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#1 |
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Codesmith++
Join Date: Jan 2006
Location: Oregon
Posts: 2,135
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Tech Tree Editor
Tech Tree Editor
By: TheLopez Last Update: 11/22/06 Version: v0.6.1w Patch Compatibility: Warlords v2.0.8.0 MP Compatible: ? Download Mod v0.6.1w Version: v0.6.1 Patch Compatibility: v1.61 MP Compatible: ? Download Mod v0.6.1 Description: Civ4 is touted as one of the most modable games out there today. Though, at minimum to mod Civ4 you need to know how to edit XML files at the worst you need to know how to edit C++ and compile the SDK files. Unfortunately the game was shipped without an editor, this mod is the first part of an in-game editor that will change this. -----Usage Instructions----- See post 2-4 for usage information. -----Version Information----- -----v0.6.x------ - Removed the apply button since it is no longer needed and since using it would take a long time to respond. - Added a close button in place of the apply button that hides the tech tree editor window. - Fixed the images for the prereq "OR" techs so they will show up like the images for the prereq "AND" techs in the tech editor. - Fixed the issue where a new tech with the name of a deleted tech could not be added. - Added the missing code to write out unit infos when a prereq tech for a unit is deleted Spoiler:
-----===Credits & Thanks===----- - Exavier Composite Mod - readme.txt format - Dr Elmer Jiggle For providing the INI file parser code allowing for players to customize this mod without having to touch the python code!!! - Testers Jeckel, Aussie_Lurker, GraveEatr and Shqype
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"The rumors are true... I am a bot" "The answer is 42, has been 42 and will always be 42..." "With time and money anything is possible." My Mod Component Library Thread and more - Updated 09/28/06 Modder in training Want MOOLA? Then PM me. Last edited by TheLopez; Nov 22, 2006 at 08:40 AM. |
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#2 |
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Codesmith++
Join Date: Jan 2006
Location: Oregon
Posts: 2,135
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User Guide for the Tech Tree Editor
Chapters:
1 - Limitations and known issues 2 - The Basics 3 - Adding New Techs 4 - Editing Existing Techs 5 - Saving Techs 6 - Deleting Techs 7 - Editing Techs from existing mods Chapter 1: Limitations and known issues The released downloadable Tech Tree Editor only allows updating of the standard values for Warlords or vanilla Civ4. If you want it to edit a custom tag developed by a modder you will need to merge that mod with the Tech Tree Editor. To do this you will need to merge the SDK and python files from the other mod with the Tech Tree Editor SDK and python files. Only technologies can be edited through the Tech Tree Editor mod. Techs can not be added as prereq techs for buildings, units, etc. with this mod. This functionality will be available in the Civilizeditor (Yes, the Tech Tree Editor will be included in the Civilizeditor, no I don't know when it will be ready ).There is only one known issue at this time. The issue is when you move a tech around some times a horizontal line segment will not be removed. It doesn't prevent the editor from working correctly but it is still a graphical issue needing to be fixed. Chapter 2: The Basics Use the Tech Tree Editor you need to start a new game. Once the game is started press the key combination ALT-F6 to bring up the Tech Tree Editor screen as shown in figure 1. Spoiler for Figure 1:
A: The pos: (1,1) indicates the position of the technology in the tech tree. B: The "Save" button, use this to write out all of the affected files to disk. C: The "Add New Tech" button, use this to add new techs to the game. D: Click on a technology to bring up the tech editor window. E: Technology image button. Click on the image used to represent the technology in the tech editor to change it. F: Technology name. Click on the name of the technology in the tech editor to change it. G: Minimize/Maximize buttons. Click on the minimize button to shrink the tech editor to minimize the tech editor so it displays only the tech image, name, maximize and delete buttons. The minimize (-) button is replaced with the maximize (+) button when pressed. H: Delete technology button. Click on the delete button to delete the technology from the game. The technology is completely removed from the game this includes instances where the technology is a prereq for game objects like buildings, units, etc. I: Close tech editor window. Click on the close button to close the tech editor. J: The exit button. Click it to exit out of the Tech Editor screen. Figure 2 shows all of the values that can be set through the tech editor. Spoiler for Figure 2:
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"The rumors are true... I am a bot" "The answer is 42, has been 42 and will always be 42..." "With time and money anything is possible." My Mod Component Library Thread and more - Updated 09/28/06 Modder in training Want MOOLA? Then PM me. Last edited by TheLopez; Nov 21, 2006 at 01:18 PM. |
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#3 |
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Codesmith++
Join Date: Jan 2006
Location: Oregon
Posts: 2,135
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Chapter 3: Adding new Techs
