TheChanger
Warlord
Yes!
I managed to add a custom 3d resource graphic to the game (a recolor of copper):
Awesome! you NEED to do a comprehensive tutorial on how to do this!
Yes!
I managed to add a custom 3d resource graphic to the game (a recolor of copper):
Thanks! Indeed, that could be nice, for representing other plants such as coffee.
Awesome! you NEED to do a comprehensive tutorial on how to do this!
You read my mind - Coffee was exactly what I was thinking! Please release a tutorial for this!
INSERT INTO ArtDefine_LandmarkTypes (Type, LandmarkType, FriendlyName)
SELECT 'ART_DEF_RESOURCE_LUBORIC', 'Resource', 'Luboric' ;
INSERT INTO ArtDefine_Landmarks (Era,State,Scale,ImprovementType,LayoutHandler,ResourceType,Model,TerrainContour)
SELECT 'Any','Any',1.0,'ART_DEF_IMPROVEMENT_NONE','SNAPSHOT','ART_DEF_RESOURCE_LUBORIC','luboric.fxsxml',1 ;
INSERT INTO ArtDefine_Landmarks (Era,State,Scale,ImprovementType,LayoutHandler,ResourceType,Model,TerrainContour)
SELECT 'Ancient','UnderConstruction',1.0,'ART_DEF_IMPROVEMENT_MINE','SNAPSHOT','ART_DEF_RESOURCE_LUBORIC','hb_med_luboric_mine.fxsxml',1 ;
INSERT INTO ArtDefine_Landmarks (Era,State,Scale,ImprovementType,LayoutHandler,ResourceType,Model,TerrainContour)
SELECT 'Ancient','Constructed',1.0,'ART_DEF_IMPROVEMENT_MINE','SNAPSHOT','ART_DEF_RESOURCE_LUBORIC','med_mine_luboric.fxsxml',1 ;
INSERT INTO ArtDefine_Landmarks (Era,State,Scale,ImprovementType,LayoutHandler,ResourceType,Model,TerrainContour)
SELECT 'Ancient','Pillaged',1.0,'ART_DEF_IMPROVEMENT_MINE','SNAPSHOT','ART_DEF_RESOURCE_LUBORIC','pl_med_mine_luboric.fxsxml',1 ;
INSERT INTO ArtDefine_Landmarks (Era,State,Scale,ImprovementType,LayoutHandler,ResourceType,Model,TerrainContour)
SELECT 'Industrial','UnderConstruction',1.0,'ART_DEF_IMPROVEMENT_MINE','SNAPSHOT','ART_DEF_RESOURCE_LUBORIC','hb_ind_luboric_mine.fxsxml',1 ;
INSERT INTO ArtDefine_Landmarks (Era,State,Scale,ImprovementType,LayoutHandler,ResourceType,Model,TerrainContour)
SELECT 'Industrial','Constructed',1.0,'ART_DEF_IMPROVEMENT_MINE','SNAPSHOT','ART_DEF_RESOURCE_LUBORIC','ind_mine_luboric.fxsxml',1 ;
INSERT INTO ArtDefine_Landmarks (Era,State,Scale,ImprovementType,LayoutHandler,ResourceType,Model,TerrainContour)
SELECT 'Industrial','Pillaged',1.0,'ART_DEF_IMPROVEMENT_MINE','SNAPSHOT','ART_DEF_RESOURCE_LUBORIC','pl_ind_mine_luboric.fxsxml',1 ;
<Asset>
<Mesh file="luboric.gr2"/>
<Texture file="Stone_ore_Decal_H.dds"/>
<Texture file="Generic_Grey_8.dds"/>
<Texture file="luboric_decal_diff.dds"/>
<Texture file="luboric_ore_diff.dds"/>
<Texture file="Copper_ore_SREF.dds"/>
<Texture file="Unit_Environment_Dull.dds"/>
<Texture file="Unit_Environment_Sharp.dds"/>
<Texture file="Unit_Irradiance.dds"/>
</Asset>
D:\projects\artdev\Civilzation5_DLC_Expansion\Buildings\Resources\Copper\maps\Copper_Decal_DIFF.dds
Great! I have already been thinking to make a mod that would add some extra luxuries like Amber (recolor of pearls), Cocoa and Tea.
If I'm not wrong - the more complex luxuries, like Spices, are done with simple 2D pictures of bushes/trees, so in theory, it should be possible to make any shapes of trees to the game by simply changing the 2D art, without any 3D modeling. Maybe with further research we could even add new terrain types and features in the game somewhere in the future...
You read my mind - Coffee was exactly what I was thinking! Please release a tutorial for this!
You mentioned scale earlier - would it be possible to change the scale of the trees?
You mentioned scale earlier - would it be possible to change the scale of the trees?
Hi Androrc, you replied at the same time. I can confirm it works (you'll notice Smaller Landmarks in my sig, mentioned in post #48 of this thread--though I haven't tested it since G+K came out).I haven't actually experimented with it, but I assume that changing the "Scale" setting in the ArtDefine_Landmark entries would work.
Would it be possible to create entirely new resources, with 3D models not based on existing ones? That would be exciting, although I have no idea how to make these excellent art assets which the community has made, and I'm limited in the amount of modding I can do on a Mac.
Were you able to get your recolored copper to generate on the map? IIRC the map scripts cant handle adding new resources.
It's actually quite simple once you figure it out. What I did was mostly based on Pazyryk's method for adding new landmark graphics:...[SNIP]
Yes, that is done through AssignStartingPlots.lua.
Slight addendum: if you want new resources to be added to a randomly generated map, then yes, you have to change AssignStartingPlots in several areas (both in creation of deposits AND the setting of quantities). WorldBuilder maps don't need this, of course.
However, your mod will be incompatible with any map that includes overrides to the resource quantity subroutines of AssignStartingPlots. In the core game, that's the Highlands, Great Plains, and Lakes maps. My own mod had this issue, since my future content includes three custom map-placed resources, so I'd made alternate versions of these three map scripts that removed the resource quantity overrides.
It's just something to keep an eye out for; most maps will still work just fine. It's just those few that have problems.
Quick question: Are resource graphics even 3d? To me stuff like the forests look 2D to me (a very common method of developing graphics in games where you're not actively close to the objects).
To change the .gr2 texture references, I used the older version of IndieStone NexusBuddy which bernie14 linked to in this tutorial thread of his. Then, I opened the luboric.gr2 with it, and changed the references to copper_decal_diff.dds and copper_ore_diff.dds to their luboric counterparts. Now, this is important, the texture reference will look like this:
ok so i found a granny 3d viewer, but it cant load textures! i downloaded blender in the hopes that there would be a gr2 plugin for it, but to no avail.
also a question about the fxsxml files, is it right that i should have 7 files for one resource? one for the unimproved resource and 6 for the various stages of improvement?
do the fxsxml files need to be VSF true?