

How do you think about creating a pair of satellite dishes next to each other like in that moonbase pic I showed so many times?

Any thoughts on what a Palace should look like?

Do you think we need one? Or else use that dome from your Children's creche and texture a line of windows around it, with the same white color for the walls?
We're a beginning space going species, our structures there are still basic-looking: domes, tubes, geodesics...
I'll try to get some pics tomorrow.

GeoModder
Apr 02, 2007, 03:57 PM
Is this a good enough simple comm tower or does it need a dish?

Sorry, this doesn't fit IMO. Think I set you on the wrong track here.
Space dishes should be like a radio-astronomy setup, or huge satellite dishes.

Perhaps a pylon with antenna here and there strutting out?

woodelf
Apr 02, 2007, 04:01 PM
Sorry, this doesn't fit IMO. Think I set you on the wrong track here.
Space dishes should be like a radio-astronomy setup, or huge satellite dishes.

Perhaps a pylon with antenna here and there strutting out?

What about hrochland's basic dish setup? Too basic?

Don't be sorry, I think I went the wrong route without help. :)

woodelf
Apr 02, 2007, 04:04 PM
I think your "research lab" looks good as a vehicle garage.
But on second thought that would be better a later-build structure, not part of the cityset.

It could easily be modified, shrunk, or whatever and used twice. Or reskinned.

How do you think about creating a pair of satellite dishes next to each other like in that moonbase pic I showed so many times?

I'll look at that damned pic tomorrow and attempt something. :p

Do you think we need one? Or else use that dome from your Children's creche and texture a line of windows around it, with the same white color for the walls?
We're a beginning space going species, our structures there are still basic-looking: domes, tubes, geodesics...
I'll try to get some pics tomorrow.

Re-using that Creche model is fine by me. I'll see if Roland wants to reskin again. :)

GarretSidzaka
Apr 02, 2007, 05:24 PM
ok im here.

if you notice, the city reskin i recently made, had a texture overlain on the roof textures to make it look like the roofs are covered in regolith (to help with radiation and meteors)

im here so i would like to see what you have for me. although it make take me a while, as i have a two week deadline right now on something civ-related ;)

woodelf
Apr 02, 2007, 05:27 PM
I'd like to give you 4-5 nifs and see what you can do for us. :)

Three of them are in the d/l section already. Actually...do you need the finally nifs to do your part or just the correct sizes? I haven't done a good comm tower yet.

GarretSidzaka
Apr 02, 2007, 05:40 PM
i should be able to resize anything i need to. i know this sounds lazy of me, but could link the files here? :)

woodelf
Apr 02, 2007, 05:41 PM
Yeah I can, but I misworded one of my questions...

If you use a placeholder nif for your magic can it be replaced later on without problem? Not so much resized, but swapped?

woodelf
Apr 02, 2007, 05:47 PM
Links

Prefab (http://forums.civfanatics.com/downloads.php?do=file&id=4349)
Generator (http://forums.civfanatics.com/downloads.php?do=file&id=2421)
Solar Plant (http://forums.civfanatics.com/downloads.php?do=file&id=319)
Area 51 (http://forums.civfanatics.com/downloads.php?do=file&id=4180)
Radar station (http://forums.civfanatics.com/uploads/89000/lokator.rar)

The radar station needs a new skin, but we can add that later, right?

GarretSidzaka
Apr 02, 2007, 07:24 PM
well, if i make the city set stuff, i will just leave the default (but reskinned) buildings. i plan on replacing the buildings that dont fit right.

woodelf
Apr 02, 2007, 07:27 PM
Thanks Garret. No rush, but when you get bored of other work this might be fun!

GarretSidzaka
Apr 02, 2007, 07:30 PM
oh, trust me, i am already bored with what im doing. I have to make another 10 leaderheads off of obscure leaders

woodelf
Apr 05, 2007, 06:07 AM
How are those obscure LHs coming? I'm sick of seeing ancient huts on the Moon!

GarretSidzaka
Apr 05, 2007, 02:34 PM
oh i will fix it, but the deadline is in five days! Priorities!

GarretSidzaka
Apr 13, 2007, 08:58 PM
here check this out (http://forums.civfanatics.com/downloads.php?do=file&id=4590)
http://forums.civfanatics.com/downloads//cityset_O1Y.jpg

woodelf
Apr 13, 2007, 09:05 PM
That's gorgeous! Looks like a Lunar Las Vegas.

