How to modify the religions - an in depth guide

KingTux

Ruler of the Free World
Joined
May 30, 2003
Messages
253
Location
somewhere REALLY out there
Hello there and welcome to my in-depth guide on how to modify religions within Civ4. I have divided this thread into several phases based upon depth that civvers might go into. For the most part, you'll probably start with phase 1 and continue onward to more complex modding. So, let's start with phase 1.

Phase 1: Modifying religions with text only.

All files for this phase will be found in assets/xml/text. There's nothing too fancy here, we're just changing names for the moment. These are the files that we'll be working with:

Essential Files:

CIV4GameTextInfos_Objects.xml
CIV4GameText_Civilopedia_CivicsReligion.xml
CIV4GameText_Strategy.xml
CIV4GameText_Civilopedia_BuildingsProjects.xml

Non-Essential Files:

CIV4GameTextInfos.xml
CIV4DiplomacyText.xml
CIV4GameText_Help.xml
CIV4GameText_Misc1.xml
CIV4GameText_Civilopedia_Concepts.xml

Let's start with CIV4GameTextInfos.xml:

CIV4GameTextInfos.xml

Purpose of describing this file:

This file sets up a lot of variables that will be used later and contains most of the game's text. For all tags within this phase, I will not explain how to edit them, as it's fairly self explanatory, but I will note new variables and which tags are important or not.

Essential Tags:

None

Optional Tags:

TXT_KEY_ACTION_CANNOT_SPREAD_NON_STATE_RELIGION
TXT_KEY_ACTION_ONLY_HOLY_CONSTRUCT
TXT_KEY_MISSION_SPREAD
TXT_KEY_UNIT_CAN_SPREAD
TXT_KEY_UNIT_REQUIRES_HOLY_CITY
TXT_KEY_CIVIC_BUILD_MISSIONARIES
TXT_KEY_CIVIC_GREAT_PEOPLE_MOD_RELIGION
TXT_KEY_CIVIC_GREAT_PEOPLE_MOD_STATE_RELIGION
TXT_KEY_CIVIC_NO_STATE_RELIGION
TXT_KEY_CIVIC_NO_NON_STATE_SPREAD
TXT_KEY_CIVIC_STATE_RELIGION_HAPPINESS
TXT_KEY_CIVIC_RELIGION_HAPPINESS
TXT_KEY_CIVIC_NON_STATE_REL_HAPPINESS_NO_STATE
TXT_KEY_CIVIC_NON_STATE_REL_HAPPINESS_WITH_STATE
TXT_KEY_CIVIC_REL_TRAIN_BONUS
TXT_KEY_CIVIC_STATE_REL_TRAIN_BONUS
TXT_KEY_CIVIC_REL_BUILDING_BONUS
TXT_KEY_CIVIC_STATE_REL_BUILDING_BONUS
TXT_KEY_CIVIC_REL_FREE_XP
TXT_KEY_CIVIC_STATE_REL_FREE_XP
TXT_KEY_VOTE_FREE_RELIGION
TXT_KEY_RELIGION_HOLY_CITY
TXT_KEY_RELIGION_ALL_CITIES
TXT_KEY_RELIGION_FOUNDED_FIRST
TXT_KEY_RELIGION_FOUNDER_RECEIVES
TXT_KEY_RELIGION_BUILDING_PROD_MOD
TXT_KEY_RELIGION_UNIT_PROD_MOD
TXT_KEY_RELIGION_FREE_XP
TXT_KEY_RELIGION_BIRTH_RATE_MOD
TXT_KEY_BUILDING_RELIGION_HAPPINESS
TXT_KEY_BUILDING_FROM_ALL_REL_BUILDINGS
TXT_KEY_BUILDING_STATE_REL_BUILDINGS
TXT_KEY_BUILDING_SPREADS_RELIGION
TXT_KEY_BUILDING_REQUIRES_HOLY_CITY
TXT_KEY_RELIGION_CONVERT
TXT_KEY_RELIGION_SCREEN_TITLE
TXT_KEY_RELIGION_SCREEN_NO_STATE
TXT_KEY_RELIGION_SCREEN_HOLY_CITY
TXT_KEY_RELIGION_SCREEN_DATE_FOUNDED
TXT_KEY_RELIGION_SCREEN_NOT_FOUNDED
TXT_KEY_RELIGION_SCREEN_INFLUENCE
TXT_KEY_VICTORY_SCREEN_PERCENT_RELIGION
TXT_KEY_ANGER_RELIGION_FIGHT
TXT_KEY_ANGER_STATE_RELIGION
TXT_KEY_ANGER_RELIGIOUS_FREEDOM
TXT_KEY_HAPPY_STATE_RELIGION
TXT_KEY_HAPPY_RELIGIOUS_FREEDOM
TXT_KEY_TRADE_CONVERT
TXT_KEY_POPUP_RELIGION_SPREAD
TXT_KEY_POPUP_CONVERTING_EFFECTS
TXT_KEY_POPUP_LIKE_TO_CONVERT
TXT_KEY_POPUP_CONVERT_RELIGION
TXT_KEY_POPUP_NO_CONVERSION
TXT_KEY_MISC_FIRST_DISCOVER_FOUNDS
TXT_KEY_MISC_NO_STATE_REL
TXT_KEY_MISC_CONVERT_TO_REL
TXT_KEY_MISC_NO_STATE_RELIGION
TXT_KEY_MISC_CANNOT_CONVERT_TO
TXT_KEY_MISC_ALREADY_STATE_REL
TXT_KEY_MISC_NEW_REL_DISCOVERED
TXT_KEY_MISC_RELIGION_SPREAD
TXT_KEY_MISC_REL_FOUNDED
TXT_KEY_MISC_REL_FOUNDED_UNKNOWN
TXT_KEY_MISC_PLAYER_CONVERT_RELIGION
TXT_KEY_MISC_RELIGION_FAILED_TO_SPREAD
TXT_KEY_MISC_HELP_PROD_RELIGION
TXT_KEY_TRADE_CONVERT_RELIGION
TXT_KEY_MISC_REL_IS_FOUNDED
TXT_KEY_MISC_HELP_RELIGION_COMMERCE
TXT_KEY_MISC_ATTITUDE_SAME_RELIGION
TXT_KEY_MISC_ATTITUDE_DIFFERENT_RELIGION
TXT_KEY_DENIAL_MINORITY_RELIGION
TXT_KEY_MEMORY_RAZED_HOLY_CITY
TXT_KEY_MEMORY_ACCEPTED_RELIGION
TXT_KEY_MEMORY_DENIED_RELIGION
TXT_KEY_MISC_HELP_GREATPEOPLE_RELIGION

New variables within this file and what they do:

[SPACE] – A cheap way of adding a space.

[COLOR_WARNING_TEXT] – This tag is always accompanied by a [COLOR_REVERT] tag, which signifies the end of highlighting. This specific one uses a color specifically for warnings.

