View Full Version : Civ3MM - Civilization III Mode Maker


Cyber Dreyk
Apr 16, 2004, 04:21 AM
Civ3MM is a step forward on the way to creation scenarios for the Civilization® III.

The Civ3MM is a multifunctional MFC application, which allows creating and/or modifying scenarios.
It’s allows to make collections of the units, improvements and wonders, resources, technologies and races. Civ3MM uses the XML document format and can stored information about hundreds such items.
Created collections can be used to easy make new or change existent game scenarios.

Note: During installation you should confirm to replace all files in case duplication.


This thread is closed! Please, visit the following thread:
Civ3MMToolkit - Civilization III Mode Makers Toolkit (http://forums.civfanatics.com/showthread.php?t=117669)

Civ3MM & Civ3FlcEdit is removed
DLLs for Civ3MM v.1,0 is removed.
Civ3MM v.1,0,1,45 is removed.
Civ3MM v.1,0,1,50 is removed.
Civ3MM v.1,0,1,60 is removed.

Changes list:

v.1,1,2,62
- Minor changes and bug fixes.

v.1,0,1,60
- Added accelerators support for Dialog Bar tree view.
- Updated CIV3MM.chm HTML help file.
- Fixed minor bugs.
- Added "Select FLC editor" dialog box.
- Changed UI for Unit view - added "View/Edit" button to view/edit FLC files.
- Added sound (AMB) preview to the Unit INI tab sheet.
- Changed UI for PCX tab sheets - added "Edit" button to edit PCX files.
- Fixed bug with "Select image" open file dialog box, reported by Aluminium (Only the first selected image loads. If you try to select the next image, it appears the path of the first one.).
- Added "Select image editor" dialog box.
- Changed UI for Units, Imp./Wonders and Resources views - added "Edit" button to edit PCX files.
- Changed Unit INI tab sheet:
Added static animation preview to the "Select animation file" open file dialog.
Added static animation preview.
Added sound (WAV) preview.
- Fixed bug with list control checkboxes (they were uncheckable).
- Added *.FLC file format support for "Select image" open file dialog box.

v.1,0,1,50
- Fixed problem with incorrect version definition of the Script.txt in non-English versions.
- Updated CIV3MM.chm HTML help file.
- Fixed bug: When "Load last opened document" option is checked but document isn't exist.
- Added "Copy" option to the items view. Now it's possible to copy an existent item with all parameters.
- Changed GUI of the items view.
- Changed internal functionality of the "Import from other Document" dialog box.


Thanks a lot to all guys who've make new units, any sort of graphics, maps, modes and utilities.
These works induce me to write Civ3MM in the hope of make your (and my) life slightly easier.

Thanks to those who will use Civ3MM and help me with bug fixing (expected a lot of big and fat bugs).

Tutorials:
How to make new units and add them to the scenario file (http://forums.civfanatics.com/showpost.php?p=2675999&postcount=94)

Mendax
Apr 16, 2004, 04:31 AM
sounds quite interesting:).
but why don't you upload here the beta-version? we could help you finding bugs from the very begining...

(CG)Mendax

Gramphos
Apr 16, 2004, 11:52 PM
Sounds interestiong. Something I wanted to make a long time ago, but never had the time to do ;)

Cyber Dreyk
Apr 17, 2004, 09:44 AM
Originally posted by Mendax
sounds quite interesting:).
but why don't you upload here the beta-version? we could help you finding bugs from the very begining...

(CG)Mendax

Thank you, Mendax! :)

I think that it's better to upload 100% complited beta-version with HTML help support.
I'm afraid that Civ3MM can be qite difficult to understanding without help. ;)

But I'm sure that app still contain a lot of bugs and hope that you will help with bugs fixing when it will be uploaded.

TETurkhan
Apr 17, 2004, 06:45 PM
Waiting for this :)
Just don't have it ready the day AFTER I finish all my work! :love:

Cyber Dreyk
Apr 18, 2004, 11:32 AM
Sure, TETurkhan!
Just let me know, when you'll finish! ;)

Cyber Dreyk
Apr 18, 2004, 11:35 AM
Originally posted by Gramphos
Sounds interestiong. Something I wanted to make a long time ago, but never had the time to do ;)

I hope you'll have a bit more time after Civ3MM will realized. ;)

Gramphos
Apr 18, 2004, 01:26 PM
Originally posted by Cyber Dreyk
I hope you'll have a bit more time after Civ3MM will realized. ;)
Of cource every utility that does sometihng I wanted to add to C3MT makes my todo list shorter. On the other hand sometimes it doesn't stop me (I remember when starting my SGE coding, there were already two SGEs my the time, but I thought I had worked so mush on the save format that I wanted to realize something of it, and now my SGE is the only SGE, but it isn't working as good as I want it too, so you can feel safe that I won't steal your idea (other that what already is in C3CT in form of exporing and importing rules))

Cyber Dreyk
Apr 18, 2004, 08:17 PM
Gramphos, your C3CT is great!
My favorite is Civilopedia editor. :) It's really VERY useful utility and your reach edit quite good.
I have planned to add something like that in one of the next version of Civ3MM.

silverhead_696
Apr 22, 2004, 12:49 AM
Wow Great, that's gonna be AWESOME to have finally an MOD editor !

Great Job man !

Cyber Dreyk
Apr 22, 2004, 04:01 AM
Thank you!
But this job isn't finished yet! ;)

silverhead_696
Apr 22, 2004, 11:25 PM
Yeah I know... but Im glad that someone though about this !

