TAfirehawk
Jan 26, 2008, 06:41 AM
Discussion of Interface modules.
|
View Full Version : Modules - Interface TAfirehawk Jan 26, 2008, 06:41 AM Discussion of Interface modules. johny smith Jan 26, 2008, 09:15 AM Well I am going to try and explain the changes made to the GameFont in WoC. First all the WoC has added a TGA index for the religions and corporations. Now how many religions and corporations are in the game are set in the SDK at the moment but the maximum is 62 with all religions and corporations combined. But here is an example of what is needed changed in the xml for the Fashion House corporation. The areas that are highlighted in blue is what is used to tell it where in the the GameFont.tga and the GameFont_75.tga. <CorporationInfos> <CorporationInfo> <Type>CORPORATION_8</Type> <Description>TXT_KEY_CORPORATION_8</Description> <Civilopedia>TXT_KEY_CORPORATION_8_PEDIA</Civilopedia> <iSpreadFactor>200</iSpreadFactor> <iSpreadCost>50</iSpreadCost> <iMaintenance>100</iMaintenance> <iTGAIndex>15</iTGAIndex> <PrereqBonuses> <BonusType>BONUS_SILK</BonusType> <BonusType>BONUS_DYE</BonusType> <BonusType>BONUS_FUR</BonusType> <BonusType>BONUS_COW</BonusType> </PrereqBonuses> <HeadquarterCommerces> <iHeadquarterCommerce>5</iHeadquarterCommerce> <iHeadquarterCommerce>0</iHeadquarterCommerce> <iHeadquarterCommerce>0</iHeadquarterCommerce> </HeadquarterCommerces> <CommercesProduced> <iCommerceProduced>0</iCommerceProduced> <iCommerceProduced>0</iCommerceProduced> <iCommerceProduced>500</iCommerceProduced> </CommercesProduced> <YieldsProduced> <iYieldProduced>0</iYieldProduced> </YieldsProduced> <Button>,None,Art/Interface/Buttons/Corporation_Atlas.dds,1,1</Button> <MovieFile>NONE</MovieFile> <MovieSound>NONE</MovieSound> <Sound>AS2D_BUILD_BANK</Sound> </CorporationInfo> </CorporationInfos> Ok now to show the changes on the TGA's. For religions and corporations you need to change both the GameFont.tga and the GameFont_75.tga. The areas in red are for the religions and the areas in blue are for the corporations. http://forums.civfanatics.com/uploads/112213/GameFont.jpg As shown below you must match the iTGAIndex number to the corresponding area. http://forums.civfanatics.com/uploads/112213/GameFont_religioncorporation.jpg Next I want to show the resources. The area highlighted in green below is where you set the symbol in the GameFont.tga's in the xml. Nothing new there just changes in the TGA's. <BonusArtInfos> <BonusArtInfo> <Type>ART_DEF_BONUS_SAPPHIRE</Type> <fScale>1.0</fScale> <fInterfaceScale>1.0</fInterfaceScale> <NIF>Art/Terrain/Resources/Sapphires/gems.nif</NIF> <KFM>Art/Terrain/Resources/Sapphires/gems.kfm</KFM> <SHADERNIF>Art/Terrain/Resources/Sapphires/gems.nif</SHADERNIF> <Button>Art/Interface/Buttons/WorldBuilder/sapphire.dds</Button> <FontButtonIndex>60</FontButtonIndex> </BonusArtInfo> </BonusArtInfos> Now we had to make some changes for the resources. We found problems with ATI Graphic Cards when extending the TGA to large. So the resources were rearranged http://forums.civfanatics.com/uploads/112213/TGA.jpg And as before the FontButtonIndex must correspond to the GameFont.tga's. The order starts with the first row and then continues to the second. Now I am updating where in the xml changes are made to set the number of religions and corporations recognized by the game. In the Assets\res\Fonts folder is a xml called GameFont_GlobalDefines.xml. The entry is given below <Civ4Defines xmlns="x-schema:CIV4GlobalDefinesSchema.xml"> <Define> <DefineName>GAMEFONT_TGA_RELIGIONS</DefineName> <iDefineIntVal>8</iDefineIntVal> </Define> <Define> <DefineName>GAMEFONT_TGA_CORPORATIONS</DefineName> <iDefineIntVal>8</iDefineIntVal> </Define> </Civ4Defines> All you have to is change the number from 8 to 9 in the <iDefineIntVal>8</iDefineIntVal> tag to increase the area that is set in the TGA's for religions for example. snipperrabbit!! Jan 26, 2008, 03:19 PM Unbelievable ! :eek: Hm ! If I want something to go along with happiness and health, where must I put the icon ? TAfirehawk Jan 26, 2008, 03:38 PM Unbelievable ! :eek: Hm ! If I want something to go along with happiness and health, where must I put the icon ? Johny and mrgenie have been doing some fabulous work to remove the very restrictive limitations put out by Firaxis....although that has been the point all along with the WoC :D I will leave your question to be answered by the experts :) TAfirehawk Jan 26, 2008, 04:33 PM Scrolling Religion and Corporation Screen info is here: http://forums.civfanatics.com/showthread.php?t=260697 