[COLOR_BUILDING_TEXT] – This tag is like [COLOR_WARNING_TEXT] in which it is accompanied by a [COLOR_REVERT] tag at the end. This specific highlighter colors text so that you know it's a building.

[COLOR_TECH_TEXT] - This tag is like [COLOR_WARNING_TEXT] in which it is accompanied by a [COLOR_REVERT] tag at the end. This specific highlighter colors text so that you know it's a tech.

[COLOR_HIGHLIGHT_TEXT] – This tag is a generic version of [COLOR_WARNING_TEXT], and like it, is accompanied by a [COLOR_REVERT] tag at the end. This highlighter covers everything else.

[ICON_BULLET] – This is a bullet. You've probably seen it before, but don't realize it, as it's very subtle

[ICON_RELIGION] – This is the praying hands that you see in popup screens.

[ICON_GREATPEOPLE] – This is the greatpeople icon.

[ICON_PRODUCTION] – A production icon.

[ICON_UNHAPPY] – An unhappy icon.

[ICON_HAPPY] – A happy icon.

%D1_Mod%% - This is a decimal value usually used for percentages. It's usually used within popups, where it covers lots of different things.

%D1_Change – A multipurpose variable that is used for finding out what the difference is between what you could do and what you currently have. It's in quite a few places, like the civic screen, popups, buildings, and many other spots.

%D1_XP – This decimal holds experience values and can usually be spotted on the civic screen.

%D1%% - A general decimal number that usually has a + accompanying it. It usually is a percentage.

%D2_Mod%% - Like %D1_Mod%%, this is a decimal value, but is usually spotted on the civic screen. It's an extra value to be used when just using %D1_Mod%% would be too cumbersome and clumsy.

%F1_RelIcon – This will show a specific religion's icon. It is usually used only in popups.

%F2 – Seen rarely and is a general placeholder. Most likely a percent sign, as it's usually seen in help dwellovers.

%F2_Religion – This is a civic screen religious icon. It returns your current state religion, and the praying hands if you don't have one.

%F2_HappyOrUn – Returns either the happy face or the unhappy face. Found almost everywhere.

%F2_RelIcon - This is like %F1_RelIcon, except that it usually is found in the civic screen.

%F3_RelIcon – This is like %F1_RelIcon, except that it usually is found in the civic screen. It usually is your current state religion.

%s1_Building – This is a string value that returns the name of a building. It's usually used in popups.

%s1_TechName – This string returns a tech's name. It's found in several places.

%s1_UnitName – This string returns a unit's name. It's also found in several places.

%s1_RelName – This string is a religion's name. Found all over.

%s1_PlyrName – String that return's a Civilization's leaders name. Found in a couple of spots.

%s1_Religion – String that contains a religion's name. Found less frequently than %s1_RelName.

%s2_CityName – This returns a city name. Found in several places.

%s2_RelName – Similar to %s1_RelName, but usually seen in your upper left corner, where messages pop up.

%s2_religion – A religion string that's not used very often.

%s3_CityName – Yet another city name. Usually used in regards to religious incitings.

Last minute notes:

Before I continue on, I'd like to tell anyone who is also thinking of modifying techs, that you can find the tech quotes in this file. In fact, it contains almost all of the game's text within here. The next file that I'll cover,
CIV4GameTextInfos_Objects.xml, sends it's contents to this file. So, if you've gone through with this file, then
CIV4GameTextInfos_Objects.xml is much easier to understand.

CIV4GameTextInfos_Objects.xml

Purpose of describing this file:

This file contains the religion names, their units, and their buildings, along with other text that is then transferred to CIV4GameTextInfos.xml.

Essential tags:

TXT_KEY_UNIT_JEWISH_MISSIONARY
TXT_KEY_UNIT_CHRISTIAN_MISSIONARY
TXT_KEY_UNIT_ISLAMIC_MISSIONARY
TXT_KEY_UNIT_HINDU_MISSIONARY
TXT_KEY_UNIT_BUDDHIST_MISSIONARY
TXT_KEY_UNIT_CONFUCIAN_MISSIONARY
TXT_KEY_UNIT_TAOIST_MISSIONARY
TXT_KEY_RELIGION_JUDAISM
TXT_KEY_RELIGION_CHRISTIANITY
TXT_KEY_RELIGION_ISLAM
TXT_KEY_RELIGION_HINDUISM
TXT_KEY_RELIGION_BUDDHISM
TXT_KEY_RELIGION_CONFUCIANISM
TXT_KEY_RELIGION_TAOISM
TXT_KEY_BUILDING_JEWISH_TEMPLE
TXT_KEY_BUILDING_JEWISH_MONASTERY
TXT_KEY_BUILDING_JEWISH_CATHEDRAL
TXT_KEY_BUILDING_JEWISH_SHRINE
TXT_KEY_BUILDING_CHRISTIAN_TEMPLE
TXT_KEY_BUILDING_CHRISTIAN_MONASTERY
TXT_KEY_BUILDING_CHRISTIAN_CATHEDRAL
TXT_KEY_BUILDING_CHRISTIAN_SHRINE
TXT_KEY_BUILDING_ISLAMIC_TEMPLE
TXT_KEY_BUILDING_ISLAMIC_MONASTERY
TXT_KEY_BUILDING_ISLAMIC_CATHEDRAL
TXT_KEY_BUILDING_ISLAMIC_SHRINE
TXT_KEY_BUILDING_HINDU_TEMPLE
TXT_KEY_BUILDING_HINDU_MONASTERY
TXT_KEY_BUILDING_HINDU_CATHEDRAL
TXT_KEY_BUILDING_HINDU_SHRINE
TXT_KEY_BUILDING_BUDDHIST_TEMPLE
TXT_KEY_BUILDING_BUDDHIST_MONASTERY
TXT_KEY_BUILDING_BUDDHIST_CATHEDRAL
TXT_KEY_BUILDING_BUDDHIST_SHRINE
TXT_KEY_BUILDING_CONFUCIAN_TEMPLE
TXT_KEY_BUILDING_CONFUCIAN_MONASTERY
TXT_KEY_BUILDING_CONFUCIAN_CATHEDRAL
TXT_KEY_BUILDING_CONFUCIAN_SHRINE
TXT_KEY_BUILDING_TAOIST_TEMPLE
TXT_KEY_BUILDING_TAOIST_MONASTERY
TXT_KEY_BUILDING_TAOIST_CATHEDRAL
TXT_KEY_BUILDING_TAOIST_SHRINE

Optional tags:

TXT_KEY_SPECIALIST_PRIEST
TXT_KEY_SPECIALIST_GREAT_PRIEST
TXT_KEY_UNIT_GREAT_PROPHET
TXT_KEY_CIVIC_PAGANISM
TXT_KEY_CIVIC_ORGANIZED_RELIGION
TXT_KEY_CIVIC_THEOCRACY
TXT_KEY_CIVIC_PACIFISM
TXT_KEY_CIVIC_FREE_RELIGION
TXT_KEY_CIVICOPTION_RELIGION
TXT_KEY_TRAIT_SPIRITUAL
TXT_KEY_SPECIALBUILDING_TEMPLE
TXT_KEY_SPECIALBUILDING_CATHEDRAL
TXT_KEY_SPECIALBUILDING_MONASTERY
TXT_KEY_CONCEPT_RELIGION
TXT_KEY_TRADE_RELIGIONS
TXT_KEY_PEDIA_CATEGORY_RELIGION

New variables within this file and what they do:


None

Last minute notes:

Note that this file contains most of the references that string variables in CIV4GameTextInfos.xml. This is intentional, and it also contains civic names, tech names, and so forth. Next, I'll go to CIV4GameText_Strategy.xml and talk about dwellover messages.