And damn that I can't wait to use it !!!! Lol :D

Cyber Dreyk
Apr 23, 2004, 01:39 AM
Just a little patience, my friends!
It's almost done. I believe that will finish Civ3MM at the beginning of May.

Cyber Dreyk
Apr 30, 2004, 01:28 PM
Well, now Civ3MM is uploaded.
As I have promised, at the beginning of May. ;)

Look at it, touch it and say me, what do you think about it?!

Foehammer
May 01, 2004, 12:39 AM
Just opened this up, but so far I'm loving it! Thank you.

wangyushi
May 01, 2004, 01:30 AM
Thanks!

Rufus T. Firefly
May 01, 2004, 04:10 AM
Ok, now I'm downloading. Give me some time and I give you my opinion... ;)

Cyber Dreyk
May 04, 2004, 02:51 AM
Thank you all for the first replies!

Your opinion is very important for me.
Please, post your comments, suggestions, questions etc.

Aluminium
May 07, 2004, 09:39 AM
Great! Thank you for your work. :thumbsup:

There is a problem with the Script.txt. I have created a new C3C scenario with your tool. I imported the Conquests.biq and the required text files. The Script.txt is identified as PTW file, but it is the original file from the Conquests Text folder. Note, that I use a CIVIII/C3C version in German language. It is not possible to create a C3C scenario as long this problem exist.

Here is the Info:
1. Scenario file path:
E:\Games\Civilization III\Conquests\Scenarios\Aluminium's MOD.biq

File type: Civilization III: Conquests

File version: 12.06

2. Scenario search folders list:
E:\Games\Civilization III\Conquests\Scenarios\Aluminium's MOD
E:\Games\Civilization III\Conquests
E:\Games\Civilization III\Civ3PTW
E:\Games\Civilization III


3. Civilopedia.txt file path:
E:\Games\Civilization III\Conquests\Scenarios\Aluminium's MOD\Text\Civilopedia.txt

4. Pediaicons.txt file path:
E:\Games\Civilization III\Conquests\Scenarios\Aluminium's MOD\Text\Pediaicons.txt

File type: Civilization III: Conquests

5. Script.txt file path:
E:\Games\Civilization III\Conquests\Scenarios\Aluminium's MOD\Text\Script.txt

File type: Civilization III: Play the World

Attention! The Script.txt file type is different with Scenario file.

6. Labels.txt file path:
E:\Games\Civilization III\Conquests\Scenarios\Aluminium's MOD\Text\Labels.txt

letis
May 10, 2004, 08:56 AM
Hello,

I had a similar problem; in the options pane, scenario tab (from the tools menu... if I remember correctly), you have a checkbox with say something like "allow different file type for SCenario and text files" which you should check to avoid the trouble you meet.

regards

PS : gret tool Cyber Dreyk !!

Rufus T. Firefly
May 10, 2004, 09:23 AM
The same problem: obviously the problem is the unicode used...

Cyber Dreyk
May 10, 2004, 08:10 PM
There is a problem with the Script.txt. I have created a new C3C scenario with your tool. I imported the Conquests.biq and the required text files. The Script.txt is identified as PTW file, but it is the original file from the Conquests Text folder. Note, that I use a CIVIII/C3C version in German language. It is not possible to create a C3C scenario as long this problem exist.

Hi, Aluminium!

Sorry! I have not a German version, Civ3MM is designed for English version.
I'll fix this problem in the next update.

Now you can make this: open Options dialog box, then Scenario tab sheet and select "Allow different file type for Scenario and text files" check box. Letis are right- it should help you with this problem.

Cyber Dreyk
May 10, 2004, 08:23 PM
The same problem: obviously the problem is the unicode used...

Hi, Rufus!

Most likely the problem is that your version has translated lines, but Civ3MM checking for original English lines.
For example, to check is it Conquests version of the Script.txt Civ3MM try to fild "; Sid Meier's Civilization III: Conquests" line. :)

P.S. Your wonders are greate! I love them! :)

Rufus T. Firefly
May 11, 2004, 02:20 AM
Hi, Rufus!

Most likely the problem is that your version has translated lines, but Civ3MM checking for original English lines.
For example, to check is it Conquests version of the Script.txt Civ3MM try to fild "; Sid Meier's Civilization III: Conquests" line. :)

P.S. Your wonders are greate! I love them! :)

Thanks for compliments. I'm not sure, but I think that this line is on my script. This evening I control...

Aluminium
May 11, 2004, 09:37 AM
Thanks for help. Now it works. :thanx:

Jimmyh
May 11, 2004, 10:10 AM
What language have you written it in?

I have a viewer that loads in unit flc files, and plays the animations.
I wrote it in c++. Might have to dig around in some code to look for it, but I'm sure it's around some where.

Cheers.
James.

letis
May 11, 2004, 12:12 PM
Hello Cyber,

I played a bit with your software, and it's very cool :) to be honest, i'm not a hardcore modmaker, but I like to customize and play Civ with customized parameters. What I appreciate with your soft is that it lets me manage many add-ons (units in perticular) that exist for civilization :)

As suggestions, it could be great if it was possible to manage resources and units icons from Civ3MM (ie launch a graphic editor to add icons and take the changes in account).

Ok still have many suggestions, but later when i'm familiarized with Civ3MM behavior !!

regards

Cyber Dreyk
May 11, 2004, 08:41 PM
What language have you written it in?
I have a viewer that loads in unit flc files, and plays the animations.
I wrote it in c++. Might have to dig around in some code to look for it, but I'm sure it's around some where.

