Lunar city set?

woodelf

Bard
Retired Moderator
Joined
Jun 12, 2003
Messages
15,036
Location
Gallery
Has anyone tried to model a simple, pref-fab looking city set? None of the stone or wood Vanilla ones look good one the Moon or an alien world. I'm trying to skin one, but was wondering if anyone had made one in Blender or something else?
 
woodelf said:
Has anyone tried to model a simple, pref-fab looking city set? None of the stone or wood Vanilla ones look good one the Moon or an alien world. I'm trying to skin one, but was wondering if anyone had made one in Blender or something else?

I tried new city set model, and i don't know why the textures doesn't work.
 
C.Roland said:
I tried new city set model, and i don't know why the textures doesn't work.

So you created a dds file and it can't be textured? I don't know much about this stuff unforuntately.
 
woodelf said:
So you created a dds file and it can't be textured? I don't know much about this stuff unforuntately.

It was textured but not correctly. I think is because i had more than 1 dds, but i'm not sure.
 
Something like this perhaps, Woodelf? :cool:
 

Attachments

  • moonbase.jpg
    moonbase.jpg
    172.6 KB · Views: 132
Btw, I got a 1024x512 dds picture for that, so if you want it as base material to work with just tell me.
 
GeoModder said:
Something like this perhaps, Woodelf? :cool:

I'm going to use this as a basis for my butchering of Blender. It is definitely true that you need a visual to model after.
 
woodelf, are city buildings are KFM and NIF files? If so, is it conceivable to replace them with geometric buildings like the Pyramids and then reskin them?
 
Padmewan said:
woodelf, are city buildings are KFM and NIF files? If so, is it conceivable to replace them with geometric buildings like the Pyramids and then reskin them?

I did some reskinning of the city sets, but put them in the Rallying Call thread. I'm not sure, but I would imagine if someone made some geometric shapes we could make those the default city sets... Maybe?

I don't know what would happen if you simply made the Pyramid your city set though.
 
I went through and found some buildings that you could replace the default buildings with; however, if/when you build THOSE buildings, there might be a problem:

Observatory
Scotland Yard
Bunker <-- extra double-plus good!
Fallout Shelter
Broadcast Tower
Nuclear Plant
Pentagon
The UN (minus the flags)
Ironworks

also, some of the projects have "buildings" eg Apollo. See if those are any good...

Not sure where the buildings are defined -- XML or Python. I've been frustrated by what seems to be hard-coding of the eras, etc. If we could force-jump to the Modern era, at least the buildings wouldn't look so weird.
 
I'm sure you can force the city set to start in the modern era. It's defined in XML somewhere.... :) I have seen it before, somewhere.

Also, when adding new buildings I think you can set the size so low that maybe there wouldn't be an issue? So you wouldn't see it, big deal. Also, can you make it so it doesn't need to show up at all? To me adding the new buildings graphically is unnecessary eye candy. Does the aqueduct make any sense half the time? :p
 
Or conversely you could make copies of the modern era and rename it the other eras and put them in the appropriate folder.
 
When you want to use the modern Era graphics for all eras you just have to modify your CIV4CityLSystem.xml file.

Basically you search for every entry that contains your old era and delete that entire entry. Then search for ERA_MODERN end replace ERA_MODERN with ERA_ANCIENT,ERA_MEDIEVAL,ERA_RENAISSANCE,ERA_MODERN and so forth.
The Eras are grouped together and there is a list for each city tile size. So you can really delete lage blocks of that file.
 
Thanks Chalid. So you should be able to keep your city graphics the same the entire game and also you could keep it from sprawling by defining tile size before it expands? I'll have to check that file, but first we need some futuristic city sets...
 
That restricting of sprawling can be done by two ways i suppose. Ther might be a way to restict it in the CityLSystems, but there is possibly another way too. In one of the global files - i dont remember which one actually - there are parameters that control the size of the city in dependence of the population. You might be able to use that to limit the city size to one tile.
 
Thanks Chalid. The Global Defines are a good place to look for something like that.
 
Back
Top Bottom