CIV4GameText_Strategy.xml


Purpose of describing this file:

This file contains all dwellover messages. It also contains the hints that you see on startup. If you've modified a religion, then you probably would want to change the unit and building dwellovers also. It's not absolutely necessary to do these, but to have a finely crafted mod, these would be essential.

Essential tags:

TXT_KEY_UNIT_JEWISH_MISSIONARY_STRATEGY
TXT_KEY_UNIT_CHRISTIAN_MISSIONARY_STRATEGY
TXT_KEY_UNIT_ISLAMIC_MISSIONARY_STRATEGY
TXT_KEY_UNIT_HINDU_MISSIONARY_STRATEGY
TXT_KEY_UNIT_BUDDHIST_MISSIONARY_STRATEGY
TXT_KEY_UNIT_CONFUCIAN_MISSIONARY_STRATEGY
TXT_KEY_UNIT_TAOIST_MISSIONARY_STRATEGY
TXT_KEY_UNIT_GREAT_PROPHET_STRATEGYY
TXT_KEY_BUILDING_JEWISH_SHRINE_STRATEGY
TXT_KEY_BUILDING_CHRISTIAN_SHRINE_STRATEGY
TXT_KEY_BUILDING_ISLAMIC_SHRINE_STRATEGY
TXT_KEY_BUILDING_HINDU_SHRINE_STRATEGY
TXT_KEY_BUILDING_BUDDHIST_SHRINE_STRATEGY
TXT_KEY_BUILDING_CONFUCIAN_SHRINE_STRATEGY
TXT_KEY_BUILDING_TAOIST_SHRINE_STRATEGY

Optional tags:

TXT_KEY_CIVIC_PAGANISM_STRATEGY
TXT_KEY_CIVIC_ORGANIZED_RELIGION_STRATEGY
TXT_KEY_CIVIC_THEOCRACY_STRATEGY
TXT_KEY_CIVIC_PACIFISM_STRATEGY
TXT_KEY_CIVIC_FREE_RELIGION_STRATEGY
TXT_KEY_BUILDING_JEWISH_TEMPLE_STRATEGY
TXT_KEY_BUILDING_JEWISH_MONASTERY_STRATEGY
TXT_KEY_BUILDING_JEWISH_CATHEDRAL_STRATEG
TXT_KEY_BUILDING_CHRISTIAN_TEMPLE_STRATEGY
TXT_KEY_BUILDING_CHRISTIAN_MONASTERY_STRATEGY
TXT_KEY_BUILDING_CHRISTIAN_CATHEDRAL_STRATEGY
TXT_KEY_BUILDING_ISLAMIC_TEMPLE_STRATEGY
TXT_KEY_BUILDING_ISLAMIC_MONASTERY_STRATEGY
TXT_KEY_BUILDING_ISLAMIC_CATHEDRAL_STRATEGY
TXT_KEY_BUILDING_HINDU_TEMPLE_STRATEGY
TXT_KEY_BUILDING_HINDU_MONASTERY_STRATEGY
TXT_KEY_BUILDING_HINDU_CATHEDRAL_STRATEGY
TXT_KEY_BUILDING_BUDDHIST_TEMPLE_STRATEGY
TXT_KEY_BUILDING_BUDDHIST_MONASTERY_STRATEGY
TXT_KEY_BUILDING_BUDDHIST_CATHEDRAL_STRATEGY
TXT_KEY_BUILDING_CONFUCIAN_TEMPLE_STRATEGY
TXT_KEY_BUILDING_CONFUCIAN_MONASTERY_STRATEGY
TXT_KEY_BUILDING_CONFUCIAN_CATHEDRAL_STRATEGY
TXT_KEY_BUILDING_TAOIST_TEMPLE_STRATEGY
TXT_KEY_BUILDING_TAOIST_MONASTERY_STRATEGY
TXT_KEY_BUILDING_TAOIST_CATHEDRAL_STRATEGY

New variables within this file:

None

Last minute notes:

This file can be lots of fun, as you can make hints for whatever you'd like here. If you like, you could change the hints that show when starting up, or even give your own hints on techs or wonders. These are more likely to be seen than the Civilopedia, as they're easy to access and are a much quicker read. This file covers most dwellovers, and CIV4GameText_Help.xml covers all of the other dwellovers.

CIV4GameText_Help.xml

Reason for describing this file:

This is a really small file and has two tags within it that may interest some people. However, if you don't have a reason for editing this file, then you can skip over it.

Essential tags:

None

Optional tags:

TXT_KEY_ACTION_SHOW_RELIGION_SCREEN_HELP
TXT_KEY_MISSION_SPREAD_HELP

New variables within this file:


None

Last minute notes:

As you can see, there's not much in this file that concerns a religious modder. So, next I will be covering CIV4GameText_Civilopedia_CivicsReligion.xml, which is one of several XML files devoted to the Civilopedia exclusively. For the rest of phase 1, I will be covering files that are either optional or can be skipped over.

CIV4GameText_Civilopedia_CivicsReligion.xml

Reason for describing this file:

After editing CIV4GameText_Civilopedia_CivicsReligion.xml, you should have all of the main religious texts that you'll see in the game. This is the first Civilopedia file that we'll be editing, as you'll find the religious buildings in CIV4GameText_Civilopedia_BuildingsProjects.xml. Also, if you're replacing religions with something else, CIV4GameText_Civilopedia_Concepts.xml may be of some interest for you. As with CIV4GameText_Strategy.xml, this is mainly done for quality, and can be seen as optional to some people.

Essential tags:

TXT_KEY_RELIGION_JUDAISM_PEDIA
TXT_KEY_RELIGION_CHRISTIANITY_PEDIA
TXT_KEY_RELIGION_ISLAM_PEDIA
TXT_KEY_RELIGION_HINDUISM_PEDIA
TXT_KEY_RELIGION_BUDDHISM_PEDIA
TXT_KEY_RELIGION_CONFUCIANISM_PEDIA
TXT_KEY_RELIGION_TAOISM_PEDIA

Optional tags:

TXT_KEY_CIVIC_PAGANISM_PEDIA
TXT_KEY_CIVIC_ORGANIZED_RELIGION_PEDIA
TXT_KEY_CIVIC_THEOCRACY_PEDIA
TXT_KEY_CIVIC_PACIFISM_PEDIA
TXT_KEY_CIVIC_FREE_RELIGION_PEDIA

New variables within this file:


[*TAB*] – Inserts a tab. Remove the asterisks as CivFanatics also recognizes this tag.