But not a good first era cityset. :p

GarretSidzaka
Apr 13, 2007, 09:20 PM
of course. i have found a hiccup in the process. the cityset .nif file will only access one texture file, no matter what. thats why the buildings i added have mixed up textures, since civ4 wont load separate dds files :(

this is a large obstacle

GeoModder
Apr 14, 2007, 02:31 AM
Nice models, Garret.
About your texture problem, the only way out I see is to have two or more cityset files, link them to the .dds file you want (one for each thus) and when properly xml'd they will show ingame with each cityset in its own textures. :)

GarretSidzaka
Apr 14, 2007, 05:08 AM
Hmm? But which one of the city sets would get used?

GeoModder
Apr 14, 2007, 05:40 AM
You can xml structures from all sets to appear in the same era.
Check my citystyles mod, I did it all the time there. The tricky thing is to let them "follow up" one another nicely with IIRC the iBatchgroup or something. The last parameter of any given structure xml paragraph.

GarretSidzaka
Apr 14, 2007, 05:49 AM
i have never modded this stuff before, but i will take a look and see if i can figure out what you mean...

woodelf
Apr 14, 2007, 06:56 AM
Garret - if you can do the nif work I think Geo can do the XML, unless you're hell-bent on figuring this out --- which is understandable.

GeoModder
Apr 14, 2007, 07:52 AM
I'll gladly do the xml'ing. :)

woodelf
Apr 14, 2007, 08:21 AM
I'm going to look for some good textures and skin my 9-10 simple buildings today. If anyone has pic, links, ect to a good outdoor, lunar wall feel let me know.

woodelf
Apr 14, 2007, 08:59 AM
How's this for a textured render shot of a hatch. I'll use this model to attach to other buildings that require a hatch doorway.

GeoModder
Apr 14, 2007, 10:02 AM
Looks good. Will all the first era buildings follow the same colorscheme?
If so, :goodjob:

woodelf
Apr 14, 2007, 10:06 AM
Yeah, it'll be boring, but I downloaded 4 walls and a door pic. I can c/p them onto most of the buildings.

Will first era buildings have windows or is that a luxury?

AlazkanAssassin
Apr 14, 2007, 10:17 AM
I'd make all of the basic era 1 buildings have no windows, but the capitol and other building you build could have them.

woodelf
Apr 14, 2007, 10:30 AM
Sounds good. That's what I'm planning on now. The buildings seem awfully boring though...

AlazkanAssassin
Apr 14, 2007, 10:32 AM
you could put some antennas, pipes, and solar panels on some of the roofs to break it up a bit.

woodelf
Apr 14, 2007, 10:39 AM
Yeah, but the textures are going to be drab, which is realistic.

Oh, before I forget...AA, can you do a texture so the land that the city gets placed on is more lunar instead of cobblestone? I tried once but it turned out crappy.

woodelf
Apr 14, 2007, 10:57 AM
How's this for a 2x1 building? If you split the building you'll also see the 1x1 original.

AlazkanAssassin
Apr 14, 2007, 11:05 AM
Looks very lunar to me! :goodjob:

Idea: Some of the buildings could have larger hatches that look like they were designed as vehicle airlocks.

woodelf
Apr 14, 2007, 11:11 AM
A vehicle bay will look nice indeed. Nice.

woodelf
Apr 14, 2007, 12:30 PM
The tower textured. I can always add an antenna later on if needed.

woodelf
Apr 14, 2007, 12:35 PM
A quick render shot of 3 buildings grouped together.

woodelf
Apr 14, 2007, 02:41 PM
In game screenshot of 4 buildings. I think they'll look much better as a cityset though.

GeoModder
Apr 14, 2007, 02:42 PM
I'm (almost) typeless, Woodelf. :drool:

woodelf
Apr 14, 2007, 03:32 PM
I don't like the one building's texture (on the left) so I'm going to stick with the one theme for at least the first era.

I think I'm going to also go back and re-texture my Hoth generator and other early space buildings for the first cityset.

GarretSidzaka
Apr 14, 2007, 04:33 PM
that looks pretty cool!

woodelf
Apr 14, 2007, 04:45 PM
Thanks.

Do you want some nifs soon Garret?

GarretSidzaka
Apr 14, 2007, 06:43 PM
yeah, but can you make sure that the nif models all come off the same texture file?

woodelf
Apr 14, 2007, 07:21 PM
I've never done that before Garret. Is it absolutely necessary?

I honestly am not even sure how I'd do that.

GeoModder
Apr 15, 2007, 03:53 AM
I've never done that before Garret. Is it absolutely necessary?

Unfortunately, it is. And it saves processor power if the textures come from a single .dds file.

woodelf
Apr 15, 2007, 06:31 AM
I think I have an idea on how to do it now. 512x512 is a good size, right?

