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#1 |
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Warlord
Join Date: Jul 2005
Posts: 206
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civ4 editor
The only thing I am thinking about is will civ 4 have a simple editore or will you have to be a computer whiz to create a new unit.
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#2 |
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Prince
Join Date: Jul 2005
Location: London, UK
Posts: 315
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Simple, very powerful editor. Try reading the pre-release info on the site:
http://www.civfanatics.com/civ4/info/ Edit - That's the impression we're given anyway. Last edited by Janos; Aug 13, 2005 at 08:37 AM. |
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#3 | |
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United in diversity
Join Date: Oct 2001
Location: Paris, west side (92).
Posts: 12,076
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Quote:
__________________
"A war among Europeans is a civil war", Victor Hugo (1802-1885). |
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#4 |
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Prince
Join Date: Jul 2005
Location: London, UK
Posts: 315
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I said that it was the impression we've been given - not that it's set in stone.
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#5 | |
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Yumbo? Yumbo!
Join Date: Dec 2001
Location: Snack Food Capital of the World
Posts: 7,687
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Quote:
__________________
"Perfection is attained, not when no more can be added, but when no more can be removed." The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#6 |
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Peacelord
Join Date: Apr 2004
Posts: 621
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I think that a help that clearly describes each single flag in the editor would alread go a long way.
The other thing that would make it simpler is a "create a copy" button that would allow you to create a working copy of any unit building, that you could subsequently customize e.g. "create a copy of worker" "worker2 created" then you could rename worker2 and change its attributes... This would have the drawback of having exactly the same graphic but it would go a very long way because I could create a worker for some civs and another for other civs and it would not matter that they have the same graphic Separately, thanks to Janos for posting the link; I had been away from this forum for a while and I did not know about it |
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#7 | |
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United in diversity
Join Date: Oct 2001
Location: Paris, west side (92).
Posts: 12,076
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Quote:
![]() Ok so it's expectable it will be simple to use. Well, that would indeed be a great news.
__________________
"A war among Europeans is a civil war", Victor Hugo (1802-1885). |
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#8 |
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Present is past of future
Join Date: Aug 2003
Posts: 1,039
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hello !
Looking to the screenshots of CIV IV, I'm afraid it will be totally impossible to add new units or buildings like in CIV III... Have you read information about the customization of the game ? I have seen : map creation, rules modification but nothing about the graphics ...
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#9 | |
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Oi Oi Oi !!!
Join Date: May 2005
Location: Western Spiral Arm of the Galaxy
Posts: 2,261
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Quote:
I would hope that civ would come with similair things.
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#10 | |
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Prince
Join Date: Jul 2005
Location: London, UK
Posts: 315
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Quote:
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#11 |
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Emperor
Join Date: Aug 2005
Location: Republic of Flanders (Be)
Posts: 1,267
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Too bad the 3d graphics are so hard to edit, undoable for one person to make a truly unique mod that way.
That's why I liked Civ 2 so much, even I could make a complete mod back then (pixelating is easier )The rules may be as editable as they get, as long as no handy tools are released to edit graphics, it won't be as editable as Civ 2 was. |
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#12 | |
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Yumbo? Yumbo!
Join Date: Dec 2001
Location: Snack Food Capital of the World
Posts: 7,687
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Quote:
In addition, there is a big difference between Unreal and Civ. In Unreal, Tim Sweeney and company at Epic make quite a bit of money just licensing the engine to other game developers (for Unreal 2 it was $750,000 a title). They needed to develop these tools to make their engine attractive to other developers (and the next suite looks awesome, as it should for the price). In the case of Firaxis, the are licensees of the Gamebryo engine by NDL. It supports the two most common (in professional game development) modelling programs out of the box. To build a modeller that they didn't need (as the off the shelf tools are much cheaper than the programming time to make an equivalent tool) would be an extravagent gesture. Not to say they wouldn't, but I'd be pleasantly surprised. What is more likely, is that they would include a convertor from 3DSMax format to NDL's format they are using in-game. This means that most any modelling package could be used to make the units.
__________________
"Perfection is attained, not when no more can be added, but when no more can be removed." The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#13 | |
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Yumbo? Yumbo!
Join Date: Dec 2001
Location: Snack Food Capital of the World
Posts: 7,687
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Quote:
Take a look at NeOmega's stuff on this forum. He has more than enough stuff for one mod and he did it himself and (I'm assuming here, based on the style of his units) spent the painful time of rendering his 3d animations to 2D.
__________________
"Perfection is attained, not when no more can be added, but when no more can be removed." The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#14 |
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Emperor
Join Date: Aug 2005
Location: Republic of Flanders (Be)
Posts: 1,267
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Ok, I mean that you now have to be a professional 3d designer to make something decent out of it, while in the past almost anyone with great ideas could make a marvelous mod. The programming stuff, that's easy to learn, but 3d designing is the thing that keeps me from doing anything, because it's just too hard.
That's too bad actually. |
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#15 | |
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Raytracing
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Quote:
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Think you're a good musician? This piece will be sure to kick your butt. Civ4Wiki is the (soon to be) best location for all Civ4 info! Civ3 stuff: Units (5), Tech Icons (24) |
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#16 | |
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Emperor
Join Date: Aug 2005
Location: Republic of Flanders (Be)
Posts: 1,267
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Quote:
But right now, for non 3d designers, it has become impossible to do anything right... for those few pro's it's a heaven in Civ4, but still, it downplays modability for over 99 % of all potential modders with great ideas
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#17 |
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Prince
Join Date: Feb 2003
Posts: 492
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As long as we can create a map with ease, setup a good scenario with custom rules, and change unit attributes, I am happy. I certainly hope we won't have to learn a script system like many games coming out now are requiring, such as Empire Earth II. They really need to do away with stuff like that, that is not editing, that is programming and takes the fun out of editing. Although RoN pulls this off good and is simple to learn and fun to work with, the other games fail at it. Heck anyone can write a script for a RoN scenario. On the same lines, none of the Civ games have been this way so I doubt they will do this with Civ4. So as long as the editor is a good as Civ3, which I think is very, very, good, that will be totally fine with me. I don't really get into changing graphics, especially if its 3D. Just give me a good editor that can create maps and scenarios quickly, effectively and with ease. Although I would certainly miss all of the extras and awesome units everyone in the community here have created. Thumbs up to all of those people!
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-Warspite- "Anchors Aweigh, my boys, Anchors Aweigh..." |
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#18 | |
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Yumbo? Yumbo!
Join Date: Dec 2001
Location: Snack Food Capital of the World
Posts: 7,687
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Quote:
__________________
"Perfection is attained, not when no more can be added, but when no more can be removed." The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#19 | |
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Peacelord
Join Date: Apr 2004
Posts: 621
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Quote:
The graphics are the barrier to moddablity, IMO. I wonder whehter people would be happy with a way to change just something trivial (e.g. color (other than team color, of course)) to make their modded units distinguiseable. I know I would be happy just with that. |
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#20 | |
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Emperor
Join Date: Aug 2005
Location: Republic of Flanders (Be)
Posts: 1,267
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Quote:
I'd have no idea how to make units in other words and learning a program like takes months and months... |
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