[PARAGRAPH:N] – This denotes that you're changing paragraphs, where you substitute N for the paragraph number.

Last minute notes:

This file is your first Civilopedia file. So, since they all follow similar principals, I'm going to describe the rest as one subsection. I'm doing this because after editing this one, you should be able to see the general patterns already.

The Other Civilopedia Files

CIV4GameText_Civilopedia_BuildingsProjects.xml

Essential tags:

TXT_KEY_BUILDING_JEWISH_SHRINE_PEDIA
TXT_KEY_BUILDING_CHRISTIAN_SHRINE_PEDIA
TXT_KEY_BUILDING_ISLAMIC_SHRINE_PEDIA
TXT_KEY_BUILDING_HINDU_SHRINE_PEDIA
TXT_KEY_BUILDING_BUDDHIST_SHRINE_PEDIA
TXT_KEY_BUILDING_CONFUCIAN_SHRINE_PEDIA
TXT_KEY_BUILDING_TAOIST_SHRINE_PEDIA

Optional tags:


TXT_KEY_BUILDING_JEWISH_TEMPLE_PEDIA
TXT_KEY_BUILDING_JEWISH_MONASTERY_PEDIA
TXT_KEY_BUILDING_JEWISH_CATHEDRAL_PEDIA
TXT_KEY_BUILDING_CHRISTIAN_TEMPLE_PEDIA
TXT_KEY_BUILDING_CHRISTIAN_CATHEDRAL_PEDIA
TXT_KEY_BUILDING_CHRISTIAN_MONASTERY_PEDIA
TXT_KEY_BUILDING_ISLAMIC_TEMPLE_PEDIA
TXT_KEY_BUILDING_ISLAMIC_CATHEDRAL_PEDIA
TXT_KEY_BUILDING_ISLAMIC_MONASTERY_PEDIA
TXT_KEY_BUILDING_HINDU_TEMPLE_PEDIA
TXT_KEY_BUILDING_HINDU_CATHEDRAL_PEDIA
TXT_KEY_BUILDING_HINDU_MONASTERY_PEDIA
TXT_KEY_BUILDING_BUDDHIST_TEMPLE_PEDIA
TXT_KEY_BUILDING_BUDDHIST_CATHEDRAL_PEDIA
TXT_KEY_BUILDING_BUDDHIST_MONASTERY_PEDIA
TXT_KEY_BUILDING_CONFUCIAN_TEMPLE_PEDIA
TXT_KEY_BUILDING_CONFUCIAN_MONASTERY_PEDIA
TXT_KEY_BUILDING_CONFUCIAN_CATHEDRAL_PEDIA
TXT_KEY_BUILDING_TAOIST_TEMPLE_PEDIA
TXT_KEY_BUILDING_TAOIST_MONASTERY_PEDIA
TXT_KEY_BUILDING_TAOIST_CATHEDRAL_PEDIA

CIV4GameText_Civilopedia_Concepts.xml

Essential tags:

None

Optional tags:

TXT_KEY_CONCEPT_RELIGION_PEDIA

CIV4DiplomacyText.xml

Reason for describing this file:

This file can give your religions character, as this is most of the text seen on the diplomacy screen. It is entirely optional, and if you don't want to, this file can be left alone.

Essential tags:

None

Optional tags:

AI_DIPLO_RELIGION_PRESSURE_WEAKER_1
AI_DIPLO_RELIGION_PRESSURE_WEAKER_2
AI_DIPLO_RELIGION_PRESSURE_WEAKER_3
AI_DIPLO_RELIGION_PRESSURE_EQUAL_1
AI_DIPLO_RELIGION_PRESSURE_EQUAL_2
AI_DIPLO_RELIGION_PRESSURE_EQUAL_3
AI_DIPLO_RELIGION_PRESSURE_STRONGER_1
AI_DIPLO_RELIGION_PRESSURE_STRONGER_2
AI_DIPLO_RELIGION_PRESSURE_STRONGER_3
AI_DIPLO_RELIGION_DENIED_WEAKER_1
AI_DIPLO_RELIGION_DENIED_WEAKER_2
AI_DIPLO_RELIGION_DENIED_WEAKER_3
AI_DIPLO_RELIGION_DENIED_EQUAL_1
AI_DIPLO_RELIGION_DENIED_EQUAL_2
AI_DIPLO_RELIGION_DENIED_EQUAL_3
AI_DIPLO_RELIGION_DENIED_STRONGER_1
AI_DIPLO_RELIGION_DENIED_STRONGER_2
AI_DIPLO_RELIGION_DENIED_STRONGER_3
USER_DIPLO_CONVERT_1
USER_DIPLO_NO_CONVERT_1

New variables within this file:

[OUR_STATE_RELIGION] – This is the computer's state religion.

[CT_NAME] – This is your leader's name.

Last minute notes:

This file can be lots of fun, as you can make the AI say whatever you want, or change your responses. If you're replacing religions, this file can be essential (or not, if you want it to sound cheezy). Now, there's just one more file left: CIV4GameText_Misc1.xml
 
CIV4GameText_Misc1.xml

Reason for describing this file:

When v1.09 was released, Firaxis added some text that became this file. However, at the same time, they got rid of CIV4GameText_Misc.xml, which was renamed to this file and contained a lot more text. This file has almost everything within it, and a few tags that you might be interested in.

Essential tags:

None

Optional tags:

TXT_KEY_POPUP_MISSIONARY_DEMAND
TXT_KEY_GLOBELAYER_RELIGION
TXT_KEY_INFO_SCREEN_RELIGIONS_FOUNDED
TXT_KEY_WB_HOLYCITY
TXT_KEY_TRAIT_SPIRITUAL_SHORT
TXT_KEY_MISC_REL_FOUNDED_MOVIE
TXT_KEY_MINIMIZED_CHANGE_RELIGION
TXT_KEY_ADVISOR_RELIGION

New variables within this file:

None

Last minute notes:

This file has many uses, as you probably can see by now. When v1.52 was released, Firaxis created a new file in the text folder called CIV4GameText_New.xml. However, since nothing in it deals with religions, I'm not going to cover it.







Congratualtions! You've made it through phase 1. If you thought that it was a little basic so far, this was intentional. I'm trying to set up simple ways of helping modders out for when I get to more complicated stuff. Also, by being so descriptive, it should make it so that I resolve anyone's questions in advance. So, now let's get on to phase 2.


Phase 2: Adding Graphics


This can be really tricky without a guide at times. If you've ever looked at the art for Civ4 before, you've probably noticed that there's more art artifacts within this game than in any of the others COMBINED!!! This seems to add up to about half of the art. So, at times you can look at some art and wonder why you're editing it when you haven't ever seen it. This is where I'm coming in to help. I'm also going to list off Nif files that can't be edited yet, for future reference. I haven't looked at any of them at this point, so they're not getting sorted at this point.

