View Full Version : alright... what did i do?


icantcmyeye
Jun 29, 2007, 06:00 PM
I've been working on civ-specific pagan temples to the god that civ worships. today, i thought i was well on my way as I exported the draft model of my "Bhall's Pyre" (for the orcs of course), and coded it into

CIV4ArtDefines_Buildings.xml
CIV4CivilizationInfo.xml
CIV4BuildingInfos.xml

I added this into ArtDefines

<BuildingArtInfo>
<Type>ART_DEF_BUILDING_BHALLS_PYRE</Type>
<bAnimated>0</bAnimated>
<fScale>1.10</fScale>
<fInterfaceScale>0.6</fInterfaceScale>
<NIF>art\Structures\OrkPyre.blender.nif</NIF>
<KFM/>
<Button>art/structures/orkpyre/pyreflag.dds</Button>
</BuildingArtInfo>

and this into BuildingInfos

<BuildingInfo>
<BuildingClass>BUILDINGCLASS_PAGAN_TEMPLE</BuildingClass>
<Type>BUILDING_BHALLS_PYRE</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_PAGAN_TEMPLE</Description>
<Civilopedia>TXT_KEY_BUILDING_PLACEHOLDER_PEDIA</Civilopedia>
<Strategy></Strategy>
<Advisor>ADVISOR_CULTURE</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_BHALLS_PYRE</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_MYSTICISM</PrereqTech>
<TechTypes>
</TechTypes>
<Bonus>NONE</Bonus>
<PrereqBonuses>
</PrereqBonuses>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_SPIRITUAL</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<FreeBonus2>NONE</FreeBonus2>
<FreeBonus3>NONE</FreeBonus3>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<bDiploVote>0</bDiploVote>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>1</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>100</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>25</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iAllCityDefense>0</iAllCityDefense>
<iAsset>3</iAsset>
<iPower>0</iPower>
<iSprawling>0</iSprawling>
<fVisibilityPriority>1</fVisibilityPriority>
<SeaPlotYieldChanges>
</SeaPlotYieldChanges>
<GlobalSeaPlotYieldChanges>
</GlobalSeaPlotYieldChanges>
<YieldChanges>
</YieldChanges>
<YieldModifiers>
</YieldModifiers>
<CommerceChanges>
</CommerceChanges>
<ObsoleteSafeCommerceChanges>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
</CommerceChangeDoubleTimes>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>10</iCommerce>
</CommerceModifiers>
<GlobalCommerceModifiers>
</GlobalCommerceModifiers>
<SpecialistExtraCommerces>
</SpecialistExtraCommerces>
<StateReligionCommerces>
</StateReligionCommerces>
<CommerceHappinesses>
</CommerceHappinesses>
<ReligionChanges>
</ReligionChanges>
<SpecialistCounts>
<SpecialistCount>
<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
<iSpecialistCount>1</iSpecialistCount>
</SpecialistCount>
</SpecialistCounts>
<FreeSpecialistCounts>
</FreeSpecialistCounts>
<CommerceFlexibles>
</CommerceFlexibles>
<CommerceChangeOriginalOwners>
</CommerceChangeOriginalOwners>
<ConstructSound></ConstructSound>
<BonusHealthChanges>
</BonusHealthChanges>
<BonusHappinessChanges>
<BonusHappinessChange>
<BonusType>BONUS_INCENSE</BonusType>
<iHappinessChange>1</iHappinessChange>
</BonusHappinessChange>
</BonusHappinessChanges>
<BonusProductionModifiers>
</BonusProductionModifiers>
<UnitCombatFreeExperiences>
</UnitCombatFreeExperiences>
<DomainFreeExperiences>
</DomainFreeExperiences>
<DomainProductionModifiers>
</DomainProductionModifiers>
<BuildingHappinessChanges>
</BuildingHappinessChanges>
<PrereqBuildingClasses>
</PrereqBuildingClasses>
<BuildingClassNeededs>
</BuildingClassNeededs>
<SpecialistYieldChanges>
</SpecialistYieldChanges>
<BonusYieldModifiers>
</BonusYieldModifiers>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_RELIGIOUSLAW</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<HotKey></HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<bGraphicalOnly>0</bGraphicalOnly>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>


Both at the end of the file, just before the closing bracket
</BuildingArtInfos>
...
this was the result
http://img519.imageshack.us/img519/933/civ4screenshot0039gu4.jpg
http://img341.imageshack.us/img341/4522/civ4screenshot0040zo3.jpg


Could someone please tell me where it was that i screwed up so royally, and if you can see any major mistakes i've made?

Kael
Jun 29, 2007, 06:02 PM
You are using a patch, not the full version (specifically you are missing the Pak0.FPK file).

icantcmyeye
Jun 29, 2007, 06:13 PM
oh shoot... found the problem...

I was using an unpacker to extract files from PAK0.fpk, and didn't close it when i turned Civ back on, so it couldn't find the file...

Though my coding was flawed it didn't seem to cause this problem... lucky me...

icantcmyeye
Jun 29, 2007, 06:33 PM
sorry to bump, but how do you put a .nif file into the PAK0.fpk file?

Kael
Jun 29, 2007, 07:00 PM
There is no easy way. You have to unpack everything, then repack it with the new files. But you don't really need to include the files int he pak. You can put them in the art directory as normal if thats easier.

Grey Fox
Jun 30, 2007, 09:33 AM
or you can just create a new Pak file if you like to use pak files. They arn't needed really, except the seem to speed up loading.

icantcmyeye
Jun 30, 2007, 04:20 PM
I was only asking because every time i load the game, my models are big red circles, and i thought they had to be in the .pak file to be found, so now i just think the .nif wasn't created properly... i'm going to re-install my scripts, and make sure I configured them properly

monolith94
Jun 30, 2007, 10:59 PM
I just have to say, the idea of creating civ-specific pagan temples is really, really cool, flavor-wise.

icantcmyeye
Jul 01, 2007, 12:07 AM
sorry to bother you this one last time, but how do you change the name, i can't figure out how to keep it from being 'Pagan Temple' by default

Vehem
Jul 02, 2007, 01:35 AM
sorry to bother you this one last time, but how do you change the name, i can't figure out how to keep it from being 'Pagan Temple' by default

<BuildingInfo>
<BuildingClass>BUILDINGCLASS_PAGAN_TEMPLE</BuildingClass>
<Type>BUILDING_BHALLS_PYRE</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_PAGAN_TEMPLE</Description>
<Civilopedia>TXT_KEY_BUILDING_PLACEHOLDER_PEDIA</Civilopedia>
<Strategy></Strategy>
<Advisor>ADVISOR_CULTURE</Advisor>

TXT_KEY_BUILDING_PAGAN_TEMPLE is found in the GameText files - you can either add a new text key there with the new name, or just replace it in the XML with "<Description>Bhall's Pyre</Description>". The former is the better option in terms of maintainability, but the latter works well for testing.