View Full Version : Tradingposts - ReDesigned ! V1
poncratias Oct 15, 2010, 10:39 AM As we all think the tradingposts are really ugly and kind of immersion breaking, I started this first attempt to change them.
This are 2 modular, totally combineable mods, you can use only 1 of them or both together, just as you like.
Tradingposts - ReColored V1
All the tradingposts got recolored, nomore funky bright colors, everything seems more fitting to the rest of the game.
Tradingposts - No Tents V1
This Mod replaces all the ugly tradingposts "tents" with stone buildings.
In fact they only replace the medieval art style with the modern art style for trading posts.
This mods are only available here, because currently it's not possible to do such mods with Civ V's modding tools.
The only downside is you have to manually install them, but it's really easy (just 1 time copy&paste), you also don't have to backup anything, backup files are included!
! READ THE README !
Todo for next versions:
Change the roads/grounds of the trading posts.
make the roads a bit darker, and with less endings, so less "spagetthi" style.
Next step is to make most of the tents to be wooden huts. This is possible and will be up later this weekend;)
also I will do 2 different styles, one for european and one for african style( more yellows and reds).
DOWNLOAD:
Tradingposts - ReColored (http://forums.civfanatics.com/downloads.php?do=file&id=15592)
Tradingposts - No Tents (http://forums.civfanatics.com/downloads.php?do=file&id=15593)
AFTER / BEFORE SCREENSHOTS:
cephalo Oct 15, 2010, 01:59 PM I think you can attach pics directly to your post for hosting here at Civfanatics. Those imageshack pics took me 5 minutes of ad loading before I could see the pic.
poncratias Oct 15, 2010, 02:27 PM I think you can attach pics directly to your post for hosting here at Civfanatics.
thx, did that;)
The_J Oct 15, 2010, 03:18 PM Moved to the graphics modpacks subforum.
It's a mod, and it's pure graphics, right ;)?
CyberTyrant Oct 15, 2010, 03:21 PM Looks a lot better, IMO. Nice job. :goodjob:
Pnutmaster Oct 15, 2010, 10:06 PM It's a step in the right direction. Without all of the blue, yellow, and red, I can pretend these trading posts are towns...
Tomice Oct 16, 2010, 04:55 AM Definitively gonna use this, thx! :thumbsup:
What are your plans for the ground/roads? What is possible?
poncratias Oct 16, 2010, 05:47 AM Definitively gonna use this, thx! :thumbsup:
What are your plans for the ground/roads? What is possible?
Plans are to make the roads a bit darker, and with less endings, so less "spagetthi" style.
Next step is to make most of the tents to be wooden huts. This is possible and will be up later this weekend;)
also I will do 2 different styles, one for european and one for african style( more yellows and reds).
jenks Oct 18, 2010, 04:55 PM lovely little change
the different color schemes for nations will be nice to see
jpinard Oct 19, 2010, 08:28 PM Can I ask what program you used to edit these?
BTW, nice job!
poncratias Oct 19, 2010, 11:26 PM Thx guys!
Big plans are on the way, if everythings works out, we might soon have something similar to cottages&towns from civ Iv back instead of tradingposts!
Update to this mod here has to be delayed, got too much to do in my life this week, I hope it get's finished next weekend, sorry for that.
@jpinard
thx:)
Photoshop with nvidia dds plugin!
jpinard Oct 20, 2010, 12:11 AM @jpinard
thx:)
Photoshop with nvidia dds plugin!
Crap, I was afraid you'd say that. I wish Adobe didn't think we're all rich.
Le Sage Oct 25, 2010, 01:15 PM The same thing can probably be done with Gimp or even Paint.net with the proper plugins, Jpinard.
Excellent trading posts these, but I want real villages.
There's some weird stuff added t Civ5. The stupid trading posts is only one of them, but some of the town buildings are weird too. Circuses for an example. What's up with that? How many towns in history have ever built such nonsense and considered it of world historical importance? I can't understand why utter useless crap like that is added while other proper, historical stuff was cut out of Civilization. We get Temples instead of Cathedrals and weirdness like that. Ugh!
Ighten Oct 26, 2010, 02:37 AM Excellent mod... Makes a hell of a difference to the look.
Bleser Oct 27, 2010, 01:23 PM Has anyone gotten this mod to work with the DX10/11 version of the game? I don't seem to have the files/directories specified in the read me file...
Ighten Oct 28, 2010, 06:18 AM Yep works fine Bleser.. Not sure what you mean..do you not have the folder?
C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\resource
DX9 is in there and everyone has it no matter what version of the game they play..
Bleser Oct 28, 2010, 06:20 AM Yep works fine Bleser.. Not sure what you mean..do you not have the folder?