Artifacts:

art\interface\buttons\buildings\temple.dds
art\interface\buttons\buildings\cathedral.dds
art\interface\buttons\general\convertreligion.dds
art\interface\buttons\general\convertreligion_on.dds
art\interface\buttons\general\religion_popup.dds
art\interface\buttons\religions\overlay_star.dds
art\interface\buttons\units\unitatlas.dds
art\shared\fx_religion_buddhism.dds
art\shared\fx_religion_confuscian.dds
art\shared\fx_religion_cristianity.dds
art\shared\fx_religion_hinduism.dds
art\shared\fx_religion_islam.dds
art\shared\fx_religion_jewish.dds
art\shared\fx_religion_taoism.dds

Essential Files:

art\interface\buttons\buildings_atlas.dds
art\interface\buttons\CityBar_Atlas_32.dds
art\interface\buttons\civics_civilizations_religions_atlas.dds
art\interface\buttons\mainmenu_techscreen_worldbuilder_popups_atlas.dds
art\interface\buttons\unit_resource_atlas.dds
art\interface\buttons\buildings\cathedral_buddhist.dds
art\interface\buttons\buildings\cathedral_christian.dds
art\interface\buttons\buildings\cathedral_confuscianist.dds
art\interface\buttons\buildings\cathedral_hindu.dds
art\interface\buttons\buildings\cathedral_islamic.dds
art\interface\buttons\buildings\cathedral_jewish.dds
art\interface\buttons\buildings\cathedral_taoist.dds
art\interface\buttons\buildings\monastery_buddhist.dds
art\interface\buttons\buildings\monastery_christian.dds
art\interface\buttons\buildings\monastery_confuscianist.dds
art\interface\buttons\buildings\monastery_hindu.dds
art\interface\buttons\buildings\monastery_islamic.dds
art\interface\buttons\buildings\monastery_jewish.dds
art\interface\buttons\buildings\monastery_taoist.dds
art\interface\buttons\buildings\shrine_buddhist.dds
art\interface\buttons\buildings\shrine_christian.dds
art\interface\buttons\buildings\shrine_confuscianist.dds
art\interface\buttons\buildings\shrine_hindu.dds
art\interface\buttons\buildings\shrine_islamic.dds
art\interface\buttons\buildings\shrine_jewish.dds
art\interface\buttons\buildings\shrine_taoist.dds
art\interface\buttons\buildings\temple_buddhist.dds
art\interface\buttons\buildings\temple_christian.dds
art\interface\buttons\buildings\temple_confuscianist.dds
art\interface\buttons\buildings\temple_hindu.dds
art\interface\buttons\buildings\temple_islamic.dds
art\interface\buttons\buildings\temple_jewish.dds
art\interface\buttons\buildings\temple_taoist.dds
art\interface\buttons\religions\buddhism.dds
art\interface\buttons\religions\buddhism_d.dds
art\interface\buttons\religions\christian.dds
art\interface\buttons\religions\christian_d.dds
art\interface\buttons\religions\confuscianism.dds
art\interface\buttons\religions\confuscianism_d.dds
art\interface\buttons\religions\hinduism.dds
art\interface\buttons\religions\hinduism_d.dds
art\interface\buttons\religions\islam.dds
art\interface\buttons\religions\islam_d.dds
art\interface\buttons\religions\jewish.dds
art\interface\buttons\religions\jewish_d.dds
art\interface\buttons\religions\taoism.dds
art\interface\buttons\religions\taoism_d.dds
art\interface\buttons\units\missionary_buddhist.dds
art\interface\buttons\units\missionary_christian.dds
art\interface\buttons\units\missionary_confuscianist.dds
art\interface\buttons\units\missionary_hindu.dds
art\interface\buttons\units\missionary_islamic.dds
art\interface\buttons\units\missionary_jewish.dds
art\interface\buttons\units\missionary_taoist.dds
art\movies\religion\
res\fonts\GameFont.tga
res\fonts\GameFont_75.tga

Optional Files:

art\interface\buttons\actions_builds_leaderheads_specialists_atlas.dds
art\interface\buttons\citytab_cityscreen_minimap_advisortab_atlas.dds
art\interface\buttons\techtree_atlas.dds
art\interface\buttons\buildings\holycity.dds
art\interface\buttons\civics\free_religion.dds
art\interface\buttons\civics\organized_religion.dds
art\interface\buttons\civics\pacifism.dds
art\interface\buttons\civics\paganism.dds
art\interface\buttons\techtree\
art\interface\buttons\units\greatprophet.dds
art\interface\globeview\religionlayer.dds
art\interface\population heads\priest.dds
art\interface\population heads\priest_1.dds

Nif's:

Art\effects\unit_greatpeople\
Art\effects\unit_missionary_activation\
Art\structures\buildings\cathedrals
Art\structures\buildings\shrine
Art\structures\buildings\monastery
Art\structures\buildings\temple
Art\units\greatpeople\prophet
Art\units\missionary

So, now that that's out of the way, I will structure my description on them based upon similarities. But first, I'm going to describe what you'll need first.

What You Need

Most of the files that you'll be editing are DDS files. Two great options have been presented on these forums so far, and both have their pluses and minuses. They are

GIMP and
DXTBmp


NOTE: I would have given credit to the DXTBmp thread, but can't find it anymore.

GIMP

PLUS:

Very versitile and powerful
You can make DDS's any size you want (critical for some files)

MINUS:

Not easy to use for the beginner
Some people might have trouble figuring out alphas or adding them with this program

DXTBmp

PLUS:

Easy to use for beginners
Can use editors that a beginner might be used to (Paint)

MINUS:

Can't use for every Civ4 DDS (power of 2 issue. Civ4 uses non-standard DDS files)
Alphas can be confusing at times, because they're seperated from the main image.

Pick your editor, then go through the rest of the guide.

Adding Building Art

Files we'll be working with:


art\interface\buttons\buildings_atlas.dds
art\interface\buttons\CityBar_Atlas_32.dds
all files in art\interface\buttons\buildings\ that you need

Nif's that can be edited also:

Art\structures\buildings\cathedrals
Art\structures\buildings\shrine
Art\structures\buildings\monastery
Art\structures\buildings\temple

Walkthrough:

Let's start with the art\interface\buttons\buildings\ directory. These files are the ones used for the civilopedia, and, because of that, need to stay at their 32x32 dimensions. For future note, any file that is used by the Civilopedia does not behave like a normal DDS file, even though they keep the traditional dimensions. Create artwork for each one that is needed. After creating them, open up buildings_atlas.dds. This file is used on the city screen for displaying buildings. Copy what you've done and then plop them down here. Honestly, this is one file that I see as useless, just because Civ4 could just pull these from the civilopedia art. However, it makes editing it after doing the Civilopedia art easy. For CityBar_Atlas_32.dds, you'll find that the artwork is 30x30 in dimensions, and quite circular with a black edge. You can probably figure out how to do these on your own without help.

