View Full Version : [Graphic] New City Management Building Art


Kailric
Aug 09, 2009, 09:26 PM
I wanted to add new buildings to the city screen but trying to match up with the Original was just too difficult as I am not a real artist. So I used Gimp and created new art using screen shots of the 3d model buildings.

With this mod you should be able to easily add new buildings and have the art match. There is tons of building art around the forums. So the possiblities are endless.

I encluded several different versions so maybe you will find one you like, all made with Gimp. It's also Moduler so you can just plop it into any mod.
Down Load Here (http://forums.civfanatics.com/downloads.php?do=file&id=13011)
~Cheers

http://forums.civfanatics.com/attachment.php?attachmentid=224088&stc=1&d=1249874358

Zuul
Aug 10, 2009, 10:02 AM
Nice work :). Was thinking about doing the same some time ago.

kaibayashi
Aug 12, 2009, 03:29 PM
Cool. I also was thinking of doing something like this for AoD/AoFD due to the new building hierachy. Im a bit confused tho. Your image above shows mulitcolour images, arent the ones in the city screen 'two-tone'?

Kailric
Aug 12, 2009, 03:35 PM
Cool. I also was thinking of doing something like this for AoD/AoFD due to the new building hierachy. Im a bit confused tho. Your image above shows mulitcolour images, arent the ones in the city screen 'two-tone'?

Yes? They are two-tone and somewhat "hand drawn" so it makes it hard to match up building art if you want to add new buildings. The image above is my reworked "city_buildings_altas". The orginal is two-toned, but my reworked on is not. So now you can browse though all the 3D building models and with a program like Gimp you can easly create new city management art for your mod and have it all match up.

kaibayashi
Aug 12, 2009, 03:38 PM
Yes? They are two-tone and somewhat "hand drawn" so it makes it hard to match up building art if you want to add new buildings. The image above is my reworked "city_buildings_altas". The orginal is two-toned, but my reworked on is not. So now you can browse though all the 3D building models and with a program like Gimp you can easly create new city management art for your mod and have it all match up.

Cool... yeah I just dled and had a browse thru... pretty cool and i like all the diff styles... more nice work kailric :)

kaibayashi
Aug 13, 2009, 01:45 PM
hey kailric... do you know how the city_buildings_atlas works? eg if you wanted to add a building to it where would you place it and how would you make it show up in the game?

cheers, k

kaibayashi
Aug 13, 2009, 02:17 PM
eg if i wanted to add this as the storehouse in AoD. How would that be done?

Kailric
Aug 13, 2009, 02:35 PM
hey kailric... do you know how the city_buildings_atlas works? eg if you wanted to add a building to it where would you place it and how would you make it show up in the game?

cheers, k

I haven't actually added new buildings to the city_buildings_atlas, but if I was I would do this...

The city_buildings_atlas has coordinates on it like a map going across and down starting at 1. For instance in New Building Icons_CIV4ArtDefines_Building.XML of my above mod we see the code below has the Armory is located at location 6,3. Thats six across and three down and the Coat factory is located at 5,2. Note that Each location is ruffly 130 pixel by 130 pixel, you can't see that but trust me. Now looking at the atlas, there is a open area below the Coat Factory, at location... 5,3. If you was adding a new building you can try adding it there. In theory it should work :)


Armory = <CityTexture>,Art/Interface/Screens/City_Management/New Buildings Atlas/city_buildings_altas.dds,6,3</CityTexture>
Coat Factory =<CityTexture>,Art/Interface/Screens/City_Management/New Buildings Atlas/city_buildings_altas.dds,5,2</CityTexture>

http://forums.civfanatics.com/attachment.php?attachmentid=224450&stc=1&d=1250195309
Now another way to do it is simple make a new dds file. Say for instance the atlas is full. Then you just create you a dds file that is 130 x 130 pixels as show in the picture. Then add your art there and save it. For example if you saved it as SomeNewBuilding.dds, your code would look like below. Note it must be saved in the .dds format. I think with Gimp you have to get the .dds plugin. There are lots of tutorials on Gimp. Also, notice you don't need coordinates when saving art this way. Also, remove the comma at the start of Art/Interface... as its only needed if it is an atlas or packed file or something... not really sure.

<CityTexture>Art/Interface/Screens/City_Management/New Buildings Atlas/SomeNewBuilding.dds</CityTexture>


http://forums.civfanatics.com/attachment.php?attachmentid=224448&stc=1&d=1250195309


I also attached a .rar zip of my NEWBUILDINGART.dds 130 x 130 pixel that is blank. Just add your new building to that and save it to what ever.

~cheers :goodjob:

kaibayashi
Aug 13, 2009, 03:11 PM
Cool. But where do i find those sections of code??

edit: np, found it...

Kailric
Aug 13, 2009, 04:45 PM
Cool. But where do i find those sections of code??

edit: np, found it...

If you try to add building art to the atlas and it works let me know. Like I said I haven't tried that yet so I don't know for sure if it works like that. Don't see why not but I have been wrong so many times before in a situation like that so I don't say anything for certain.

kaibayashi
Aug 14, 2009, 10:57 AM
Cool. Yeah it works ok. Few xml changes to the AoFD files and I have my little storage house in the game! Not much but a start :goodjob:

Aymerick
Aug 15, 2009, 06:38 AM
I've done it this way with my Stone Wall Fortress in Plantation Economy and AoFD...

Personnaly, I prefer having individual 130x130 dds for each new or skinned city building (or 64x64 for buttons and other graphics) because they're only about 17 Kb rather than 1 Mb for the whole city_buildings_atlas.dds...

Also, If you want to add or modify the 3d model for the building, remember that the NIF and KFM define in the "CIV4ArtDefines_Building.xml" is only for the Civilopedia. For the interface model you'll need to edit the "CIV4CityLSystem.xml" in the "XML\Buildings\" folder...

Kailric
Aug 15, 2009, 07:54 AM
I've done it this way with my Stone Wall Fortress in Plantation Economy and AoFD...

Personnaly, I prefer having individual 130x130 dds for each new or skinned city building (or 64x64 for buttons and other graphics) because they're only about 17 Kb rather than 1 Mb for the whole city_buildings_atlas.dds...

Also, If you want to add or modify the 3d model for the building, remember that the NIF and KFM define in the "CIV4ArtDefines_Building.xml" is only for the Civilopedia. For the interface model you'll need to edit the "CIV4CityLSystem.xml" in the "XML\Buildings\" folder...

I am not sure by what you mean the "interface model" and having to edit the CIV4CityLSystem as I didn't do that on any of my new buildings and they all seem to work just like the other buildings in the game? The graphics show up on the map and on the interface. Looking at the CityLSystem.xml there are a lot of "default" settings. I think it uses that if you don't specify a unique setting perhaps?

Aymerick
Aug 15, 2009, 08:11 AM
I am not sure by what you mean the "interface model" and having to edit the CIV4CityLSystem as I didn't do that on any of my new buildings and they all seem to work just like the other buildings in the game? The graphics show up on the map and on the interface. Looking at the CityLSystem.xml there are a lot of "default" settings. I think it uses that if you don't specify a unique setting perhaps?

Yeah sorry, I mean the map NIF models... They're set in the CityLSystem...
http://forums.civfanatics.com/attachment.php?attachmentid=217870&stc=1&d=1245095686

kaibayashi
Aug 16, 2009, 04:00 AM
Hey, here is a pic of the five buildings I have done so far... atm they are in the main city_buildings_altas.dds tho. Will work on linking them externally later... :)