GeoModder
Apr 15, 2007, 07:46 AM
256x256 is sufficient, especially for the low-end systems.
512x512 means we expect from you sharper and better textures for the rest of eternity. :D

woodelf
Apr 15, 2007, 07:50 AM
I started a 512 one, but I can scale it down. :)

GeoModder
Apr 15, 2007, 08:43 AM
Please continue on the 512x512 first! Especially for an early era cityset!
Or if there aren't enough "surfaces" to warrant the space (which could be if you use the same texture surface for a number of buildings), go to a lower one then.
You could check the game's cityset .dds files to see what size they used.

woodelf
Apr 15, 2007, 09:05 AM
I stuck with 512 and am completely done with 6 buildings, 1 doorway, and 1 cheezy antenna.

I'll PM you and Garret the upload link for the 8 nifs and 1 dds texture.

GeoModder
Apr 15, 2007, 09:51 AM
Received it. On top of the pink airlock I PM'd you back the "cheezy" :mischief: antenna could do with 2 different colors on the top, or perhaps even blinking lights! :cooool:

woodelf
Apr 15, 2007, 09:52 AM
Maybe Garret can do blinking lights?

The second era will have two colors. :p We need some differentiation.

woodelf
Apr 15, 2007, 09:57 AM
Try this new building D. I know why it happened at least. :D

GeoModder
Apr 15, 2007, 10:04 AM
Yep, that one fixes it. :goodjob:

woodelf
Apr 15, 2007, 11:01 AM
Geo, Garret - check your PMs for a new dds as well as 3 sizes of solar collector buildings.

GeoModder
Apr 15, 2007, 11:14 AM
Received, and responded. :)
(don't worry, its not a total loss ;) )

GarretSidzaka
Apr 15, 2007, 02:41 PM
ok will do

GarretSidzaka
Apr 15, 2007, 02:46 PM
here use these files too if you want. i cut them off of other buildings

woodelf
Apr 15, 2007, 02:54 PM
Thanks. I'll see if I can use the current dds to make them look Lunar.

woodelf
Apr 15, 2007, 04:44 PM
PMs sent guys. I crammed a tower and dish into that dds file.

GeoModder
Apr 15, 2007, 11:25 PM
Received. :)

woodelf
Apr 18, 2007, 03:17 PM
Any progress on this Garret? Do you need anything else from me?

GeoModder
Apr 18, 2007, 03:45 PM
Tried to change the worked plot graphic (the little shack) in the mod. No luck sofar. I hope it's not determined from the .exe

woodelf
Apr 18, 2007, 03:56 PM
I hate that little shack!

GarretSidzaka
Apr 18, 2007, 07:03 PM
Tried to change the worked plot graphic (the little shack) in the mod. No luck sofar. I hope it's not determined from the .exe

there should be an art reference. if not, woodelf could just load the model into Blender and import-edit-export. you might even try just putting a model with the same name there

woodelf
Apr 19, 2007, 05:40 AM
About a year ago I tried everything I could think of to remove that shack, but never even found where it was stored.

AlazkanAssassin
Apr 19, 2007, 07:13 AM
It is stored at C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\SotMv024\Assets\art\structures\improvements \landworked
and I just modified the files and it appeared in game as the modified version.

The game doesn't appear to check the art definition in Civ4ArtDefines_Improvement though, so we will have to leave it in the same location and file names.

woodelf
Apr 19, 2007, 07:59 AM
Thanks AA. What did you modify it to?

Also, do you want to modify the tiles that the cities appear on? Cobblestone doesn't work for the moon...

AlazkanAssassin
Apr 19, 2007, 08:05 AM
I just made a quick change to the file to check if it was actually calling the files from the mod. My used plot huts were four times their usual height.

I will look into the cobblestone, i'm not sure where it is stored.

GeoModder
Apr 19, 2007, 09:01 AM
I will look into the cobblestone, i'm not sure where it is stored.

With the cityset files in Art/structures/cities

GeoModder
Apr 19, 2007, 09:03 AM
The game doesn't appear to check the art definition in Civ4ArtDefines_Improvement though, so we will have to leave it in the same location and file names.

Yeah, I noticed that too. That's what must have put me on the wrong track.
Weirdly enough the sea-improvement is checked in its art folder.

snipperrabbit!!
Apr 19, 2007, 09:10 AM
Suggestion for replacement of the cobblestone :

http://forums.civfanatics.com/uploads/105110/moonbase2.png

AlazkanAssassin
Apr 19, 2007, 09:24 AM
Here's an option for the first era city floor.
Should be evocative of modern road systems.

I think later eras should have more futuristic/fanciful floors, such as that moonbase, that match the building styles. Since we don't have any later era buildings yet I will leave that till later.