Special rules:


Art within art\interface\buttons\buildings\ need to retain their original or similar dimensions, so that they look good in the Civilopedia.

Last minute notes:

This should be a fairly easy start for this guide, which is why I started here. This should also be the big majority of the artwork that Civ4 has to offer for religions.

Adding Unit Art:


Files we'll be working with:
art\interface\buttons\unit_resource_atlas.dds
all files in art\interface\buttons\units\ that you need

Optional:
art\interface\buttons\units\greatprophet.dds
art\interface\population heads\priest.dds
art\interface\population heads\priest_1.dds
art\interface\buttons\actions_builds_leaderheads_specialists_atlas.dds

Nif's that can be edited also:


Art\effects\unit_missionary_activation\
Art\units\missionary

Optional:
Art\units\greatpeople\prophet
Art\effects\unit_greatpeople\

Walkthrough:


If you're going to do this, you either want to make a new skin for each unit, then create the art, or create a new unit altogether. Like for the previous section that I described, art\interface\buttons\units\ is used in the Civilopedia, so treat them the same way. Art\interface\population heads\priest.dds is used on the city screen, and I've never seen art\interface\population heads\priest_1.dds, but it should be easy enough to make. And, like above, once you finish your art in art\interface\buttons\units\, you can turn around and reuse them in art\interface\buttons\unit_resource_atlas.dds. This one also doesn't have much reason for existing, other than for the small resource icons. So, as you can see, fairly straight forward.

Special rules:


art\interface\buttons\units\ has Civilopedia art. Use the same word of caution stated above.

Last minute notes:

If it's seeming to drag on at this point, don't worry. I've got two more sections, and they're not going to be nearly as basic, and in one, I'm actually going to use screenshots. I structured this to get the easy stuff out of the way before covering anything that might be remotely difficult to figure out.

Adding Movie Files:

Files we'll be working with:

art\movies\religion\
python\screens\CvWonderMovieScreen.py
xml\art\CIV4ArtDefines_Movie.xml
xml\GameInfo\CIV4ReligionInfo.xml

Walkthrough:


There are seven directories in art\movies\religion\, one for each religion. Inside, you'll find a Nif, several DDS skins, and a file named Shrine_Rel_Dwg_512.dds where Rel is an abbreviation of the religion's name. Before deciding on the format that you're going to do these in, note that there's three different ways of playing movies in Civ4: Bink, Nif, and DDS. Each has a slightly different way of implementing themselves. If you open up python\screens\CvWonderMovieScreen.py and look for this:

Code:
def playMovie(self):
            
        screen = CyGInterfaceScreen( "WonderMovieScreen" + str(self.iWonderId), CvScreenEnums.WONDER_MOVIE_SCREEN )
        screen.setRenderInterfaceOnly(True)
        screen.show("Background")

        # Play the movie
        if self.iMovieType == MOVIE_SCREEN_RELIGION:
            screen.addReligionMovieWidgetGFC( "ReligionMovie", gc.getReligionInfo(self.iWonderId).getMovieFile(), self.X_SCREEN + self.X_MOVIE, self.Y_SCREEN + self.Y_MOVIE, self.W_MOVIE, self.H_MOVIE, WidgetTypes.WIDGET_GENERAL, -1, -1)
            CyInterface().playGeneralSound(gc.getReligionInfo(self.iWonderId).getMovieSound())        
        elif self.iMovieType == MOVIE_SCREEN_WONDER:        
            screen.playMovie(gc.getBuildingInfo(self.iWonderId).getMovie(), self.X_SCREEN + self.X_MOVIE, self.Y_SCREEN + self.Y_MOVIE, self.W_MOVIE, self.H_MOVIE, -2.3 )
        elif self.iMovieType == MOVIE_SCREEN_PROJECT:
            szArtDef = gc.getProjectInfo(self.iWonderId).getMovieArtDef()
            screen.playMovie(CyArtFileMgr().getMovieArtInfo(szArtDef).getPath(), self.X_SCREEN + self.X_MOVIE, self.Y_SCREEN + self.Y_MOVIE, self.W_MOVIE, self.H_MOVIE, -2.3 )
            
        screen.setButtonGFC("WonderExit" + str(self.iWonderId), localText.getText("TXT_KEY_MAIN_MENU_OK", ()), "", self.X_EXIT, self.Y_EXIT, self.W_EXIT, self.H_EXIT, WidgetTypes.WIDGET_CLOSE_SCREEN, -1, -1, ButtonStyles.BUTTON_STYLE_STANDARD )

Here, you'll see the three versions in action. TAs you can see, the movie type MOVIE_SCREEN_RELIGION is a religion movie popup, MOVIE_SCREEN_WONDER is your wonder movies, and MOVIE_SCREEN_PROJECT is your shrines. To draw a widget (which would be necessary for NIF's), you would make it like this:

Code:
screen.addReligionMovieWidgetGFC( "WhateverText", gc.getWhateverInfo(self.iWhateverId).getWhateverFile(), self.X_SCREEN + self.X_MOVIE, self.Y_SCREEN + self.Y_MOVIE, self.W_MOVIE, self.H_MOVIE, WidgetTypes.WIDGET_GENERAL, -1, -1)

where gc.getWhateverInfo(self.iWhateverId).getWhateverFile() can be gc.getReligionInfo(self.iWonderId).getMovieFile(), gc.getBuildingInfo(self.iWonderId).getMovie(), or gc.getProjectInfo(self.iWonderId).getMovieArtDef(), depending on whether you're looking for a Religion, a wonder, or a Shrine movie, respectively. Also note that I changed "ReligionMovie" to "WhateverText" in this example. Changing this shouldn't affect anything, as you never see it. And, just to be proper, the other two examples are as follows:

For Bik's:

Code:
screen.playMovie(gc.getWhateverInfo(self.iWhateverId).getWhatever(), self.X_SCREEN + self.X_MOVIE, self.Y_SCREEN + self.Y_MOVIE, self.W_MOVIE, self.H_MOVIE, -2.3 )

and for DDS's:

Code:
szArtDef = gc.getWhateverInfo(self.iWhateverId).getWhateverArtDef()
screen.playMovie(CyArtFileMgr().getMovieArtInfo(szArtDef).getPath(), self.X_SCREEN + self.X_MOVIE, self.Y_SCREEN + self.Y_MOVIE, self.W_MOVIE, self.H_MOVIE, -2.3 )

Note for that last one, that you don't need to edit anything within screen.playMovie, as it's stored in a variable first. However, the simplest way to implement each of these is to take the code that is in the file, copy it, paste it over the movie file that you need, then replace gc.getWhateverInfo(self.iWhateverId).getWhatever() with the proper tag mentioned above, but to keep confusion down, I'll state them again:

gc.getReligionInfo(self.iWonderId).getMovieFile() will look for a religion movie within xml\GameInfo\CIV4ReligionInfo.xml (more on that in a second)

gc.getBuildingInfo(self.iWonderId).getMovie() will look for a wonder movie in xml\art\CIV4ArtDefines_Movie.xml

and

gc.getProjectInfo(self.iWonderId).getMovieArtDef() also looks in xml\art\CIV4ArtDefines_Movie.xml.

