Modern Harbor graphics

Civilicious

Warlord
Joined
Mar 14, 2005
Messages
109
Location
United States of Canada
If this has been done before by someone else sorry please delete thread.

This isn't really a new graphics but it is my first contribution to civIV. I noticed that there were .nif files for modern harbor but that the harbor graphics were not updated when I reached the later eras. As opposed to the lighthouse for example which turns into the barber pole thingy in the later eras.

All I did was change the XML file to make the game use the modern harbor graphics. Go to Civ IV/Assets/XML/Buildings and open up CIV4CityLSystem with Notepad. Use 'find' to locate the harbor entry, replace it with the following:

<ArtRef Name="building:BUILDING_HARBOR">
<Attribute Class="Era">ERA_ANCIENT,ERA_CLASSICAL,ERA_MEDIEVAL,ERA_RENAISSANCE</Attribute>
<Attribute Class="Scalar">bNoWaterTest:1</Attribute>
<!-- this bypasses water testing -->
<Attribute Class="Scalar">szSpecialLayout:Coast</Attribute>
<Attribute Class="Scalar">bHasNoShadow:1</Attribute>
<Attribute Class="Scalar">bUseCostAligner:1</Attribute>
<Attribute Class="Scalar">fAlignerBoxSize:25</Attribute>
<Attribute Class="Scalar">fPushX:0</Attribute>
<!-- To debug the placement of the alignpoints, uncomment this next line
<Attribute Class="Scalar">fAlignerOverride:0.0</Attribute>
-->
<Attribute Class="ScalarList">lAlignerPointsX: -0.40, -0.60, -0.20, 1.00, 1.0</Attribute>
<Attribute Class="ScalarList">lAlignerPointsY: 1.50, 0.2, -1.50, -.50, 1.1</Attribute>
<Attribute Class="ScalarList">lAlignerPointsWet: 0, 0, 0, 1, 1</Attribute>
<Attribute Class="ScalarList">lAlignerPointsWeight: .33, .33, .33, .5, .5</Attribute>
<Attribute Class="Scalar">bForceWaterHeight:1</Attribute>
<Rotate>-60</Rotate>
<Scale>2.5</Scale>
</ArtRef>
<ArtRef Name="building:BUILDING_HARBOR">
<Attribute Class="Scalar">szNIF:Art/Structures/Buildings/Harbor/HarborModern.nif</Attribute>
<Attribute Class="Era">ERA_INDUSTRIAL,ERA_MODERN,ERA_FUTURE</Attribute>
<Attribute Class="Scalar">bNoWaterTest:1</Attribute>
<!-- this bypasses water testing -->
<Attribute Class="Scalar">szSpecialLayout:Coast</Attribute>
<Attribute Class="Scalar">bHasNoShadow:1</Attribute>
<Attribute Class="Scalar">bUseCostAligner:1</Attribute>
<Attribute Class="Scalar">fAlignerBoxSize:25</Attribute>
<Attribute Class="Scalar">fPushX:0</Attribute>
<!-- To debug the placement of the alignpoints, uncomment this next line
<Attribute Class="Scalar">fAlignerOverride:0.0</Attribute>
-->
<Attribute Class="ScalarList">lAlignerPointsX: -0.40, -0.60, -0.20, 1.00, 1.0</Attribute>
<Attribute Class="ScalarList">lAlignerPointsY: 1.50, 0.2, -1.50, -.50, 1.1</Attribute>
<Attribute Class="ScalarList">lAlignerPointsWet: 0, 0, 0, 1, 1</Attribute>
<Attribute Class="ScalarList">lAlignerPointsWeight: .33, .33, .33, .5, .5</Attribute>
<Attribute Class="Scalar">bForceWaterHeight:1</Attribute>
<Rotate>-60</Rotate>
<Scale>1.0</Scale>
</ArtRef>


If you compare the file entries for lighthouse and harbor you can see what I changed, I just set up the harbor the same way as lighthouse so it uses the other files in the later eras. Also the modern harbor graphic was huge and so I changed the scaling value to 1.0. Attaching screenshot, I haven't played around with the orientation or rotation or anything yet but I think it looks good, I don't understand why it wasn't in the game.
 
its got some shipping containers and a cool little crane
 

Attachments

  • modharb3.JPG
    modharb3.JPG
    205 KB · Views: 812
Yea :goodjob:

I've always been anoyed at how that thing looked Anchient all game, alternativly these graphics could be an Upgraded Harbor.
 
good job :)
it's now going to ww2 1939 mod :D
 
I think the size could be incressed, you said its 1.0 go up to 1.2~1.3 and see how it looks
 
Yea the scale probably needs to be bumped a bit.

What is more annoying to me though is the way the harbor is drawn in at a bad spot where it covers another building or is crooked, sometimes it is so askew it is turned almost around back facing the city.

There are those 4 lines in the entry that have the x,y coordinates and then some other variables, I wish firaxis would tell us what those are for.

Dosen't seem to be a problem when there is only one tile of water touching the city the harbor goes in real nice, however if there are multiple tiles the game has to decide which tile to put harbor in and I don't know how it does that, also it has to decide on some kind of orientation. I am assuming that something in these 4 lines of code determine where the building is placed but can't figure out exactly what is going on. Don't have the time to start changing each variable bit by bit and loading up games to observe the effects. Would take days of work.
 
You mean like THIS!

Saw this in a singleplayer Original Civ game, Monty was way off on another continent. The presense of Fishnets probably confused the game
 

Attachments

  • Civ4ScreenShot0008.JPG
    Civ4ScreenShot0008.JPG
    103.5 KB · Views: 215
I hate that crap, its the lack of attention to detail by firaxis that irritates me. Really detracts from the game for me, but then again I'm anal retentive.
 
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