View Full Version : [BtS] - ArtDefines questions - mildly urgent...
woodelf Aug 15, 2007, 04:30 AM I'm converting our vanilla ArtDefines to BtS and am coming across some things I don't completely understand.
In the ArtDefines_Terrain we now have a <Grid> line. It's another dds. What should I enter for ours? Can I leave this as <Grid/> or use one of their values? Do we need to make another dds?
In the ArtDefines_Buildings there is now an LSystem line. I tried my best to match up building sizes and I'm hoping my entries won't be an issue. Not a question per se, but an invite for Geo to fix this after I upload them. ;)
AlazkanAssassin Aug 15, 2007, 04:48 AM I'm converting our vanilla ArtDefines to BtS and am coming across some things I don't completely understand.
In the ArtDefines_Terrain we now have a <Grid> line. It's another dds. What should I enter for ours? Can I leave this as <Grid/> or use one of their values? Do we need to make another dds?
the <Grid/> entry is needed when you press ctrl-T and turn on map grids, it calls an entirely different set of dds files. it can be set to the same with the only issue being that you will not get any grids displayed. if we have grid versions of the texture files it should be linked to that.
if the blend an grid files are not the same dimensions it will CTD.
woodelf Aug 15, 2007, 04:50 AM the <Grid/> entry is needed when you press ctrl-T and turn on map grids, it calls an entirely different set of dds files. it can be set to the same with the only issue being that you will not get any grids displayed. if we have grid versions of the texture files it should be linked to that.
if the blend an grid files are not the same dimensions it will CTD.
Thanks AA.
So I can simply c/p from the path line above, for example:
<Path>Art/Terrain/Textures/CraterRimBlend.dds</Path>
and
<Grid>Art/Terrain/Textures/CraterRimBlend.dds</Grid>
AlazkanAssassin Aug 15, 2007, 04:58 AM Thanks AA.
So I can simply c/p from the path line above, for example:
<Path>Art/Terrain/Textures/CraterRimBlend.dds</Path>
and
<Grid>Art/Terrain/Textures/CraterRimBlend.dds</Grid>
yes.
however if there are GraterRimGrids.dds available that should be used.
woodelf Aug 15, 2007, 04:59 AM I did a c/p and added my 4 ArtDefines into a rar file found here (http://forums.civfanatics.com/uploads/32561/SotMArtDefines.rar).
I also posted in the progress thread, but if anyone can commit these files and test the mod I'd be thrilled!
GeoModder Aug 15, 2007, 05:51 AM I did a c/p and added my 4 ArtDefines into a rar file found here (http://forums.civfanatics.com/uploads/32561/SotMArtDefines.rar).
I also posted in the progress thread, but if anyone can commit these files and test the mod I'd be thrilled!
These are the same you posted in the progress thread?
woodelf Aug 15, 2007, 05:52 AM These are the same you posted in the progress thread?
Yeah, I'm being thorough. :D
GeoModder Aug 15, 2007, 05:54 AM ... or confusing, it's how one look at it. ;)
Installed, kindly sit on the edge of your chair while I start the game. :p
GeoModder Aug 15, 2007, 06:03 AM Mmm, I got 2 xml error popups before a CTD happens.
The first is in line 59,12 of the civartdefinesunit.xml, on the military engineer entry. On something innocent it seems. It is the <fscale>0.44</fscale> line.
I'll try with changing the size, but this won't solve it. Just want to see if the xml error evolves with it.
More on the other error after this test.
woodelf Aug 15, 2007, 06:06 AM That means I forgot to add the 2 new lines to that one unit most likely.
edit - I missed the button line. If you c/p the button line from any other unit and paste it above the fscale line it'll be fine.
GeoModder Aug 15, 2007, 06:10 AM Failed Loading XML file xml\art/CivArtDefines_Unit.xml.
File: xml\art/CivArtDefines_Unit.xml
Reason: Content of element is invalid according to DTD/Scheme
Expected: {x-schema:CIVARTDefinesSchema.xml}Button.
Line: 59,12
Source: <fScale>0.44</fScale>
Have you perhaps forgotten to include button references for this unit?
The second:
Failed Loading XML file xml\art/CivArtDefines_Building.xml.
File: xml\art/CivArtDefines_Building.xml
Reason: Content of element is invalid according to DTD/Scheme
Expected: {x-schema:CIVARTDefinesSchema.xml}bAnimated.
Line: 42,12
Source: <fScale>0.9</fScale>
Wonder if you by mistake put the animations tag to 1 or something.
GeoModder Aug 15, 2007, 06:12 AM Yes, I see what the typo was. Corrected now and starting a reload. :)
GeoModder Aug 15, 2007, 06:14 AM New error:
tag: build_algaefarm in info class was incorrect
woodelf Aug 15, 2007, 06:19 AM New error:
tag: build_algaefarm in info class was incorrect
I've seen that as well and wonder what's wrong with it!
GeoModder Aug 15, 2007, 06:20 AM I didn't find any reference to algaefarm sofar. Not in the ardefines and not in the building xml.
Perhaps something that got removed except at some remote xml file or upgrade reference from glasshouses?
woodelf Aug 15, 2007, 06:21 AM The second:
Failed Loading XML file xml\art/CivArtDefines_Building.xml.
File: xml\art/CivArtDefines_Building.xml
Reason: Content of element is invalid according to DTD/Scheme
Expected: {x-schema:CIVARTDefinesSchema.xml}bAnimated.
Line: 42,12
Source: <fScale>0.9</fScale>
Wonder if you by mistake put the animations tag to 1 or something.