TAfirehawk Jan 26, 2008, 04:34 PM Spy Specialist fix in Pedia info is here: http://forums.civfanatics.com/showthread.php?t=260698 TAfirehawk Jan 26, 2008, 06:58 PM Fix for "overload" of buttons on right-top of screen, info is here: http://forums.civfanatics.com/showthread.php?t=253123 johny smith Jan 27, 2008, 05:06 AM Unbelievable ! :eek: Hm ! If I want something to go along with happiness and health, where must I put the icon ? You can just add to the area around the health and happiness stuff. snipperrabbit!! Jan 27, 2008, 05:50 AM Sorry, I meant where in the Gamefonts and ( more important question ) how do I manage to set the right path in xml ? TAfirehawk Jan 27, 2008, 05:58 AM Sorry, I meant where in the Gamefonts and ( more important question ) how do I manage to set the right path in xml ? Well we didn't change anything in that area of the TGA files, so I assume it is no different than before. hrochland Jan 28, 2008, 02:29 AM Yes. It looks very good. It is corresponding with my idea :). I'm looking forward to possibility test it in my mods if it is really solving my problems. Thanks, johny smith Gaius Octavius Feb 03, 2008, 05:27 PM This is a very nice fix, but how would I actually implement without having to download the full WoC mod? What is the actual change to the SDK that makes this possible? :) johny smith Feb 04, 2008, 10:35 AM This is a very nice fix, but how would I actually implement without having to download the full WoC mod? What is the actual change to the SDK that makes this possible? :) Well the actual change in the SDK I do not know. mrgenie did it. The WoC is modular so if you do not like some of the stuff in it you can remove the stuff out of the modules folder. So anyway you could download the file and have nothing in it even and work with it how you wish, but of course it is not completely finish yet. Gaius Octavius Feb 04, 2008, 11:39 AM Well the actual change in the SDK I do not know. mrgenie did it. The WoC is modular so if you do not like some of the stuff in it you can remove the stuff out of the modules folder. So anyway you could download the file and have nothing in it even and work with it how you wish, but of course it is not completely finish yet. Well the fact that it is modular means it has a lot of unnecessary features (from my vantage), which normally would not be a problem but that it probably increases download size. Since I try to be a minimalist, I don't include features in my mods that aren't absolutely necessary. :) I guess I can wait for the source code and merge it manually, but I'd still need to know what was changed specifically for this... TAfirehawk Feb 05, 2008, 09:10 PM Well the fact that it is modular means it has a lot of unnecessary features (from my vantage), which normally would not be a problem but that it probably increases download size. Since I try to be a minimalist, I don't include features in my mods that aren't absolutely necessary. :) I guess I can wait for the source code and merge it manually, but I'd still need to know what was changed specifically for this... It is highly recommended to NOT merge the source code from the WoC into something else, it really isn't worth the effort as it will be much easier to merge new stuff into the WoC. The whole idea of the WoC is to merge everything together to make life more fun for the player and easier for all modders, but at the same time downloads will be amazingly small and 99% of the things can easily be turned on/off. None of the concerns you have raised so far are relevant in the official release of v1.00....meaning what you see now or have issues with now, have already been addressed and should be of no concern for you. We are doing this for the modder and we are adjusting what the WoC Standard is based on the modder.....so please request anything and everything and we will do our best to get it done. Gaius Octavius Feb 06, 2008, 10:54 AM I am a bit of a "freelance" modder :lol: so if that is the case I guess I will just have to deal with the old tga overload method. :D johny smith Feb 15, 2008, 05:41 AM I am a bit of a "freelance" modder :lol: so if that is the case I guess I will just have to deal with the old tga overload method. :D I understand your point of less, but I can tell you what is being added to the SDK is not going to be a waste of space. And I updated the "how to" above to show where in the SDK changes are made to add more religions or corporations. Ekmek Feb 18, 2008, 12:00 AM Now I am updating where in the