GeoModder
Apr 19, 2007, 09:33 AM
Remember, the city buildings will be spread out more, at least in the early era's. I think a simple moonterrain texture will be better for the first 2, perhaps 3 era's until Garret's futuristic and domed cities kick in.

woodelf
Apr 19, 2007, 09:34 AM
That looks sharp AA. :thumbsup:

That along with the lunar-ish cityset will be awesome.

@snipper!!! - That would be cool for a late era ground.

GeoModder
Apr 19, 2007, 01:08 PM
Mmm... when I rename a .nif file into sm_farm_house.nif and put it in the right spot to replace the worked hut, I have a CTD when I found my first city.

snipperrabbit!!
Apr 19, 2007, 01:18 PM
There is two nif to replace. maybe it is your CTD.

there is a building in sm_farm_house.nif AND in sm_farm_house_freeze0001.nif

GeoModder
Apr 19, 2007, 01:20 PM
The modern nif? Shouldn't be, it isn't used in the first era.

And stupid me, I think I found the problem. Testing...

GarretSidzaka
Apr 19, 2007, 01:45 PM
maybe in the shared folder?

snipperrabbit!!
Apr 19, 2007, 01:57 PM
there's two dds here to look at :

eu_an_shadow.dds
eu_an_building.dds

GeoModder
Apr 19, 2007, 01:58 PM
Okay, I simply don't find how to do this.
AA, if it worked for you, could you please post the xml code? From the whole landworked paragraph please?
And what model did you use? I tried Woodelf's BSbuilding model. It shows ingame when I try to use it as a building, so it isn't a fault in this test model...

GeoModder
Apr 19, 2007, 02:00 PM
Snipper and Garret, I'm not looking for changing the streets of a cityset, but for the little shack on worked plots. Just in case you're trying to help me. ;)

AlazkanAssassin
Apr 19, 2007, 02:12 PM
Okay, I simply don't find how to do this.
AA, if it worked for you, could you please post the xml code? From the whole landworked paragraph please?
And what model did you use? I tried Woodelf's BSbuilding model. It shows ingame when I try to use it as a building, so it isn't a fault in this test model...

I didn't change the xml at all. All I did was modify all the art files and put them in the proper place in the mod folder. The game showed the modification. This showed that the game is calling the mod files as it should.

Have you tryed replacing ALL of the art files (including freeze versions) with your modified building while leaving the xml alone?

GeoModder
Apr 19, 2007, 03:26 PM
Nope. Guess I should try it this way. Thanks for the heads up.
O yes, Alazkan, this weekend I have the opportunity to on a graphic high-end computer. If you still have this crater overlay and transfered to me I could perhaps test if the crater overlay "sways in the wind".

GeoModder
Apr 19, 2007, 03:51 PM
Still crashing. I even crashes when I try this on the SotM-Rebirth mod. (one version earlier) so it definitely can't be anything I tinkered with.
Have you guys included the .kfm -and .dds files?

GarretSidzaka
Apr 19, 2007, 03:53 PM
maybe i can do something for you to try!

woodelf
Apr 19, 2007, 03:54 PM
That damn little shack isn't worth it Geo! I think I tried everything at one point. Maybe Chamadraeys knows something?

GeoModder
Apr 19, 2007, 03:58 PM
Wait one. If this shack is called up by the .exe, perhaps it searches for the proper files on the disc, and since I'm running civ4 from an image copy... Unfortunately, I only have my civ4 disc back this weekend. Can't test this out now. :(

GeoModder
Apr 19, 2007, 04:00 PM
Woodelf, if the others can call new graphics up, there shouldn't be a reason I can't do the same!

woodelf
Apr 19, 2007, 04:00 PM
Don't go chasing ghosts Geo. :p

GeoModder
Apr 19, 2007, 04:05 PM
What if I like that? :mischief:

GarretSidzaka
Apr 19, 2007, 04:06 PM
hey try out this new model for the landworked shack. just place the folder exac tly where it should be in the file structure and see if it auto loads.

GeoModder
Apr 19, 2007, 04:20 PM
It worked! :dance:
Well, appearantly it was Woodelf's BSbuilding causing the crash. I noticed its 3-5 times as large in kb size then Garret's models. Perhaps the game can't take too large files for improvements?

woodelf
Apr 19, 2007, 04:31 PM
Blame woodelf, blame woodelf the moderator....smart move Geo! :p

I'm glad it worked Garret.