So you found the Mushroom Farm at 1 then?
woodelf Aug 15, 2007, 06:23 AM I didn't find any reference to algaefarm sofar. Not in the ardefines and not in the building xml.
Perhaps something that got removed except at some remote xml file or upgrade reference from glasshouses?
What about in either UnitInfos for a worker building it or in BonusInfos for Nutrients?
GeoModder Aug 15, 2007, 06:23 AM No, you forgot the <animated>0</banimated> line of the stonehenge facility. ;)
woodelf Aug 15, 2007, 06:24 AM Stonehenge, wonderful. I was afraid to remove some old crap so we're stuck with that for now...
GeoModder Aug 15, 2007, 06:27 AM Back to square one. :(
I removed the build_algaefarm from the civ4unitinfos file (it was indeed a worker action), and have a CTD at about the same spot as before.
GeoModder Aug 15, 2007, 06:29 AM Indeed, the build_algaefarm wasn't in the Civ4buildinfos.xml file. So it's logical this caused an xml.
But this wasn't related to our crash thus.
woodelf Aug 15, 2007, 06:31 AM Is it the same type of CTD? What file are the Build_XXXX improvements defined in? I don't have the ArtDefines_Improvement here at work, but it's possible there are issues there.
woodelf Aug 15, 2007, 06:36 AM Can you attach the BtS ArtDefines_Improvement here so I can see if it wasn't a simple swap job?
GeoModder Aug 15, 2007, 06:37 AM I think I have to start from a complete new .svn download.
By now I have removed algaefarm entries in too many files to restore things. :(
woodelf Aug 15, 2007, 06:39 AM I think I have to start from a complete new .svn download.
By now I have removed algaefarm entries in too many files to restore things. :(
:(
I always rename files "oldCiv4" and then can delete my changed file if needed and remove the "old" to make things right again.
GeoModder Aug 15, 2007, 07:00 AM Okay, I am where I was before, added a proper IMPROVEMENT_ALGAEFARM reference in the CIV4ImprovementInfos file and the file loads up until the infamous CTD (at the same spot as before). No xml errors.
You still want me to upload xml files? Perhaps I better upload the whole xml folder I have here?
GeoModder Aug 15, 2007, 07:05 AM In any case, here are the two files I added the Algae references in.
The whole xml folder is 3.45 megs big, so that might not be a good idea if you're at work?
woodelf Aug 15, 2007, 07:15 AM All XMl isn't necessary, just the BtS XML for ArtDefines_Improvements
GeoModder Aug 15, 2007, 07:28 AM All XMl isn't necessary, just the BtS XML for ArtDefines_Improvements
Okay, here you go.
Hope you also checked on my earlier post? The attachment there?
woodelf Aug 15, 2007, 07:30 AM Can you upload the file from the BtS/Assets area, not our modified file. I want to see differences, if any
Actually - Can someone upload the following:
Civ4ArtDefines_Improvements
Civ4ArtDefines_Leaderheads
Civ4ArtDefines_Civilizations
in 2 forms, the modified files and the BtS from the core game. Therefore...6 total files. :)
I might have made some errors when originally committing them that I want to check.
Thanks.
GeoModder Aug 15, 2007, 08:17 AM There you go, mate. I've added "_BtS" and "_SotM" labels on them, for easy reference.
woodelf Aug 15, 2007, 08:29 AM Thanks Geo.
We have Cottage listed twice using 2 different nif; solcottage and SolarPlant. Which do we want?
GeoModder Aug 15, 2007, 08:42 AM solcottage.
The SolarPlant gave graphic errors IIRC, I think it was too big (filesize) for an improvement.
woodelf Aug 15, 2007, 08:48 AM Can you swap out this (http://forums.civfanatics.com/uploads/32561/CIV4ArtDefines_Improvement.rar) and try it?
GeoModder Aug 15, 2007, 09:02 AM Done.
Same old censored. It crashes at about 60% loading.
GeoModder Aug 15, 2007, 09:06 AM Besides, this double entry shouldn't have caused the crash. It was like that in Civ4 vanilla and it didn't crash the game there.
GeoModder Aug 15, 2007, 09:10 AM Btw, Woodelf, those solarplant/solarcottage graphics aren't in the artfolder. The cottages use a SolarPanel graphic.
I think a whole lot of art is wrong linking.
woodelf Aug 15, 2007, 09:12 AM Btw, Woodelf, those solarplant/solarcottage graphics aren't in the artfolder. The cottages use a SolarPanel graphic.
I think a whole lot of art is wrong linking.
Did you ever get the cottage progression to work in vanilla?
Would bad art links do this to us?
I'll leave you alone for a while and wait until I get home to test anymore half-assed ideas.
matthewv Aug 15, 2007, 09:15 AM Done.
Same old censored. It crashes at about 60% loading.
Note that while it seens like we are back to where we were before every time we get a CTD does not mean we a making progress.
Please post the XML log file when you get a CTD. It will tell us which file the bug is in that is causing the CTD.
woodelf Aug 15, 2007, 09:18 AM I'm hoping that the 4 new ArtDefines files at least are some progress though.
GeoModder Aug 15, 2007, 09:31 AM Did you ever get the cottage progression to work in vanilla?
Of course!
woodelf Aug 15, 2007, 09:34 AM Of course!
Then the art should be defined properly I think. Or was it other art. Most links are to folders and nifs that are where they used to be.
GeoModder Aug 15, 2007, 10:49 AM I think the xml you used is an older version then the one I had.
You can do a crosscheck with the xml I sent with the art if you wish.
woodelf Aug 15, 2007, 11:02 AM I think the xml you used is an older version then the one I had.
You can do a crosscheck with the xml I sent with the art if you wish.
I never thought of that. :(
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