Hi, James!

I'm very glad to know that you are my colleague - programmer. :)
I have using C++ (MFC), so your code may be very useful for me!
I will be very much appreciated if you can give me this code and allow to use it in the Civ3MM app.

Cyber Dreyk
May 11, 2004, 08:44 PM
As suggestions, it could be great if it was possible to manage resources and units icons from Civ3MM (ie launch a graphic editor to add icons and take the changes in account).

Hi, Letis!

Thank you for compliments!
I'll thinking about your suggestion. :)
I think that it should be possible to edit the following files:
resources.pcx
resources_shadows.pcx
buildings-large.pcx
buildings-small.pcx
units_32.pcx

P.S. In case somebody have any suggestions about this point, please write it!

Aluminium
May 13, 2004, 04:57 PM
Is it a problem to raise the number of characters for the unit folder name at more than 32?

Cyber Dreyk
May 13, 2004, 08:21 PM
Is it a problem to raise the number of characters for the unit folder name at more than 32?

Yes, I think so.
Point is that maximal avaliable length of the unit name, hardcoded in the BIC and BIX files, is 32 chars. Therefore I have set limit for it. But I forgot to set limit for Unit Folder's edit box, it will be fixed.
In case Vanilla Civilization unit folder must has the same name as unit and it may cause some problems with longest names.

Here the length limit for different items types:
Units - 32
Imp./Wonders - 32
Resources - 24
Technologies - 32
Races - 40

Rufus T. Firefly
May 18, 2004, 02:38 PM
A small thing and a question: with replacement of pedia entry the description is merged with the pediaentry, but the other one remains, so ingame we have the right effects text and wrong description. This is because file txt is:

BLDG_xxx
asdssfafaf
DESC_BLD_xxx

DESC_BLD_xxx


Solutions?

The question: what about government and game concepts?

Aluminium
May 18, 2004, 06:08 PM
Just tested the 1.0.1.50. The Script.txt works correct now :goodjob:.

I seems there is a problem in the races PCX index card. You can not select more than one pcx file. Only the first selected image loads. If you try to select the next image, it appears the path of the first one.

Do you have any idea to play back or edit the .AMB files?

Cyber Dreyk
May 18, 2004, 08:31 PM
A small thing and a question: with replacement of pedia entry the description is merged with the pediaentry, but the other one remains, so ingame we have the right effects text and wrong description. This is because file txt is:

BLDG_xxx
asdssfafaf
DESC_BLD_xxx

DESC_BLD_xxx

Hi, Rufus!

I have tried to reproduce this behavior but cannot do it. :(
All Imp./Wonders have correct pedia text and description, without doubled "DESC_" section.

As I understand, you select "Replace" button when during creation, isn't it?
Can you write what exactly you did to make this result?
Is it happend with buildings only, or other items have the same problem?
Is it happend always, or only with several scenarios?
And can you get me a pice of Civilopedia.txt with the same building before creation? Just like this:

BLDG_xxx
asdssfafaf
DESC_BLD_xxx

Sorry for many questions! :)


The question: what about government and game concepts?
I have never planned to include them to Civ3MM. Sorry! :)

Cyber Dreyk
May 18, 2004, 08:58 PM
Just tested the 1.0.1.50. The Script.txt works correct now :goodjob:.
I'm glad to hear it! :)


I seems there is a problem in the races PCX index card. You can not select more than one pcx file. Only the first selected image loads. If you try to select the next image, it appears the path of the first one.
Yes, there is a problem! :( I'll fix it in the next update.


Do you have any idea to play back or edit the .AMB files?
No, I dont know the .AMB file format. I just can get list of the .WAV files from it - that's all. :(

Cyber Dreyk
May 21, 2004, 04:15 AM
Do you have any idea to play back or edit the .AMB files?
In principle I can get list of .WAV files from .AMB and then play them one by one. Most likely I'll add it to the next update.

kittenOFchaos
May 24, 2004, 03:44 PM
What on Earth does this utility do?

Cyber Dreyk
May 24, 2004, 07:44 PM
What on Earth does this utility do?
What are you mean? ;)

stgelven
Jun 05, 2004, 12:48 PM
incredible! amazing, :eek: now i think the moders have a very good tool, with civ3mm and the gramphos 's multitool, the last prog need is a tech positioner

thank you for your work!

Hygro
Jun 05, 2004, 04:38 PM
like Kitten, I don't see a single place where it is explained in both simple and detailed words exactly what this thing does

Cyber Dreyk
Jun 06, 2004, 08:30 PM
incredible! amazing, :eek: now i think the moders have a very good tool, with civ3mm and the gramphos 's multitool, the last prog need is a tech positioner

thank you for your work!

Thank you, Stgelven!
I'm glad that you are like the Civ3MM.

It's still not finished yet.
I'll try to make new update during a couple weeks. In planes - known bugs fixes and new tool - UnitViewer, based on Civ3 Unit Editor by Jummyh.
UnitViewer will allows to play units and leaderheads animation and slightly more convenient for this purpose than FLICster or other tools.

Cyber Dreyk
Jun 06, 2004, 08:35 PM
like Kitten, I don't see a single place where it is explained in both simple and detailed words exactly what this thing does
Hi, Hygro!

Just download Civ3MM and you'll see what is this thing does. ;)

Here is a citation from help file:
"The Civ3MM is assigned to help mode makers with they great work, it’s multifunctional tool, which allows you to create or modify own scenarios and modes.
You can make collections of the units, improvements and wonders, resources, technologies and races. Civ3MM uses the XML document format and can stored information about hundreds such items.
Then you can use created collections to easy make new or change existent game scenarios."