GeoModder
Apr 19, 2007, 04:34 PM
Blame woodelf, blame woodelf the moderator....smart move Geo! :p

Stay off my postcount! :mad:
I didn't blame you, but your model. ;)

Cool, with this solved I finally can link graphics to buildings. :mischief:

woodelf
Apr 19, 2007, 04:39 PM
Awesome. And once Garret gets the cityset to look lunar we can most likely go to v0.25!

GarretSidzaka
Apr 19, 2007, 05:18 PM
It worked! :dance:
Well, appearantly it was Woodelf's BSbuilding causing the crash. I noticed its 3-5 times as large in kb size then Garret's models. Perhaps the game can't take too large files for improvements?

did my new building show up on the map!!??!

snipperrabbit!!
Apr 19, 2007, 05:24 PM
Yes ! A screenshot please !

GeoModder
Apr 20, 2007, 08:41 AM
did my new building show up on the map!!??!

It did. And the modern version too when I put all techs on my civ in the editor.
I only took a screenshot from the modern version.
One thing is weird: this tower is the same as the tower.nif you included in the zip too, but is smaller in kb size. And this tower.nif file crashes the game too when I try to use it to replace the shack. Did you link texture and/or animation files to the tower you used?

woodelf
Apr 20, 2007, 09:11 AM
Nice screenie. :goodjob:

GeoModder
Apr 20, 2007, 09:40 AM
Now I only need to hear from Garret what he did to that tower model so it doesn't crash the game. ;)
Personally, I would prefer your BSbuilding as a moonshack. It looks perfect for it.

snipperrabbit!!
Apr 20, 2007, 10:12 AM
I'd bet for texture size or something like that.

GarretSidzaka
Apr 20, 2007, 05:04 PM
im not sure whats going on :p

1. Are you saying that my building i sent you is crashing?

2. If not, are you saying that your buildings are crashing when put there?

3. What specific things would you like to know about the creation of those buildings?>

woodelf
Apr 20, 2007, 05:07 PM
I get lost daily Garret. :D

And I don't know exactly what they're talking about either.

GarretSidzaka
Apr 20, 2007, 05:15 PM
does he mean that the game crashes with my building? coz i'd like to know, coz i did not test it before i uploaded it. I would like to make it a weekly download, but only if it works.

snipperrabbit!!
Apr 20, 2007, 05:17 PM
Geo tried to reproduce what Garret did and it crashed ; i think he want to know how you did it. I want to know if my wild guess is right or wrong.

GarretSidzaka
Apr 20, 2007, 05:24 PM
what was your guess/question?

woodelf
Apr 20, 2007, 05:30 PM
what was your guess/question?

I think his guess was:

I'd bet for texture size or something like that.

GarretSidzaka
Apr 20, 2007, 05:51 PM
you know, i just did a graft of the tower and the dish onto the NiNode for the shack. i did not screw with the texture reference (i rarely ever do that). basically treat it as though you are "re-equipping" a unit, then delete the old mesh after. you can even leave the shadows!

the tower i used blender to cut from the airport, so it naturally uses the airport texture (which i modified), and the dish i cut from the bunker and is already texture referenced as well.

GeoModder
Apr 20, 2007, 06:47 PM
does he mean that the game crashes with my building? coz i'd like to know, coz i did not test it before i uploaded it. I would like to make it a weekly download, but only if it works.

Okay, to make things clear:

I put the folder you gave use in the correct spot, and it worked like a charm without me changing a thing. The tower alone in the early era's, and the tower+dish from one of the later era's onwards show ingame without a glitch.

Now, what I tried was to rename the "tower.nif" file you also included in the package to the "sm_farm_house.nif", and that one crashed the game. The only difference between those two towers are the filesizes and the fact that the good tower is looked upon from a bit further in the nifviewer.

Hope that clarifies things.


If you're willing, could you do the same for Woodelfs the BSbuilding model?

GarretSidzaka
Apr 21, 2007, 03:28 AM
um, you know that the tower file is kinda like a production leftover. you should be able to delete it and the shack should work fine. i should start deleting them :P

GeoModder
Apr 21, 2007, 03:36 AM
Garret, I know that. The only reason I tried it with this tower.nif is that it is basically the same structure you used as a shack.

Can you do graft of Woodelfs BSbuilding onto the NiNode for the shack please?

GarretSidzaka
Apr 21, 2007, 05:20 AM
yeah, post the files :/

woodelf
Apr 21, 2007, 05:23 AM
I don't even remember which building of my mine that is. :confused:

woodelf
Apr 21, 2007, 05:27 AM
Found it (http://forums.civfanatics.com/downloads.php?do=file&id=4349) Garret.

GeoModder
Apr 22, 2007, 01:08 PM
The He³ exchange, air recycler, lunar command (palace), military station, and data core are xml'd in the mod. The scale isn't entirely perfect yet, but that will come once we know how big we want the base to look.