My apologies, not sure if I had an older version of the download or what, but I tried again last night and everything is working great. Thanks again!
Mr_Cyberpunk Oct 30, 2010, 02:04 PM They look great. Really need to download this asap. Good work.
I think the roads on the ancient version could use some tidying up though, its something I really disliked about them because they become too repetitive- whereas the modern ones look tidy and organized. I think the ancient one's should be a bit more subtle.
GeoModder Oct 31, 2010, 02:43 AM There's some weird stuff added t Civ5. The stupid trading posts is only one of them, but some of the town buildings are weird too. Circuses for an example. What's up with that? How many towns in history have ever built such nonsense and considered it of world historical importance? I can't understand why utter useless crap like that is added while other proper, historical stuff was cut out of Civilization. We get Temples instead of Cathedrals and weirdness like that. Ugh!
The Romans were pretty fond of circuses. ;)
As on temples vs cathedrals, the former was the "basic" place of worship in many religions. As for the latter, the cathedrals are represented by several world wonders like the Notre Dame, Hagia Sofia, and Sistine Chapel.
Tomice Nov 02, 2010, 09:50 AM Just wanted to say that I check for an update almost every day, I hope you find time soon for removing the spaghetti! Greets Tom
henryMCVII Dec 20, 2010, 06:31 AM I hope you find time soon for removing the spaghetti! Greets TomI was hoping this as well, but I am afraid it wont be done. :(
Jinzor Apr 14, 2011, 04:56 AM It would be great if you could make some of the buildings in the trading post have some glass, office-looking buildings for the modern/future era so that they fit in with the cities' glass skyscrapers.
OrsonM Apr 26, 2011, 02:38 PM Damn that's looking sharp!, congrats on this.
ambrox62 Aug 22, 2011, 07:11 AM Does anyone know if now it's possible to modify terrain arts through a mod (i.e without overwriting vanilla dds)?
Khagan1 Oct 03, 2011, 09:27 AM Excellent mod! Believe me that little graphic change did a lot for the gameplay.
Keep up the good work. :clap:
Jeff1787 Nov 07, 2011, 01:28 PM I can find this folder:
C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\resource\DX9
...but there are no dds files showing. Also, I have show hidden files enabled..
Now what??
Thanks
greatgeek Jun 25, 2012, 08:08 AM Thx guys!
Big plans are on the way, if everythings works out, we might soon have something similar to cottages&towns from civ Iv back instead of tradingposts!
Has anyone made a mod that does something like this?
Heretiv Nov 13, 2012, 05:11 AM Hi is there any way just to make them a lot smaller?
I really don't like the way a trading post blots out all the fields etc underneath.
With puppet cities, TPs become very common, so it would be really good for the terrain just to look mainlu undeveloped.
Has anyone made something like this?
Maybe just delete 75% of the buildings in the standard type trade post?
Nutty Nov 13, 2012, 09:41 PM @Heretiv,
Sure, you can make a one-line mod that reduces the scale of the trading post... [edited to remove incorrect alternative]. It's a very simple mod, but...
Such a mod requires the "Reload Landmark System" to be checked; unfortunately, a bug causes a crash to desktop any time a farm is replaced with another improvement (see the discussion here (http://forums.civfanatics.com/showthread.php?t=451537&page=9)). The only fix seems to be replacing the farm graphics (e.g., Horem uses a reduced-size Polder, which means G+K is required, and the wheat graphics disappear after a farm is built). Still do-able, but less ideal since a real replacement hasn't been created. EDIT: If someone has the skills to make a new farm, though, then they'd certainly have no problem making a new trading post (see the post by danrell in the discussion linked above).
JA_Lamb Jan 06, 2013, 11:00 AM Nice work. BTW, the Cottage to Town code has been written and it does exist, all it needs is your extended art.
iamdanno Feb 09, 2013, 04:40 PM Whoward has made a mod that replaces the default farm graphics which fixes the above bug.
whoward69 Feb 10, 2013, 07:36 AM Whoward has made a mod that replaces the default farm graphics which fixes the above bug.
Post #63 and #64 here - http://forums.civfanatics.com/showthread.php?p=12173134#post12173134
I did put out a request for a re-skinned medieval plantation, but it seems that graphic modders are even fewer and further between than DLL modders :(
Ekmek Feb 11, 2013, 03:50 PM Post #63 and #64 here - http://forums.civfanatics.com/showthread.php?p=12173134#post12173134
I did put out a request for a re-skinned medieval plantation, but it seems that graphic modders are even fewer and further between than DLL modders :(
yeah I'm sorry for that but I'm knee deep in trying to figure out leaders
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