Hygro
Jun 06, 2004, 08:58 PM
Ah, I now have a much clearer picture. Thank you :)

stgelven
Jun 09, 2004, 01:44 PM
if you have time and want to, it will be cool to have the possibility to make the tree tech. (moving the boxes and making the arrows)
If you can do that, i think, that it's not possible to have better!
if you cannot, never mind, you've done a lot!

Cyber Dreyk
Jun 09, 2004, 08:11 PM
if you have time and want to, it will be cool to have the possibility to make the tree tech. (moving the boxes and making the arrows)


Hi, Stgelven!

It's seems to me that Civ3MM has slightly another purposes. ;)

But I have seen such utility, made on VB. It seems quite good and you can try to use it. :)
Look it this: Tech Editing and Positioning Tool (http://forums.civfanatics.com/showthread.php?t=56711)

Good luck!

stgelven
Jun 10, 2004, 02:02 PM
well, i know this tool, it doesn't work with C3C, never mind, i just have to wait that someone make the tool, and a time, doing the job by hand! :cry:

Cyber Dreyk
Jun 13, 2004, 08:41 PM
well, i know this tool, it doesn't work with C3C, never mind, i just have to wait that someone make the tool, and a time, doing the job by hand! :cry:
Please, don't cry! ;)

Maybe it's better to ask author of this utility to made C3C compatible version? I think that it will be very useful.

laisak
Jun 24, 2004, 08:17 AM
There seems to be a problem with the link.
It points to 1.0.1.60 when it's supposed to link to 1.0.0.60? Is that correct?

Luddi VII
Jun 24, 2004, 08:27 AM
Great utility!!:D
A screenshot would be nice.

kring
Jun 24, 2004, 12:00 PM
The download links are wrong for both

http://www.civfanatics.net/uploads7/Civ3MM_1.0.1.50.zip

http://www.civfanatics.net/uploads7/Civ3MM_1.0.1.60.zip

By switching the 1.50 and 1.60 to 0.50 and 0.60, I get these downloads that do work

http://www.civfanatics.net/uploads7/Civ3MM_1.0.0.50.zip

http://www.civfanatics.net/uploads7/Civ3MM_1.0.0.60.zip

Aluminium
Jun 24, 2004, 07:06 PM
Thanks for the update. Your tool becomes better every time. And it seems to work well now. :)

Cyber Dreyk
Jun 24, 2004, 09:22 PM
Sorry about wrong links! My fault... :(

And thanks for compliments! :)

Blue_shift
Jun 25, 2004, 11:51 AM
Thanks, your tool is excellent. One thing, how can I give Civs FLC files for leaderheads? I can assign PCXs but I wanted to add modern leaderheads to the civs and downloaded the leaderheads as FLCs.

Aluminium
Jun 25, 2004, 06:46 PM
You have to edit a scenario file (.BIC, .BIX or .BIQ according to your CIV3 version) with the supplied Scenario editor. Edit the rules of an exist civilization. There you can choose the .FLC files for the leaderheads. Than go to Civ3MM /'Your new race' / General. Make sure it is unlocked. Click 'Set binary data', select the scenario file and pick your edited civ.

bluebox
Jun 26, 2004, 05:07 AM
Civ3MM is a step forward on the way to creation scenarios for the Civilization® III.


I don't think you need a (R) sign on civilization to make it clear that you are not trespassing on private property. But you have learned your lesson well, didn't you? The most hardcore non-smokers are former smokers. seemingly the same with former socialists .............

MSTK
Jun 27, 2004, 12:05 PM
The link does not work.

Cyber Dreyk
Jun 27, 2004, 08:30 PM
I don't think you need a (R) sign on civilization to make it clear that you are not trespassing on private property. But you have learned your lesson well, didn't you? The most hardcore non-smokers are former smokers. seemingly the same with former socialists .............
Yes, I fully agree with you.
Maybe it's also right for former fascists too... ;)
It's just a joke, please don't take offence! :)

Cyber Dreyk
Jun 27, 2004, 08:34 PM
The link does not work.
Sorry!
Now it's fixed...

CellKu
Jul 05, 2004, 09:25 AM
I like your tool very much! :goodjob: One question though.
I imported several units to build up a unit library. Then I tried to export several units to a new biq file. However, doing that caused a problem. I could only transfer the original CivIII units. The tool skipped the other units. Is there a difference between import and export? Or is it a problem that the PRTO_xxx has a different name than the corresponding unit folder (example: "PRTO_British_Rifleman" and folder "British Infantry")? It was the only thing I could figure out, but I was a bit confused as I could import these units into your tool before.
Thanks for any advice you can provide. :)

CellKu

Edit: I think I found a way to import the other units via direct import biq-biq in Civ3MM's scenario information directory. So I will try that.

Cyber Dreyk
Jul 05, 2004, 07:56 PM
Hi, CellKu!

You can export any unit without problems. But only in case it pass check before 'creating' operation. Let me explain. When you import or add a new unit it may have not all necessary information. For example, you can miss Civilopedia text or associated binary data etc. In that case you'll get the similar problem. When you trying to create (export to scenario) a new unit(s) they must pass check. In case check is failed, unit(s) will skipped.
During creating operation all fails recorded and after you can see a list of all successes and fails in the 'Information' dialog box. Also you can make 'Check' for any item (unit, building etc.) to know, what exactly you miss.