Paste the assets download in your mod folder, and 't is ready to roll.

woodelf
Apr 22, 2007, 02:28 PM
Nice. Do you need more buildings Geo? I have many, many more now.

GeoModder
Apr 22, 2007, 03:18 PM
Why, yes of course. And if the nif is more or less named for the purpose, I can look up which type of building to link to the model.

Sofar, only the BSbuilding model with a dish on top and those 3 models with the round circles on them are left, and the latter 3 aren't that obvious, nor entirely appropriate.
Sofar, I kept away from the structures meant for the cityset.

GarretSidzaka
Apr 22, 2007, 03:59 PM
here ya go:
http://forums.civfanatics.com/downloads.php?do=file&id=4668
http://forums.civfanatics.com/downloads//llw_6o2.jpg

GeoModder
Apr 22, 2007, 04:49 PM
You're top notch, Garret. :thumbsup:

GarretSidzaka
Apr 22, 2007, 05:08 PM
thanks bro!

woodelf
Apr 22, 2007, 05:14 PM
Ooohh, super work Garret. Is that the Land Worked?

Lovely. :goodjob:

How's the main early cityset coming bro?

woodelf
Apr 22, 2007, 05:15 PM
Why, yes of course. And if the nif is more or less named for the purpose, I can look up which type of building to link to the model.

Sofar, only the BSbuilding model with a dish on top and those 3 models with the round circles on them are left, and the latter 3 aren't that obvious, nor entirely appropriate.
Sofar, I kept away from the structures meant for the cityset.

Let me see what I have in my folder. I was waiting until I had an entire dds filled up since I'm tying multiple nifs to 1 dds now.

GeoModder
Apr 22, 2007, 05:33 PM
Yeah, I noticed. If I may do a suggestion, change the green color in your first one to the yellow windowgrid you used for the BSbuilding. It looks better on the shacks meant for city buildings, and yellow lights aren't too bad for nav beacons on the tower.
Oh, and no rush. Got plenty of stuff to do inbetween.

GeoModder
May 01, 2007, 11:35 AM
Okay, surprisingly I managed to create a cityset without a general cityset .nif file. Though there are some (minor) problems putting different .nif files in one cityplot.

First the solar plant (red-circled): as you see the texture comes from the wrong file. This is where asio/garret warned us for that a single .dds file must be used. So 't would be good if the panel textures could be put on the right spot in the general .dds file from the other city buildings.
The former airport tower (green-circled): for some reason I don't understand its airlock is gone. This is not a problem IMO, just felt like mentioning it. So no need to repair this.
Then the single dish model (dark-blue circled): it doesn't look good to me just standing there in the middle of a city, so I suggest creating a new 2x1-sized building on which 2 of those dishes are placed + perhaps that round tower antenna to finish it. Let the two dishes point to other directions, give them a different scale (one big, one small) and please, please, do put it on a 2x1 orientation. We've got one 1x2 oriented structure already so this would make a good change of view.

This was whipped up fast, so is the distribution of city buildings wide enough for you guys? Or do I need to try to make it even wider?

woodelf
May 01, 2007, 12:04 PM
That looks super Geo. I don't think it needs to be widened at all.

I can add the solar panel stuff to the city 512 dds file so that will eliminate that red circle issue. And creating a 2x1 with a radar dish shouldn't be a problem either.

I'm watching Chelsea-Liverpool when I get home from work, but will work on fixing whatever graphical issues you have after that.

GeoModder
May 01, 2007, 01:09 PM
While you're at it, could you change that green color in the .dds file (the color you can see on the air-recyclers' chimneys) with a raster structure of sorts? I think there's already a nice one in the present moon2.dds file. I know this color is used for the green lights of the antenna, but as you can see on the pic the green lights don't show anyway.

No rush, I'm likely done for tonight modding, and tomorrow will be a busy day.

woodelf
May 01, 2007, 02:37 PM
Before you head to bed Geo can you remind me of what file set this came from? I've uploaded quite a few recently. :confused:

I'll make some texture changes.

woodelf
May 01, 2007, 04:26 PM
Here's an option for the first era city floor.
Should be evocative of modern road systems.

I think later eras should have more futuristic/fanciful floors, such as that moonbase, that match the building styles. Since we don't have any later era buildings yet I will leave that till later.

AA - did you ever upload this or work on it further?

woodelf
May 01, 2007, 04:56 PM
The more I look at this cityset Geo the more I realize you used the wrong files. :lol: You took the models for other buildings and not the era1 nif set. Actually, you might have combined the two sets of models.