There are several steps to adding new techs via the tech editor. 1) Click on the "Add New Tech" button in the lower left-hand side of the tech editor screen (the button is circled in red in figure 3) to bring up the "Add New Tech" popup dialog as show in figure 4. In this case "Ceremonial Buriel" as been entered into the dialog. (Yes, buriel is mis-spelled intentionally). Spoiler for Figures 3 and 4:
2) After entering the name of the new tech press the "OK" button in the "Add New Tech" popup dialog the new tech with the name entered will be added to the tech tree in the (1,1) position. Additionally the new technology is automatically selected. See figure 5. Spoiler for Figure 5:
3) Hovering over the name shows the associated tooltip, shown in figure 6. To change the name of the technology (and to fix the mispelling from earlier) click on the name of the technology in the tech editor window. See figure 7. Spoiler for Figures 6 and 7:
4) Hovering over the tech image shows the associated tooltip, shown in figure 8. To change the image for the technology click on the image for the technology in the tech editor window. By default technologies added through the tech tree editor will have the "replace me" image. See figure 9. Spoiler for Figures 8 and 9:
For the purpose of example the wrong name for the new technology is entered. See figure 10. A ugly pink box is displayed when an invalid path is set for a technology image. See figure 11. An invalid path can be a result of mistyping in the name of the file or providing a path that the editor cannot reach. To make things easier all artwork should be put inside of the tech tree editor's assets/art folder. Any new artwork will automatically be copied into the correct location when the save button is used. Spoiler for Figures 10 and 11:
When the correct path to an image for a tech is used, see figure 12, the tech image is automatically displayed, see figure 13. Spoiler for Figures 12 and 13:
Next, the new technology should be moved to where it should be in the tech tree. As previously stated, new technologies are placed in the (1,1) position by default. See figure 14 (the position has been circled in red in both the tech tree and editor). Spoiler for Figure 14:
To change the location of a technology you will need to select a tech and press the up, down, left or right arrows in the tech editor. In this example the newly added technology is moved to the (1,9) position. See figure 15. Spoiler for Figure 15:
The last part in adding a new technology is changing its values. We won't go into the details of all the different values that can be changed. The following chapter will go through the process of editing an existing tech including adding new "OR" and "AND" tech prereqs.
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"The rumors are true... I am a bot" "The answer is 42, has been 42 and will always be 42..." "With time and money anything is possible." My Mod Component Library Thread and more - Updated 09/28/06 Modder in training Want MOOLA? Then PM me. Last edited by TheLopez; Nov 21, 2006 at 01:19 PM. |
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#4 |
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Codesmith++
Join Date: Jan 2006
Location: Oregon
Posts: 2,135
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Chapter 4: Edit Existing Tech
This chapter assumes that the tech added in chapter 3 is in the (1,9) position in the tech tree. In this chapter, the tech added in chapter 3 will be added as a "OR" and "AND" prereq tech to existing techs. In the tech tree "OR" tech prereqs are shown as lines from one tech to another tech and "AND" tech prereqs are shown as icons in the upper-right hand corner of techs in the tech tree. (I know that this last bit might be obvious to some but to others I might not be.) 1) Select the tech to add a tech as an "OR" prereq and scroll down in the tech editor to the "Or Prereq Tech" section. Next click on the "Add Or Prereq Tech" drop down list to select the tech that should be added as a "OR" prereq. See figure 16. Spoiler for Figure 16:
NOTE: The contents for both the "OR" and "AND" prereq tech drop down lists is constrained by several factors. These are used to prevent recursive prereq tech associations that cause the game to crash. 2) To add the selected tech as a "OR" prereq click on the "Add" button next to the "Add Or Prereq Tech" drop down list. When this is done the tech editor is updated to include the new tech as a "OR" tech prereq for the selected tech and a line is drawn from the "OR" prereq tech to the selected tech in the tech tree. See figure 17. Spoiler for Figure 17:
NOTE: By default only 4 "OR" and "AND" prereq techs can be added to any one tech. To change this the NUM_OR_TECH_PREREQS and NUM_AND_TECH_PREREQS entries in the GlobalDefines.xml must be changed by editing the GlobalDefinesAlt.xml file and changing their values there to the desired value. 3) Select the tech to add a tech as an "AND" prereq and scroll down in the tech editor to the "And Prereq Tech" section. Next click on the "Add And Prereq Tech" drop down list to select the tech that should be added as a "AND" prereq. See figure 18. Spoiler for Figure 18:
4) To add the selected tech as an "AND" prereq click on the "Add" button next to the "Add And Prereq Tech" drop down list. When this is done the tech editor is updated to include the new tech as a "AND" tech prereq for the selected tech and the icon for the new "AND" tech is displayed in the upper-right hand corner of the selected tech. See figure 19. Spoiler for Figure 19:
Chapter 5: Saving Changes This chapter assumes that the changes to the tech tree in chapters 3 and 4 have been made. Click on the "Save" button to save all changes made to the tech tree. The saved XML file(s) will be placed in the directory with the name specified in the "Save Directory Location" option found in the "Tech Tree Editor Config.ini" file. If the "Create Asset Hierarchy" option in the "Tech Tree Editor Config.ini" file is set to true then the complete asset directory structure will be created as well. XML files will be written out if their underlying objects (units, buildings, etc.) have been affected by the changes made in the tech tree editor. Chapter 6: Deleting Technologies This chapter assumes that the changes to the tech tree in chapters 3 and 4 have been made. 1) Select the tech to be deleted by clicking on it in the tech tree. Hovering over the delete button (found in the upper-right hand corner of the tech editor) for the tech shows the associated tooltip, see figure 20. Spoiler for Figure 20:
2) Press the delete button in the tech editor to delete the tech from the tech tree. The tech is then removed from the tech tree and in the case shown in figure 21. The areas circled in red show the parts of the tech tree affected by the deletion of the tech. Spoiler for Figure 21:
Chapter 7: Editing Techs from existing mods To edit the techs from an existing mod merge that mod's XML director and art directories with the XML and art directories for the tech tree editor. The only XML file changed by the tech tree editor mod is the CIV4ControlInfos.xml file. The only files included in the art directory are: checked.dds, unchecked.dds and ReplaceMe.dds. The best way to edit the tech tree in an existing mod using the Tech Tree Editor is: 0) Make a backup of your mod. 1) Copy, not move, all of your XML files into the XML directory of the tech tree editor 2) Make the changes to the tech tree through the Tech Tree Editor 3) Save the tech tree 4) Copy all of the files from the save directory (by default it is set to Test) back into your mods asset directory. This step is very important since: - Image files that you might have used in the tech tree will have been copied into the save directory - A CIV4GameTextInfos_*.xml file (* is replaced by the save directory name) is generated that includes all of the names of the techs you used - Modified versions of files like the CIV4UnitInfos.xml, CIV4BuildingInfos.xml, etc. are written out in the case that you remove techs that were prereq techs for buildings, units, etc.
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"The rumors are true... I am a bot" "The answer is 42, has been 42 and will always be 42..." "With time and money anything is possible." My Mod Component Library Thread and more - Updated 09/28/06 Modder in training Want MOOLA? Then PM me. Last edited by TheLopez; Dec 17, 2006 at 11:57 AM. |
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#5 |
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Chieftain
Join Date: Jun 2006
Posts: 1
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Given that I was looking only yesterday at starting (simple) modding, and couldn't for the life of me get my head around how to amend the tech tree, this has arrived right on time!
Nice one - I guess I'll be downloading this now then...
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#6 |
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King
Join Date: Jan 2006
Posts: 737
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Phew, this looks awesome! I didn't think that it was possible to create an ingame editor through modding - simply amazing
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Unit Statistics Mod - Kill list, damage counter and more. Keep track of your units and find out which one of them is the best! CivMail - A small e-Mail client for Civ4 |
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#7 |
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Associate Producer
Join Date: Dec 2002
Location: Arizona
Posts: 4,531
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i want to help beta test the civilizeditor!
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ModCastNewest Episode! Beyond the Sword: Road to War Art and Level Design Second Revolution 3.0 Creator |
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#8 |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,084
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Just saw the announcement of this editor on the main civfanatics page. It looks like great work and will make editing civ4 a lot more accessible to the starting modder.
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#9 |
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Deity
Join Date: Jul 2006
Location: England
Posts: 2,774
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Thank-you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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My work: Units - Leaderheads - Expanded Natives and Scandinavia Expansion (planning stage) for VD
The World 2009 Mod Forum - Come and contribute! The BUG Mod Forum - Version 4.2 and BULL 1.0 Now Out! |
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#10 |
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Warlord
Join Date: Oct 2005
Posts: 126
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You are a god.