I hope that my advices will help you. :)

Good luck!

CellKu
Jul 06, 2004, 03:23 AM
Thanks very much for your advice! I will try it.
One more question: How can I set the binary data for new units for which I don't have a reference to a biq file? So far I have only found the option to import binary data from a biq-file.

CellKu

Cyber Dreyk
Jul 06, 2004, 04:05 AM
How can I set the binary data for new units for which I don't have a reference to a biq file? So far I have only found the option to import binary data from a biq-file.
Yes, you are right.
You can only import an already exist binary data from a scenatio file.
In case new unit you can set binary data from any unit from any already existent scenario file. All binary data except unit name and civilopedia entry will be gets from the source unit.

CellKu
Jul 06, 2004, 12:05 PM
Thanks again!

And sorry, I do have another question. :blush: You see I am starting to really use your program.
The question is related to my first one: I have imported several units from a scenario into Civ3MM. But when I checked the units - as you said -, Civ3MM couldn't find the .flc and .wav files for several units. It says: "Flc target path isn't exist". However, in that scenario where I got them from they work fine. What did I do wrong? Is there a limit for the length of the path?

(Just for your information, the original Firaxis units and the ones I added to Civ3MM directly work fine. It's only units (like the PTW Extra units) added by the scenario creator to his scenario which I imported that don't work.)

Thanks in advance for your help. :)

CellKu

Cyber Dreyk
Jul 06, 2004, 08:12 PM
The question is related to my first one: I have imported several units from a scenario into Civ3MM. But when I checked the units - as you said -, Civ3MM couldn't find the .flc and .wav files for several units. It says: "Flc target path isn't exist". However, in that scenario where I got them from they work fine. What did I do wrong? Is there a limit for the length of the path?
It's interesting.
Actually, I don't know, what exactly happened in your case.
Please, post in this thread units animation and sound paths from they INI files.
For example: DEFAULT=..\Trebuchet\Trebuchet Default.flc
And one more thing: as you know, scenario files have 'Scenario Search Folders' list (you can look at/change it in the scenario editor - just select 'Scenario Properties' option). In case your Civ3MM document hasn't specified scenario file or this file hasn't necessary folder in the 'Scenario Search Folders' list - you'll get the same problem.
You can look at 'Scenario Search Folders' list directly from Civ3MM - select Scenario Information->Info and you'll see all necessary info about document related scenario file.

Good luck!

CellKu
Jul 07, 2004, 04:21 AM
Thanks for your information! :)

Edit: Since I think I have found the solution (see after next post) you may skip reading this post.

CellKu


[Just for the record I wrote:
The file paths of my ini-files weren't very elaborate, just like the following:
DEFAULT=x_germanRM default.flc (I tried to keep everything in its corresponding folder to avoid problems).
As to the scenario folder, I thought I had selected it, but I will check it again.

Oh, and one more thing: the unit folders are at the 9th level down from C: - just in case that has any consequences.]

CellKu
Jul 07, 2004, 05:46 AM
So, as the previous post, this post has become irrelevant, as well. See next post.

CellKu


[And again for the record. The post was:
I have experiemented a bit and got a bit more confused. Sorry, for harrasing you.
I put the German Rifleman (see the path above) into the folder where I have the other units that I want to add directly. Then I added this unit directly into Civ3MM (no import via biq-file). And this time it worked very well. No problems at all. I didn't change anything, except for copying the German Rifleman folder to another location and adding it directly. So could it be that there is a limit for the length of the overall path (the level of the coresponding unit folder)?
Thanks for your help!]

CellKu
Jul 07, 2004, 06:14 AM
I think I have found the solution:
When I add the units directly, Civ3MM has the FULL path name (C:\...) under unit screen -> INI -> animations. However, when I import units from a biq file, Civ3MM sets only a relativ path (..\German Rifleman\default.flc). Since I had my c3m file one directory higher, it was impossible for Civ3MM to find the various paths.

Now, I found the way to change the relative path to the full path. However, changing that path for every unit and for every flc and wav is too much work. Is there a way to import full paths right away when importing from a biq file? Or is there an easier way to change those paths afterwards?
Thanks for your help and your patience! :)

CellKu

Cyber Dreyk
Jul 07, 2004, 08:01 PM
Oh, and one more thing: the unit folders are at the 9th level down from C: - just in case that has any consequences.
I don't think that it may cause any problems - only in case path will be too long.


And this time it worked very well. No problems at all. I didn't change anything, except for copying the German Rifleman folder to another location and adding it directly. So could it be that there is a limit for the length of the overall path (the level of the coresponding unit folder)?
It seems that at first you had a very long path - more that 256 symbols. After you changed location path became shortest and all working fine.


However, when I import units from a biq file, Civ3MM sets only a relativ path (..\German Rifleman\default.flc).
Not exactly. 'Import/Remove' dialog box has a 'Parameters' tab sheet. Here you can find 'Keep old path for all files from Unit Folder (Units only)' option, selected by default. In case this options unchecked, imported units' files will have paths like "C:\Games\..."


Since I had my c3m file one directory higher, it was impossible for Civ3MM to find the various paths.
Playcement of the c3m file isn't important - you can put it to an othe partition, for example: CivIII - "C:\Games\CivIII" and c3m - "D:\Civ3MM\myscenario.c3m".


Is there a way to import full paths right away when importing from a biq file?
Yes, see above... ;)

Good luck!