It's confusing since I used the same dds for both sets, but everything with MoonA-G with the Ant and Hatch is for the cityset. The folder with building names is for real buildings.

Not a big deal. Make a list of what you want to be in the cityset and I'll modify the nifs and dds accordingly.

matthewv
May 01, 2007, 05:24 PM
Do you guys know if they is any way to add light emiting elements to objects that will actually light up the surroundings? If so I think it would look really cool to give this mod an evening/night time look with lit up cities on a dark terrain. Especially since the terrain is all grey, this will make cities and buildings stand out and thus make the moon look alot less drab and boring.

snipperrabbit!!
May 01, 2007, 05:34 PM
Rabbit White mastered that technique to attach fx to objects. Now there's a few more that can do that. I'm sure Garret and Chuggi can do that, not sure about others.

woodelf
May 01, 2007, 05:38 PM
Yeah, if anyone can do that I'd be thrilled! Maybe even some improvements as well?

matthewv
May 01, 2007, 05:40 PM
Rabbit White mastered that technique to attach fx to objects. Now there's a few more that can do that. I'm sure Garret and Chuggi can do that, not sure about others.

Right on:cool: , Now all we need to figure out is how to do it.

Maybe Rabbit, White will be kind enough to tell us;) .

GarretSidzaka
May 01, 2007, 11:09 PM
i think c.roland can do it and it involves a hex editor. i think i did it before for BtS but it is really hard to remember how i did it :(

woodelf
May 02, 2007, 05:17 AM
Well, we can work on subcontracting this out when the time comes.

GeoModder
May 02, 2007, 09:21 AM
i think i did it before for BtS but it is really hard to remember how i did it :(

You did something for BtS? :eek:

woodelf
May 02, 2007, 09:37 AM
Geo - did you read post 144?

GeoModder
May 02, 2007, 11:35 AM
Just did. Woodelf, I took that screenshot from a mooncity with some buildings constructed (air recycler, mil.station,...) so hence your assumption

I used the MoonA-G series, the MoonTower, the SolarPlant and the MoonDish for the cityset. The rest are there as facilities. The MoonDish falls already out, with the new 2x1 model I requested, and I was thinking of letting the moontower appear in a later era.
Hope that answers your question. :)

matthewv
May 03, 2007, 07:24 PM
Right on:cool: , Now all we need to figure out is how to do it.

Maybe Rabbit, White will be kind enough to tell us;) .

Okay, I figured out how to add lights to objects. The only problem is they seem to only light the object itself and not the terrain around it.

woodelf
May 03, 2007, 08:04 PM
Okay, I figured out how to add lights to objects. The only problem is they seem to only light the object itself and not the terrain around it.

:hmm:

What if you put them near the ground? Still nothing lit on the terrain?

matthewv
May 03, 2007, 09:32 PM
What if you put them near the ground? Still nothing lit on the terrain?

Nope, It appears to be that the terrain etc. are drawn separately with different lighting sources for terrain, units, etc. I found the nif files for the lighting of terrain etc. and I can make the terrain really dark and the units really light if I wanted to.

This is depressing. I have run into so many brick walls of things it is impossible to do lately its crazy.:mad: :mad: :mad: Grrr I so wish we had access to the graphics code. I was so excited this morning, but now I am so depressed I'm going to give up for tonight.

I may still play around with the lighting but with all the limitations it will be impossible to get the desired effect I want.

Edit: on a brighter note I figured out how to turn of the clouds, Ice at the poles, and various other things.

woodelf
May 04, 2007, 06:41 AM
I know all about :wallbash: when it comes to modding this game. I normally wake up ready to try again.

snipperrabbit!!
May 04, 2007, 07:18 AM
The only problem is they seem to only light the object itself and not the terrain around it.
What about adding a specular map to the terrain ?

matthewv
May 04, 2007, 09:12 AM
What about adding a specular map to the terrain ?

Any ideas how I might do that?

snipperrabbit!!
May 04, 2007, 09:39 AM
First question is rather :

Is this possible ?

and my answer is :

Sorry, I don't know. It's just an hypothesis.

matthewv
May 04, 2007, 09:57 AM
First question is rather :

Is this possible ?

and my answer is :

Sorry, I don't know. It's just an hypothesis.

I don't think so. All we have for terrain is .dds files. (no .nif files to add different mappings too.) I highly doubt it would work anyway since its not a matter of the light reflecting of the terrain but the fact that the light does not reach the terrain at all since when it is drawn, light sources from nearby object arent considered.