SDK changes are made to set the number of religions and corporations recognized by the game. In the CvDefinesModTools.h is two lines that only have to be changed to do this. #define TGA_RELIGIONS (8) #define TGA_CORPORATIONS (8) All you have to is change the number from 8 to 9 to increase the area that is set in the TGA's for religions for example. :eek: does this mean that in a mod with the standard DLL (not WoC) you cannot have more than eight religions or eight corporations? johny smith Feb 18, 2008, 12:09 PM :eek: does this mean that in a mod with the standard DLL (not WoC) you cannot have more than eight religions or eight corporations? Of course not. That is just so we have the <tga index> tag matching the correct symbol in the gamefont files. This way the order does not matter in each xml. We need this for an example as well if we remove a religion the corporations still line up with the correct symbol without having to make a new TGA. Otherwise how it was before someone has to make a TGA for each combination of religions and corporations. johny smith Feb 18, 2008, 01:22 PM Sorry new update the resources need to be added to both now just like shown before in the Gamefont_75.tga. The civlopedia needed it is why. taketounwanted Feb 18, 2008, 01:36 PM :eek: does this mean that in a mod with the standard DLL (not WoC) you cannot have more than eight religions or eight corporations? it's simple. The TGA is loaded staticly into the EXE. you have 10religions in the TGA, you load 10Religions in the exe.. now assume you don't want to play with the 2 extra religions, you have to edit the TGA for it..now someone wants to play with 20extra religions, the other with 14, different scenarios peopl will make.. each time, with the standard DLL, you must open the TGA, edit it, edit the XML correspondenly, and hope you never mess up with the indexation.. to avoid this, in WoC we just have introduced an indexation, where you have to add any religion only once, you set the proper index, and never ever have to worry about it. If you take out a module, or put in 5 others from the library, doesn't matter, DLL will take care of it.. it's just to have you do the annoying TGA editing only once... this has been made, because we assumed many people will start to use WoC to make many different scenarios, and WoC is meant to offer modders(with no SDK skills or XML or tweaking skills, or who can't find bugs themself) to make unlimited different scenarios without ever have to edit any file.. they can just enable/disable any module for any specific scenario they make ie. European scenario of the dark ages might only involve 5christian religions, some scenario makes thinks thats ok..another scenario wants to use 15christian religions..someone else wants to make a pruessian scenario, with only protestant religions, someone else a native american scenario, someone else an south east asian scenario... WoC is not meant for anything but offering a platform where everything is covered and offer scenario makes full power to select any set of modules to make the most diverse scenarios without having to understand and/or go into coding or whatever... also, our hope is once other join, that bugfixing has to be done only once...since everyone can use the same dll.. Ekmek Feb 18, 2008, 04:37 PM cool. why didn't firaxis think of that :) TAfirehawk Feb 18, 2008, 06:28 PM cool. why didn't firaxis think of that :) I doubt anybody outside the WoC Team has any clue to the far reaches we have went in fixing the Firaxis disaster in BtS.... BtS is like Modular v0.2 and we are on v0.5 or v0.6 in the grand scheme of things. johny smith Feb 19, 2008, 01:54 PM We now in the process of making it even easier. I will update the "how to" when we have all it finished, but now the SDK stuff has been exposed to xml. That means you only have to make xml changes, but I will give an update when all is done. Ekmek Feb 23, 2008, 06:38 PM Are you guys going to try and make them all dds files and get rid of tgas altogether. I see that firaxis resises corporations and religions in the citymain screen and the world builder - why not on the map? johny smith Feb 26, 2008, 01:04 PM Are you guys going to try and make them all dds files and get rid of tgas altogether. I see that firaxis resises corporations and religions in the citymain screen and the world builder - why not on the map? We want to do that, but we see no way of doing it at this point. johny smith Feb 26, 2008, 01:27 PM I updated the "How To" may add some matching