CellKu
Jul 08, 2004, 03:54 PM
Thanks a lot for all your advice! :) After understanding some of its features better with your help, working with Civ3MM has become much easier. It is really a very useful program.

CellKu

Hygro
Aug 27, 2004, 07:40 PM
This has probably been covered but a sudden burst of inspiration prompted me to download it and use it right away. The thing is, the second link doesn't lead anywhere. I've got the 1st and 3rd part DLed though. I'll see if I can work with just those.

edit: seems to work. So far I'm loving this, but I still haven't quite figured out how to get to the point where I can tweak the final product by hand in the civ editor and on the text files...

I noticed it saves in a .c3m file. My question is how does it convert stuff to the text and .biq stuff? I have a "scenario.biq" selected in the picture below. However, when I open that .biq, I see an extra large filesize 611 KB instead of the 38 it was before using the program (I had enabled custom data stuff), but none of the changes. When it comes to the new civilpedia and pediaIcon files, I'm totally lost. I'll keep trying on my own, but if you have an easy or exact piece of information regarding my problem, that would be great.

Cyber Dreyk
Aug 29, 2004, 08:19 PM
I noticed it saves in a .c3m file. My question is how does it convert stuff to the text and .biq stuff? I have a "scenario.biq" selected in the picture below. However, when I open that .biq, I see an extra large filesize 611 KB instead of the 38 it was before using the program (I had enabled custom data stuff), but none of the changes. When it comes to the new civilpedia and pediaIcon files, I'm totally lost. I'll keep trying on my own, but if you have an easy or exact piece of information regarding my problem, that would be great.
Hi, Hydro!
Size of the scenario file was increased because Civ3MM decompress it. You can do the same using an scenario editor, for example Civ3ConquestsEdit - select menu View->Options and check out "Compress BIC files" option.
Well, now about your problem. As I can see on attached image, you have use worldcolonies.biq scenario file. But all text files - standard game files. I don't suggest to do it! Point is that you can change these files and it will cause the game damage.
My suggestion is: Select 'Scenario Information' view then 'New' button. You'll see the 'Create a new scenario' dialog box. Here check in 'Copy an existent scenario' radio button and select your worldcolonies.biq file. After creation you'll have an folder with scenario file and several subfolders with text files etc.
Now you can import/create different items such as units etc. in your 'Super Scenario.c3m'. To add them in the scenario and text files you should using the 'Create' option on the Items or Item views.
And one more advice - read the help file, you can find many useful info from it. F1 and Shift+F1 - the best frends for understanding the Civ3MM... ;)
Good luck!

Hygro
Aug 30, 2004, 01:50 AM
Thanks! Some I figured out a bit, but some of this other stuff had me confused. I know that once I get the hang of things, this will be the most useful of tools!

recon1591
Aug 30, 2004, 11:00 AM
ok guys i have a problem, can u help me plz. I removed the tech tree from a biq and with the 3mm and then imported the tech tree from SOE to the new biq ( SOP and SOW ). then added the civs, units, Improvements and resources. then i went to try and load the game and this is what i got.

Hygro
Aug 30, 2004, 07:38 PM
I got that same file not found! all it was was a "#" does that mean its tech related?

Cyber Dreyk
Aug 31, 2004, 08:21 PM
ok guys i have a problem, can u help me plz. I removed the tech tree from a biq and with the 3mm and then imported the tech tree from SOE to the new biq ( SOP and SOW ). then added the civs, units, Improvements and resources. then i went to try and load the game and this is what i got.
It looks like problem in Pediaicons.txt, but I'm not sure.
Possible, something like that:

# Small Tech Icons
############################################
#TECH_Advanced_Flight
Art\tech chooser\Icons\00-AdvancedFlight-small.pcx
#TECH_Alphabet
# <HERE SHOULD BE A TARGET PATH, BUT PRESENT ONLY '#'>
#TECH_Astronomy
Art\tech chooser\Icons\03-Astronomy-small.pcx

Please, let me know in case you'll find what the matter.
And one question - is it happend always and with all BIX/BIQ scenario files, or only once?

recon1591
Aug 31, 2004, 11:06 PM
It worked fine when i made the SOP biq and that 1 works. But when i made the SOW biq the same way thats what error i get when loading it. And both were copied from the SOE biq, which works fine. But i'll go throught the pedia just in case. But just to let u know all 3 mods don't use the civ3 tech tree.

Cyber Dreyk
Aug 31, 2004, 11:26 PM
It worked fine when i made the SOP biq and that 1 works. But when i made the SOW biq the same way thats what error i get when loading it. And both were copied from the SOE biq, which works fine. But i'll go throught the pedia just in case. But just to let u know all 3 mods don't use the civ3 tech tree.
Can you send to me zipped SOW biq file with text files (Civilopedia.txt and Pediaicons.txt)? I'll try to understand what's wrong with it. Please, mail me to Civ3MM@yandex.ru

recon1591
Sep 01, 2004, 03:21 PM
C.D

On the way and thanks for taking a look.

Cyber Dreyk
Sep 03, 2004, 01:32 AM
C.D
On the way and thanks for taking a look.
Hi!
I have got your files and test them.
As I can see, the Storm over the World.biq file is corrupted - Civ3ConquestsEdit cannot open it. Also I looked at Pediaicons.txt and found that #TECH_Espionage is absent at all. It's oddly because game crashed when loaded "ESPIONAGE" tech (as I can see at your shortcut).
Sorry, I canot tell you something more about your problem. :(

Just one advice. When you'll start a new mode with Civ3MM it's better to start with original conquests.biq (make copy of the scenario via Scenario Information -> New). Then you can delete all items (units, buildings etc) from scenario (using Civ3MM) and import all necessary items from other scenarios.
In that case you have more chance to prevent any problems because in case handmade scenarios structure of the Pediaicons.txt and Civilopedia.txt can be changed and it will cause different problems.