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#11 |
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Modder For Life
Join Date: Apr 2002
Location: Exit 16, New Jersey
Posts: 6,797
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This is fantastic work, TheLopez. Your efforts will ensure that civ fans who have been somewhat timid to approach modding for Civ4 due to the lack of a good editor interface, will now take up the charge.
Furthermore, I hope CivFanatics promotes this package as a staple component for all new modders.
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Dynamic Unique Units Modcomp : Announcing Dom Pedro II's Civilization 4: Test of Time : Dom Pedro II's Mod Helper for Python Modders and those who would like to beOne night I dreamt of wondrous things. When I awoke, I made a mod. |
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#12 |
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Unit Maker
Join Date: Nov 2005
Location: The Far East
Posts: 1,174
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I wouldn't go so far to say you're God, but He's certainly jealous of you!
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THE Civ 4 Modern Unit Maker WW1 Mod: Blood and Iron Development Thread How to add units by Rabbit, White |
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#14 |
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Emperor
Join Date: Nov 2005
Location: Australia
Posts: 1,006
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God?? maybe. Legend?? Deffinately!!!
This will make life extremely easy for the casual modder such as myself Thanks!
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I'm Back!! YEAH BABY!! My civs: Romanian civ Getai Civ Thracian Civ Baktrian Civ Dorian Greece Seleukid civ Australian Civ Batavii Civ Galatian Civ Pahlava Civ Lusitani Civ Casse Civ Pontos Civ Sauromatae Civ Makedoni Civ Epeiros Civ Leaderheads: Diodotus I Burebista Teres I Leonidas Amphianax Seleucus I Aigimios Thulsa Doom Julius Civilis Croesus Spadines Units: Grivpanvar Tarabostes Komatai Pantodapoi Zrahakir Netadzik Skuda Uaezdaettae Thorakitai Agematos Basilikou Hypaspistai Classical Swordsman Chaeonion Agema Trmmis Roman General Kluddargos Arjos Ionut's Civs All my civs in one place. EBCIV is back man YEAH!! |
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#15 | |
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 4,415
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Quote:
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Blog: http://iPlayCiv.com | New Civ Site: http://weplayciv.com Civ4: Col Mod: Age of Discovery II |
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#16 |
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 4,415
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TL:
This is fantastic work! But I have a question. Is there any way to lock the editor out so people can't cheat with it? Similar to a host locking a save file stops the worldbuilder from functioning. If not, then that throws the validity of all GOTM/WOTM or any MP game out the window (though an MP game would just OOS). Just a concern. ![]() Otherwise, keep up the great work! Hope the little one's doing well.Dale
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Blog: http://iPlayCiv.com | New Civ Site: http://weplayciv.com Civ4: Col Mod: Age of Discovery II |
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#17 |
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Codesmith++
Join Date: Jan 2006
Location: Oregon
Posts: 2,135
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FYI, expect an update in about 6 hours, I just noticed that there is some code missing for Unit Infos.
__________________
"The rumors are true... I am a bot" "The answer is 42, has been 42 and will always be 42..." "With time and money anything is possible." My Mod Component Library Thread and more - Updated 09/28/06 Modder in training Want MOOLA? Then PM me. |
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#18 |
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Am Leag Batting Champ
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Nope still nothing: heres what i had there:
; Move along CheatCode = chipotle do i have to place the tech file in a special location or something? I have it in the Warlords MOD area.
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Next War Advanced HERE Next FANTASY War HERE My Productions: (maps and civs) HERE Last edited by strategyonly; Nov 21, 2006 at 04:41 PM. |
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#19 |
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Codesmith++
Join Date: Jan 2006
Location: Oregon
Posts: 2,135
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strategyonly - Are you actually starting a game and then pressing ALT-F6?
Dale - The editor should be used more as a stand-along app than a mod...
__________________
"The rumors are true... I am a bot" "The answer is 42, has been 42 and will always be 42..." "With time and money anything is possible." My Mod Component Library Thread and more - Updated 09/28/06 Modder in training Want MOOLA? Then PM me. |
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#20 | |
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Am Leag Batting Champ
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Quote:
Yeppers, i have the game completely started, the f6 works, but not the ALTF6? |
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