Recent content by Refar

  1. Refar

    More Female Missionaries

    The effects are separate .nif files, plugged in by the game when the animation plays. They are defined within Civ4EffectInfos.xml. The position is determined by a dummy EFFECT_MISSIONARY_ACTIVE_CRISTIAN (or so) within the units .nif file. The name here does not matter, it's a placeholder...
  2. Refar

    Non-Coastal Ship Building (Forts)?

    Was my thought as well. All the extra checks Platyping mentioned are in there already, so you would only need to add the exception code, rather than rewriting the whole routine. There is also another thing to consider - by default the whole channel thing only works, if both forts are costal...
  3. Refar

    Making Shaders for completely new LHs

    You could just 'Remove Branch' the Bloom-thingy with Nifscope. Or change it's colour, if you feel, removing it will make the LH miss highlights or something.
  4. Refar

    Beach Resort WiP

    Perhaps because you went to the site to get the links in the first place, and now they are being loaded from local cash for you or something like this. Right now I can't think of anything else i need supplied. Will come back crying for it, when need arises.
  5. Refar

    What's this, another SMAC/X mod?

    Wondered that too. Google does spit out links to ancient threads sometimes, which are apparently not deleted but rather archived somewhere in the depths of the forums database.
  6. Refar

    Beach Resort WiP

    The PC setup is good enough to get going and pick missing things when the need arises. Yes, non-western ships were always in short supply, perhaps for the lack of well known historical reference. I will look into these (That ron.heavengames site seem not to allow for direct linking of images...
  7. Refar

    Button

    I never used atlases for custom stuff, but I am pretty sure, they should have no MipMaps at all as well.
  8. Refar

    Button

    I do not know that tutorial, but i can summarize the things you need to know. A Button is 64x64 pixels small, should be saved as DXT3 .dds file, and must have MimMaps turned OFF (to avoid them appearing extra-blurry in some UI elements). To make it match the original look, you would have...
  9. Refar

    Making Shaders for completely new LHs

    Unless you can see these blue stains on the texture, there should be nothing wrong with that. Still, if nothing else helps, you could try and desaturate the blue colour channel a little bit, to make the texture respond less noticeable to the blueish light. I don't remember exactly how the...
  10. Refar

    [BtS] Diversica

    The number of installed Leaders and Civs might slowdown startup but not the actual gameplay. In general (under somewhat simplified assumptions) this is also true for every diversity mod. Just think about it: are there actually more diverse units in modern than medieval era? Even if so, it is...
  11. Refar

    Request: 1984 mod

    You can edit XML and Python with any plain text editor. Notepad++ is used by a lot of people i think, but there are others.
  12. Refar

    Request: 1984 mod

    Why not just take the existing revdcm dll, without the need to compile anything? Or what other features do you mean by 'all the programs' ?
  13. Refar

    Problem with Yamato battleship animation

    Well, no matter how it happened in the first place, fixing the skin instance or hierarchy in MAX would solve it. However, since it got broken without MAX, there is probably an easier fix - if the moving part is a separate mesh - then it is probably just linked to the wrong dummy - this you...
  14. Refar

    Request: 1984 mod

    Your best chances to see it happen are if you do it yourself. Not to say you can't get help, but most active modders are tied up in projects of they own. What you outlined so far isn't to hard to start learning with - inserting/replacing civs and units is covered well within the tutorial...
  15. Refar

    Problem with Yamato battleship animation

    I can´t quite see it in your screenshot, but from the description what happened is, when you modified the skin instance, you accidentally assigned to some vertices full or partial weights with the turret bone, while they should be weighted do the hull (or some other bone) bone. Open your skin...
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