Good luck!

recon1591
Sep 03, 2004, 02:42 PM
This is tollaly wierd. If all 3 use the same Pedia's then why is only the SOW biq not working and the SOP does. And the tech Espionage is there in the pedia, its up with the orginal techs. I didn't remove the techs from the pedia only the biqs.

Cyber Dreyk
Sep 05, 2004, 08:28 PM
This is tollaly wierd. If all 3 use the same Pedia's then why is only the SOW biq not working and the SOP does. And the tech Espionage is there in the pedia, its up with the orginal techs. I didn't remove the techs from the pedia only the biqs.
Well. I have got 4 biq files - SOW.biq, Storm over Europe C3C A1.biq, Storm over the Pacific.biq, Storm over the World.biq. First file is uncompressed, last file - corrupted (cannot open it via editor - have "Seek filed" message).
Pediaicons and Civilopedia have the '#TECH_Espionage' entry keys, but all scenario files have not civ advances with such key. So you will not have this tech in the game.
That's all what I want to say. ;)

Sharon
Sep 27, 2004, 10:58 AM
When I click the create button in an attempt to apply the 21 units I wish to add it says 0 of 21 units created... What am I doing wrong? This also applies to everything else stored in the document. Has anyone had any success in creating a mod using the utility?

Cyber Dreyk
Sep 28, 2004, 01:50 AM
When I click the create button in an attempt to apply the 21 units I wish to add it says 0 of 21 units created... What am I doing wrong? This also applies to everything else stored in the document. Has anyone had any success in creating a mod using the utility?
Try to check these units by the 'Check' button - possible, you'll see what the matter. :)

recon1591
Feb 01, 2005, 10:52 PM
I have another Q for u. What is the max # of units the program can handle. I ask because the mod i'm working on has over 1000 units in the biq. And i want to transfer them over to the 2nd part of the mod. But when going to transfer it'll load everything but the units in the transfer window. I have everything else transfered and and really would like to do the units to save alot of time later.

Cyber Dreyk
Feb 02, 2005, 08:45 PM
I have another Q for u. What is the max # of units the program can handle. I ask because the mod i'm working on has over 1000 units in the biq. And i want to transfer them over to the 2nd part of the mod. But when going to transfer it'll load everything but the units in the transfer window. I have everything else transfered and and really would like to do the units to save alot of time later.
I don't know, how many units... thousands, I guess ;)
Actually, I have test over than 900 units and all working file.

recon1591
Feb 02, 2005, 08:52 PM
Well like i said i was just wondering because it was working fine up to the 800 + range. But after the last set of addons which took it over a 1000 units its just giving me a blank pg under the units tab now. I've even let it set for 20 mins to see if it just needed time to load them and still nothing.

Cyber Dreyk
Feb 02, 2005, 09:01 PM
Well like i said i was just wondering because it was working fine up to the 800 + range. But after the last set of addons which took it over a 1000 units its just giving me a blank pg under the units tab now. I've even let it set for 20 mins to see if it just needed time to load them and still nothing.
Possible, problems in the your "last set". I cannot make any right decision in absentia.

recon1591
Feb 02, 2005, 09:07 PM
I haven't run into any problems with them yet in playtesting in the Biq they are in now. But as stated it will load the resources, wonders, civs, and techs. It just does want to load the units now that there is over a 1000 + units. And those are the only thing i still need to transfer to the new Biq.

Sharon
Feb 03, 2005, 01:57 PM
Is this utility compatible with Civilization III Complete? It worked fine with my Civilization III Conquests CD but it only takes forever when I click the load button now that I have uninstalled Civ Vanilla, PTW, and Conquests. Should I install patches?

Cyber Dreyk
Feb 03, 2005, 08:55 PM
Is this utility compatible with Civilization III Complete? It worked fine with my Civilization III Conquests CD but it only takes forever when I click the load button now that I have uninstalled Civ Vanilla, PTW, and Conquests. Should I install patches?
I'm sure that Civ3MM will work with Civilization III Complete too in case:
it uses the same registry keys and folders structure. :)
Sorry, I have not the Civilization III Complete and cannot answer to your question more precisely.

Modern_Armour23
Feb 11, 2005, 02:01 PM
It's good. Well done!!

bilious
Mar 20, 2005, 03:47 PM
Maybe I'm stupid or maybe my original game files are damaged but I'm not sure how to get the game to use units & stuff created by Mode Maker. How can I export from mode maker as a bic ??? I need to use Civ3Editor on the scenarios too.

Is there a simple walkthrough for this tool (no help is included in the software)

Cyber Dreyk
Mar 21, 2005, 09:34 PM
How can I export from mode maker as a bic ???)
At first of all you need to select (or create a new one) scenario file (BIC, BIX or BIQ) on the "Scenario Information" view. Then you can make a new unit and try to "create" it i.e. add to the scenario file.

Is there a simple walkthrough for this tool (no help is included in the software)I'm afraid, not another walkthrough except help file. :) What the problems with help? It seems to me that help quite clear.

Cyber Dreyk
Apr 05, 2005, 03:09 AM
What would be EXTREMELY helpful (I really would like to use this program to help me make mods) is a tutorial.
It would be a step by step guide on "How to" insert a new unit in an existing mod, etc... every single step

of the process, from opening your program to whatever you have to do to convert your files into a file format c3c uses.
...
Is this a possibility?