The light sources that light the terrain, units, etc. are in the .nif files in the lights folder. We can easily play around with these lights but i don't think we can add any new ones as we would need access to the graphics code to do so.

matthewv
May 04, 2007, 08:35 PM
Matthewv plays with lights:
152500

woodelf
May 04, 2007, 08:39 PM
ooohhh, that has serious potential. Whatever you're messing with...keep it up!

GeoModder
May 04, 2007, 08:43 PM
* Geo just decided a new computer with waaaaay better graphics card is required.:drool:

GarretSidzaka
May 04, 2007, 10:26 PM
Matthewv plays with lights:
152500

oooooh pretty!

woodelf
May 04, 2007, 10:50 PM
Are you still burnt out Garret?

Geo was dabbling with citysets, but I don't think he actually used the nifviewer to make one.

GarretSidzaka
May 04, 2007, 11:53 PM
Geo, try out the nif viewer and see what happens

I just quit smoking today, and i might feel like making a unit tomarow to help get my mind off it :P

snipperrabbit!!
May 05, 2007, 05:26 AM
I just quit smoking today

I wish you success with that !

woodelf
May 05, 2007, 06:29 AM
I second what snipper said Garret. Good luck with your quitting!

GeoModder
May 05, 2007, 06:48 AM
Geo, try out the nif viewer and see what happens

Nothing much. :p

GeoModder
May 08, 2007, 03:23 PM
Woodelf, did I ever sent you the xml-file for the new mooncity/buildings graphics?
Tryin' to assemble what I tinkered with in an alternative version so I could sent it over in one time.

woodelf
May 08, 2007, 04:09 PM
If you did Geo I don't recall. Best to send it again, but no hurry. After tonight I'm on a mini-vacation until Saturday.

matthewv
May 08, 2007, 04:22 PM
After tonight I'm on a mini-vacation until Saturday.

Sorry, You can't go. You didn't give two weeks notice.:p

woodelf
May 08, 2007, 04:28 PM
Damn. I'll let my wife ask nicely. ;)

GeoModder
May 08, 2007, 09:42 PM
Your :whipped: ? :scared:

GarretSidzaka
May 09, 2007, 02:57 AM
no he's married, there's a difference ;)

matthewv
May 09, 2007, 09:24 AM
Damn. I'll let my wife ask nicely.
I suppose if she asks nicely you can go.:rolleyes:

woodelf
May 16, 2007, 05:44 AM
Geo - The citysets work wonderfully in v24C, but they appear white until you build the He3 building. :confused: After that the textures all appear in game.

Any building might have the effect, but I always build that first. Any ideas?

It's not game breaking by any means.

GeoModder
May 16, 2007, 12:31 PM
Geo - The citysets work wonderfully in v24C, but they appear white until you build the He3 building. :confused: After that the textures all appear in game.

It's because the solar plant textures aren't in the .dds from the other buildings.
I suppose it reverses back to the ones intended once a primary texture is linked to with this base facility (Heł model).

woodelf
May 16, 2007, 12:57 PM
ok. Not a big deal for me. If we lower the cost of He-3 building we'd have the white city for only a turn. :p

I'll have to look and see if I have room to put that art in the dds file.

GeoModder
May 16, 2007, 01:19 PM
And while you're at it, don't forget to change those green blobs to a grille-like texture for the air-recycling model :deal:

woodelf
May 16, 2007, 02:24 PM
Bugger. I need a secretary....

GeoModder
May 16, 2007, 02:34 PM
What do you have a wife for? :p

woodelf
May 16, 2007, 03:01 PM
Not for her secretarial skills...

GeoModder
May 16, 2007, 03:15 PM
Good response! :lol:

woodelf
May 16, 2007, 03:20 PM
She might surf these forums from work! I need to be smart. :p

GeoModder
May 16, 2007, 04:12 PM
She might surf these forums from work! I need to be smart. :p

Let's create a private forum for the BtS and move the subject there... ;)

GarretSidzaka
May 16, 2007, 09:16 PM
hey woodelf, ask jesse smith if he will let us have a spot at franky for the BtS side stuff.

GeoModder
May 17, 2007, 01:06 AM
Woodelf has tabs on Jesse from Firaxis? Get out of here! ;)

woodelf
May 17, 2007, 05:15 AM
I don't think I have that kind of pull.

We can most likely get a private forum here when the need arises.

Hell, only 5 people post here so it's sort of private. :(

thomas.berubeg
May 17, 2007, 03:17 PM
With at least one other following this rather closely :D

woodelf
May 17, 2007, 03:56 PM
And 1 lurker... ;)

GarretSidzaka
May 17, 2007, 05:21 PM
you arent acusing me of lurking are you ;)

GeoModder
May 18, 2007, 09:06 AM
Not yet... :trouble:

;)