Buildings from C.Roland and woodelf

woodelf

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  • Aztec0000.JPG
    Aztec0000.JPG
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  • Guard0000.JPG
    Guard0000.JPG
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  • Iroq0000.JPG
    Iroq0000.JPG
    163.6 KB · Views: 443
  • Thieves0000.JPG
    Thieves0000.JPG
    172.9 KB · Views: 459
  • Trading Post0000.JPG
    Trading Post0000.JPG
    187.7 KB · Views: 413
The Aztec temple is especially nice. While the textures don't fit with the originals from the game, I like them. I wonder if it would be worth the time and effort to retexture all of the buildings and units in the game to have a more cartoonish look? They'd certainly fit well with the existing leaderheads.

Actually, now that I think about it, it probably wouldn't be all that difficult to make things look more cartoonish. Delineate the lines thick and black, make the textures matte, and matte the shadiing, as well.
 
Great stuff! :goodjob:

Im gonna use em in my mod... (now if I can finish it up for public release is another question... :mischief: )

Anyway I look forward in using more of (both of) your works in my mod

(I probably got over 50 building models to fill :eek: ... right now Im just using the generic ones... but when I see good ones posted here I scoop em up :D )

Keep up the good work guys! :cool:
 
Hey woodelf, if you're taking requests I do have some I would like especially Mausolleum of Halicarnassus, the Apadana at persepolis, and maybe some good greek temples. I know its a lot to ask but I think you could do an awesome job.
 
ohcrapitsnico said:
Hey woodelf, if you're taking requests I do have some I would like especially Mausolleum of Halicarnassus, the Apadana at persepolis, and maybe some good greek temples. I know its a lot to ask but I think you could do an awesome job.

PM me some pics or links to pics and I'll throw in the 'to-do' list. But if you want them in less than a week I won't be able to do them since RL is a bugger at times.
 
Wow, this buildings are pretty good ! I love the Guard tower !!!
 
These look great. Thanks for all the work.

I downloaded the longhouse and the trading post but could not get them to work.

Here's the script I used

<BuildingArtInfo>
<Type>ART_DEF_BUILDING_LONG_HOUSE</Type>
<bAnimated>0</bAnimated>
<fScale>0.5</fScale>
<fInterfaceScale>1.2</fInterfaceScale>
<NIF>Art/Structures/Buildings/iroquoisLH/iroquoisLH.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/iroquois.dds,Art/Interface/Buttons/Buildings_Atlas.dds,8,11</Button>
</BuildingArtInfo>

The LongHouse appears OK in the city builds interface screen. It does not appear in the city itself after it's built. I used the above script with another modified graphic (the wigwam available elsewhere), which worked fine. Dunno what the problem is with the IroquoisLH graphics.

Same kind of problem with the trading post.

------------------------------------------------------------

XXXXX EDIT XXXXXX

Actually... I don't think it's your stuff after all. I think there's a bigger problem here.

When I add these two buildings to a city while in WorldBuilder mode, instead of the new building appearing, I can see one existing building disappearing instead. Weird.

I went back and tried this with the wigwam and teepee graphics I had added earlier and had the same result. Actually, there's a series of other buildings that seem to behave the same way. Some of the buildings seem to work fine, others dont. No idea what the heck is causing this. I suspect it might not always be possible to use the same graphics for different buildings. Anyone??

The game still functions, as these "invisible" buildings still do what they should, they just cannot be seen in the city itself. Darn that...
 
Normally when I test stuff I simply swap out an existing building I'll never use. To add a new building completely you need to mess with the CityLSystem I think and I avoid that like the plaque. Ameridians don't need a nuke reactor so I normally would overwrite that with the new building. Not sure if you'll need that for the Euros. ;)
 
Normally when I test stuff I simply swap out an existing building I'll never use. To add a new building completely you need to mess with the CityLSystem I think and I avoid that like the plaque. Ameridians don't need a nuke reactor so I normally would overwrite that with the new building. Not sure if you'll need that for the Euros. ;)

Yeah, OK... This explains some of what I observed. I doubt it will really affect the European CIVs all that much since I haven't created a whole lot of new buildings or modified old ones for them. It will have a greater impact on Natives considering my widespread tinkering with their buildings however. Alright, I know what to do now. Thanks for the info!
 
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