Tutorial how to add new units to the scenario file using Civ3MM utility. :)

I. How to associate a C3M document with a scenario file:
1. Start the Civ3MM utility
2. Go to 'Scenario Information' view (by the clicking on the tree view item)
3. In the 'General Info' tab sheet you select a scenario file, related with current C3M document.
We have two ways:
- select an exist BIC/BIX/BIQ file OR
- create a new scenario file using 'New' option
Note: Your Scenario file should be placed to the "..\Civ3PTW\Scenarios\your_scenario.BIX" folder in case Civ3 PTW or to the "..\Conquests\Scenarios\your_scenario.BIQ" in case Civ3 Conquests

II. How to make a new unit:
1. Go to 'Units' view (by the clicking on the tree view item)
2. Click 'New' button to add a new unit item to the units list
3. Click 'Go To' button to select created unit item
4. Switch to the 'General' tab sheet - this sheet assigned to add unit's name, key and binary data
- Select and change Unit Name ('in game' name for scenario file)
- Select and change Civilopedia Entry
- Select and change Unit Directory Name (by default will be the same as Unit Name)
- Click 'Set binary data' button to associate the unit with some data from any existent scenario file (Such data can be manually added by the Civ3ConquestEdit or it can be any already existed unit's data from scenario file).
5. Switch to the 'INI' tab sheet - this sheet assigned to make unit INI file
- You can import all settings from already existed INI file OR
- Set manually all necessary info, for example you want to add ATTACK1:
a) Check in 'Activity' check box for the 'ATTACK1' item of the list control
b) Select target path of an Attack.FLC file for 'Animation' subitem
c) Select target path of an Attack.WAV file for 'Sound Effects' subitem
Note: all units must have specified DEFAULT action, i.e. a Default.FLC file associated with this action
6. Switch to the 'PCX' tab sheet - this sheet assigned to select unit-related civilopedia icons
- Select target path for large icon (128x128 pixels)
- Select target path for small icon (32x32 pixels)
Note: Also you should manually add unit icon to the "..\Art\Units\units_32.pcx" file
7. Switch to the 'TXT' tab sheet - this sheet assigned to set unit-related civilopedia info
- Enter info for unit-related civilopedia topic
- Enter info for unit description (it's not necessary)
8. Now unit is ready to be 'Created', i.e. added to the scenario file and scenario-related text files (Civilopedia.TXT & Pediaicons.TXT).
Before 'creation' you can check unit for errors (click the 'Check' button). In case any error you will see a dialog box with error description(s).
Note: checking will be automatically performed during 'Create' operation
too.
Finally, click 'Create' button to add new unit to the C3M document's related scenario and text files.

III. How to import an unit from scenario file:
1. Go to 'Units' view (by the clicking on the tree view item)
2. Click 'Import/Remove' button to import a new unit item to the units list - you'll see the 'Import/Remove' dialog box
- Switch to the 'General' tab sheet and select an existing scenario file (source file)
- Switch to the 'Import/Remove' tab sheet
a) select 'PRTO - Units' item in the 'Items type' combobox
b) select one or several items from units list control
c) click 'Import' button to import selected units from scenario file to the current C3M document
Note: You can change some Import/Remove parameters via 'Parameters' tab sheet
Normally, imported unit should has all necessary information to be 'created', i.e. specified name, icons, civilopedia text, binary data etc.

tsuke
Apr 24, 2005, 12:47 PM
Hi,

I jus got interested in making a new scenario for C3C, and was wondering what kind of help you can give me. I have already dld your program and I like it. I just need to know where to start. How do I begin to make my own scenario? Can anyone help me?

Cyber Dreyk
Apr 24, 2005, 09:17 PM
Hi,

I jus got interested in making a new scenario for C3C, and was wondering what kind of help you can give me. I have already dld your program and I like it. I just need to know where to start. How do I begin to make my own scenario? Can anyone help me?
I have making my own scenario too. :) And, of course, I have using the Civ3MM.
It's better to start from creation of a new scenario folder, I think. :) Then you can select all necessary units/improvements etc. and add them to your scenario. I think that nobody can get you advice how it's better to do it - how many peoples, so many opinions...
I want to recommend my small utility - ImgConvert (you can find it in the last update of Civ3MM). Using this utility you can easily make new icons for Civilopedia (it must be 256-colors PCX files with 2 transparent colors).

I wish you good luck with your undertaking! :)

Cyber Dreyk
Apr 28, 2005, 01:48 AM
This thread is closed! Please, visit the following thread:
Civ3MMToolkit - Civilization III Mode Makers Toolkit (http://forums.civfanatics.com/showthread.php?t=117669)

lrkfam
Nov 17, 2008, 10:52 AM
the civedit used to hav a button for player properties and the difficulty screen allowed me to edit more than just how many citezens r born content. now for sum reason those features aren't on there.
what happened???
how do i fix it????

pls help!!!!!

i hav orig civ3 btw.

againsttheflow
Nov 17, 2008, 05:04 PM
For those who don't know he's already started a thread with the above question in the right forum.

the Matrix
Oct 23, 2009, 10:42 PM
yay, this is all great and im happy for everyone who was satisfyed by it, but i have one major question... How do you change the map (edit it to put locations where civs start, reasources, land/waterforms, islands, continents, ect.). i am trying to change the map, but can't find any butons for it. can you help me???