numbers to the resources in the future on it. But wanted to get this up to explain to people using it now. taketounwanted Feb 29, 2008, 02:57 AM Are you guys going to try and make them all dds files and get rid of tgas altogether. I see that firaxis resises corporations and religions in the citymain screen and the world builder - why not on the map? the problem is, the main string on the cities in the normal view(not in the city view) is pulled out of the SDk by the exe. it parses the info on the map as a string. If you can point me out( since i don't have time to search for it, too much work on coding stuff) which line in the CvMainInterface retrieves this string from the exe, I'll rewrite the SDK and Pythons so that you have everything from single tga/dds files(or whatever format you like to use) give me 1week to change that though...and give me that single line! all other lines i already know, that's the only line i never found myself...which is the reason i never implemented this codechange... so find the line, and I'll recode WoC to handle this request GoodGame Mar 25, 2008, 06:38 PM Question---How modifiable is the pop-up Diplomacy screen? Can we create brand-new diplomatic options? E.g. Make things tradeable that weren't tradeable as of BTS 3.13? Create completely brand new tradeable objects (e.g. make military units, or light bulbs) tradeable in the diplo screen? GoodGame Mar 25, 2008, 06:42 PM Also with the Religions and Corporations screens, can we potentially add infinite new objects? And how? For instance, can we interject a left-right sliding scrollbar to view say 50 some religions/corporations? Or shrink the icon size of the religions/corps while increasing the view square on the screen---in other words blast the screen with a mosaic of choices, of multiple rows? johny smith Mar 26, 2008, 05:16 PM Well here is a fix for the religions and corporations done by me. It is scrolling. Can add as many as you want. It is already in the WoC as well. http://forums.civfanatics.com/downloads.php?do=file&id=8539 johny smith Mar 26, 2008, 05:26 PM http://worldofciv.svn.sourceforge.net/svnroot/wocmodules/Workshop/47ReligionsIntegration/unit%20screenshots/GameFont.jpg Here is a preview of the new GameFont.tga. We will have a more detail tutorial with it in the future. xienwolf May 15, 2008, 11:56 AM Well, I asked my question in the wrong thread first. All the answers are right in that last picture really. Well, all but the question of where to place the Smiley faces for BUG MOD, but that is far from a concern, and I am reasonably certain I can just put it right under the Happy/Mad/Healthy/Diseased where they had them initially. New Question occurs: You added new Commerces ot the game (Happy, XP &... Health?), but not the the TGA... do they handle properly in the city screen, or do you just use the Capital Star for the XP and reference the other line? johny smith May 15, 2008, 04:31 PM The answer to the last question is this TGA picture has not been updated for the new commerces and yields. I was waiting on that for release anyway and after all stuff is finished. The latest yields and commerces are still being worked on. On the private SVN I have added new spaces for the commerces as well as some other commerces being worked on. So I guess maybe I should update this to show what it looks like. Just have not got around to it. LetMyPeopleGo May 16, 2008, 02:22 AM Sorry for reposting, maybe this is the right place. I play ver 0.92 without any problems One thing bothers me and I hope it's easy enough so I can change it myself. The background of the science advisor (Tech tree) and that of the foreign advisor makes it difficult for me to read the details, I wish to replace it with the default backround of the vanila game but without removing the Blue Marbel mode which implement that screen if I am not mistaken. (I am reffering to the cloudy sky background) Thanks in advance LetMyPeopleGo May 20, 2008, 06:46 AM Self reposting - Problem solved. Go to: Mods\World of zation\Assets\Modules\Interface\Blue Marble\Art\Interface\screens and delete: civilopediabg2-opaque.dds and civilopediabg2.dds That's all. TAfirehawk May 22, 2008, 06:31 PM Self reposting - Problem solved. Go to: Mods\World of zation\Assets\Modules\Interface\Blue Marble\Art\Interface\screens and delete: civilopediabg2-opaque.dds and civilopediabg2.dds That's all. Sorry we didn't get to this for you and many thanks for posting this info for others :) |
vBulletin® v3.6.8, Copyright ©2000-2008, Jelsoft Enterprises Ltd.