Now that we've got that out of the way, let's talk about xml\GameInfo\CIV4ReligionInfo.xml and xml\art\CIV4ArtDefines_Movie.xml. In xml\GameInfo\CIV4ReligionInfo.xml, you'll see 7 of these:

Code:
        <ReligionInfo>
            <Type>RELIGION_JUDAISM</Type>
            <Description>TXT_KEY_RELIGION_JUDAISM</Description>
            <Civilopedia>TXT_KEY_RELIGION_JUDAISM_PEDIA</Civilopedia>
            <TechPrereq>TECH_MONOTHEISM</TechPrereq>
            <FreeUnitClass>NONE</FreeUnitClass>
            <iSpreadFactor>100</iSpreadFactor>
            <GlobalReligionCommerces>
                <iGlobalReligionCommerce>1</iGlobalReligionCommerce>
                <iGlobalReligionCommerce>0</iGlobalReligionCommerce>
                <iGlobalReligionCommerce>0</iGlobalReligionCommerce>
            </GlobalReligionCommerces>
            <HolyCityCommerces>
                <iHolyCityCommerce>0</iHolyCityCommerce>
                <iHolyCityCommerce>0</iHolyCityCommerce>
                <iHolyCityCommerce>4</iHolyCityCommerce>
            </HolyCityCommerces>
            <StateReligionCommerces>
                <iStateReligionCommerce>0</iStateReligionCommerce>
                <iStateReligionCommerce>0</iStateReligionCommerce>
                <iStateReligionCommerce>1</iStateReligionCommerce>
            </StateReligionCommerces>
            <Button>Art/Interface/Buttons/Religions/Jewish.dds</Button>
            <TechButton>Art/Interface/Buttons/TechTree/Judaism.dds</TechButton>
            <MovieFile>Art/Movies/Religion/Judaism/Jud_Found.nif</MovieFile>
            <MovieSound>AS2D_BUILD_JEWISH_MOVIE</MovieSound>
            <Sound>AS2D_BUILD_JEWISH</Sound>
The tag that you're looking for is the <MovieFile> tag. Type the directory and file name of where your file is, starting with the art directory (you don't need to go back to assets). If you use a Bik or a DDS file for this, be sure to make the appropriate changes in python\screens\CvWonderMovieScreen.py, like I covered above. Otherwise, you won't have to touch that python file.

So, next we've got xml\art\CIV4ArtDefines_Movie.xml, where you'll find something like this:

Code:
        <MovieArtInfo>
            <Type>ART_DEF_MOVIE_SHRINE_JEWISH</Type>
            <Path>Assets/Art/Movies/Religion/Judaism/Shrine_Jud_dwg_512.dds</Path>
        </MovieArtInfo>

Unlike xml\GameInfo\CIV4ReligionInfo.xml, this one doesn't assume that it's already in the assets folder, and you'll need to add assets to the front of wherever you put your file, and like before, unless you decided to do a BIK or a NIF, you can leave python\screens\CvWonderMovieScreen.py alone.

And that's all there is to it, except for doing the art itself. However, by this point, you probably have figured that out, so there's no reason to write on how to do this.

Last minute notes:

This is basically a brief introduction to what you'll be doing in the next phase, but I still have one more subsection before I get there. I did this one before talking about the actual religious icons because you may need to use a different editor in the next subsection. This subsection, for the most part, has followed all the rules, in that it uses the 3 main Civ4 files: Bik's, DDS's, and NIF's. However, there are two files in the next section that defy the common setup and need to be explained in detail.
 
Adding Religious Icons:

Files that we'll be using:

most of art\interface\buttons\religions\
art\interface\buttons\civics_civilizations_religions_atlas.dds
art\interface\buttons\mainmenu_techscreen_worldbuilder_popups_atlas.dds
res\fonts\GameFont.tga
res\fonts\GameFont_75.tga

Walkthrough:

In art\interface\buttons\religions\, you'll notice that you have two different types of files, ones that just have their religion's name, and those that have these plus a _d after their name. Unlike the two that were before the last section, these are used in multiple places, saving you from making too many unnecessary files. However, in this case, it may have been a good idea to have them seperate, due to the fact that these look much better on the religious screen if you use a larger picture. So, the files that have the _d after their name can be resized (and I would advise you to do so. They look much cleaner and sharper larger), while the ones without the _d can't. These are just used on the religious screen and Civilopedia. So, that was easy enough. Next, the city screen uses it's icons from
art\interface\buttons\mainmenu_techscreen_worldbuilder_popups_atlas.dds. These are seen in the upper right corner of your city screen, when opened.They just happen to be the same size as the ones in art\interface\buttons\religions\, so you can just plop them in. Ditto for art\interface\buttons\civics_civilizations_religions_atlas.dds, which covers diplomacy when you're talking to someone. So, now on to the more complicated stuff:

First, make sure that loading up either res\fonts\GameFont.tga or res\fonts\GameFont_75.tga gets you this when you remove the alpha channel:

gamefont2.jpg


There's two things within this file that are important to you. Notice the pink borders. This color is the long traditional (255,0,255), which, if you've played Civilization for long enough, is fairly recognizeable. This pink border helps specify how big the cell is to the game, and if you look at this screenshot:

gamefont.jpg


you should notice a new cyan dot, with the RGB value of (0,255,255). This lets the game know that there's something in there. Both the pink value and the cyan value must be exact, and if you can't edit them, then it can be a big hampering and can cause a lot of grief on your part. GIMP at the moment, can't see this when the alpha is removed, and the only editor that I know of at this moment that can do this is Photoshop. So edit it there (or in another editor if this shows properly in it), then save it.

Special Rules:

All religion files that don't have _d in their names in art\interface\buttons\religions\ are used in the Civilopedia and Religious Screen

Last minute notes:


We've now covered the graphics fairly extensively, so next is phase 3. For some people, this may be enough, but all that I've discussed so far assumes that you were going to replace an existing religion and not change the number of religions. Neither have I talked about modifying buildings, or talked extensively about anything other than filling over a religion. This is why the next phase is devoted to XML and Python.

Phase 3: Advanced Editing Without The SDK

Before We Start:

This section is going to cover two different languages: XML and Python. If you know how to do a little programming, Python can be easier for you to tackle, and I won't go too heavily into it. Also, this time around with XML, I'm going to be using a lot of code tags, and not be as extensive with XML as I was with Phase 1. I will leave optionalness up to you now, and not sort files into these categories. This is because I'm taking the assumption that if you're this far down, that you've got a programming background and that you want to change non-standard stuff. So, this phase may be the least friendly of the phases that I've covered so far, but that's half way the point. However, if you're still reading this, none of this caution may concern you and you just want me to get on with it. So, here's the XML files that are of a particular concern to you, and the Python ones.

XML:

xml\GlobalDefines.xml
xml\art\CIV4ArtDefines_Movie.xml
xml\art\CIV4ArtDefines_Unit.xml
xml\art\CIV4ArtDefines_Building.xml
xml\audio\Audio2DScripts.xml
xml\audio\Audio3DScripts.xml
xml\audio\AudioDefines.xml
xml\buildings\CIV4BuildingInfos.xml
xml\gameinfo\CIV4ReligionInfo.xml
xml\gameinfo\CIV4SpecialistInfos.xml
xml\gameinfo\CIV4CivicInfos.xml
xml\gameinfo\CIV4DiplomacyInfos.xml
xml\misc\CIV4AttachableInfos.xml
xml\misc\CIV4EffectInfos.xml
xml\technologies\CIV4TechInfos.xml
xml\units\CIV4FormationInfos.xml
xml\units\CIV4UnitClassInfos.xml
xml\units\CIV4UnitInfos.xml

Not covered:
xml\buildings\CIV4CityLSystem.xml
xml\buildings\CIV4PlotLSystem.xml


I'm going to put this guide up for the day. However, this is the point of no return for me, and I may not be able to finish it, so if I don't, I apologize in advance. I'm just having real life deadlines and wanted to do as much as possible before it caught up with me.
 
I need this one also. Long, isn't it?
 
LittleRedPoint said:
Hi,

How do remove alpha with photoshop?

I'm assuming that you mean edit the alpha. I don't have a copy of it down here, so I can't help much from memory, but if you load up an image, by default, it doesn't show the alpha channel. To edit it, you have to switch over channels, and Photoshop, being the tempermental beast that it is, sometimes makes you try several times to do something simple. If I remember right, you can click on the layers window and deselect the RBG ones and select the Alpha to edit it. If you don't have an eye by the alpha, you should be able to see what I posted. Hope this helps, otherwise you might want to look for a tutorial online.
 
Could you wrote, how you managed to edit these icons. If i load the image to photoshop it shows me 4 channels. RGB, Red, Blue, Green. No alpha channel. If i open the *.tga file with GIMP i see alpha channel.

Bad thing is if i save the GameFont.tga it loses the alpha. I had the idea to convert the Gamefont.tga to *.bmp image then i see all colors. And then i add new apha channel and save it to *.tga.

I'm interested how you did it, because i made many tricks but these tricks didn't work (used WSB converter and converted this image to *.png then edited the file and saved, then converted back to *.tga the problem was that Civ4 crashed).

I want to add new ressources so that i can see them on city screen..
 
LittleRedPoint said:
Could you wrote, how you managed to edit these icons. If i load the image to photoshop it shows me 4 channels. RGB, Red, Blue, Green. No alpha channel. If i open the *.tga file with GIMP i see alpha channel.

Bad thing is if i save the GameFont.tga it loses the alpha. I had the idea to convert the Gamefont.tga to *.bmp image then i see all colors. And then i add new apha channel and save it to *.tga.

I'm interested how you did it, because i made many tricks but these tricks didn't work (used WSB converter and converted this image to *.png then edited the file and saved, then converted back to *.tga the problem was that Civ4 crashed).

I want to add new ressources so that i can see them on city screen..

Here's the thing. I'm currently going to college, so I don't have my own computer to look at this for. GIMP doesn't work, and as far as I've tested, Photoshop is the only one that I know of that handles them correctly. I did the ones I did with Photoshop CS2 (most current version).
 
Very informative tutorial. Exactly what i need to add Orthodox religion to my mod.

Thanks, KingTux! :thumbsup:
 
NeverMind said:
Very informative tutorial. Exactly what i need to add Orthodox religion to my mod.

Thanks, KingTux! :thumbsup:

It's just unfortunate that I won't be able to complete it until August or September, due to the fact that I don't have a computer down here at the college that I'm going to. Needless to say, I won't be having this problem next year;) (I'm insane for not having one right now. I'm a Computer Science major. Not having a computer is like not buying your schoolbooks, or just attending classes without doing any homework).
 
Mad props, KingTux, not just for creating your super-imaginative mod, but having the charity to share your methodology and learning with us. You're also the only person who's provided a FULL, ILLUSTRATED explanation of why the font file is #$@$@#$! Until I read this guide, I was flying blind -- in fact, I was using your fast food mod to figure out how to do my own. Shoulda looked here first.
 
btw, I'll tell you what's super-useful for those of us who don't have Photoshop. I copied that first image you posted and used that as a layer behind my font file. I can then very carefully erase the old images as long as I stay within the lines, and not worry about erasing those magic pixels. If you could post the same image for the _75 file, that would be PERFECT.

Thanks for all this hard work!
 
Padmewan said:
btw, I'll tell you what's super-useful for those of us who don't have Photoshop. I copied that first image you posted and used that as a layer behind my font file. I can then very carefully erase the old images as long as I stay within the lines, and not worry about erasing those magic pixels. If you could post the same image for the _75 file, that would be PERFECT.

Thanks for all this hard work!

I won't be back up and running until early, maybe late August. Until then, I can't do anything to maintain this thread. I intend on finishing it about then, and when I do finish, I intend on having the most comprehensive guide anywhere, specifically dedicated to editing the religions. However, the fast food religion mod IS dead and won't be going through any more revisions.

I've picked up some decent 3D animation skills at school, but I hate it with a passion and may start to detour from being both a graphics artist and a programmer to just a plain old programmer. However, depending on team strength, I could always drift back to what I've done for 10 years now, but code is going to be my main focus for a long time.
 
I want to change the name and graphics only, and I added new .dds files, but what shows up in the religion screen and in the civilopedia is a pink square box. What have I done wrong? I am saving with gimp in the correct .dds format.

Any help is appreciated.
 
is there a way/how do you ADD several relgions, I know it must have to do with the cvreligionscreen.py but other than adding 1 extra religion (total of 8) squeezed in by making the headers smaller (and it looks like crap) I have no idea how to either

A. expand the overall width of the screen
and
B. make it where it can be scrolled through....

any help?
 
For me, GameFont and GameFont75 are in C:/ProgramFiles/Firaxis/SidMeirsCivilization4/Resource/Civ4.

Resource/Fonts only contains a couple of...fonts and a readme.

And I was able to open and edit them with ArcSoftPhotoStudio. Where I got this software I don't know. I usually use Gimp or Jasc.
 
I am curious about something. If I wanted to add something which works almost exactly like Religions-like Ideology-but wanted it to operate alongside the existing Religion system, would this be possible? If yes, then would it require a change to the Code in order to create an entirely seperate Ideology page in the game?
Any assistance on this matter would be VERY much appreciated.

Aussie_Lurker.
 
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