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#41 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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No need to be sorry. I caught something and have been sleeping all day.
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#42 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Geo - As I keep adding graphics for the buildings will you need to keep updating the CityLSystem or can you go through the buildingInfos XML and make updates before the graphics are complete?
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#43 |
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Deity
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I can already create stubs in the CityLSystem for all the existing moonbuildings in the buildingsinfo file. After that, I simply need to adjust the .nif reference in the CityLSystem whenever you come up with a new graphic.
Bottom point is still which buildings will be kept, and which will be removed. (in the buildingsinfo's) |
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#44 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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I plan on keeping everything so far. Some can be referenced as being underground though.
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#45 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Not building related, but I'm hoping you can help me Geo.
I'm trying to add in solar fields for the cottage mechanism, but 1) can't get the damn button to show up for the worker to do the action and 2) even when I add them in the WB they show up as the vanilla ancient cottage. Where in XML do you get rid of that ancient cottage since I changed the reference to point to the new graphic. Crossed out 2 since I might have edited the wrong XML file in the wrong game folder. ![]() edit - uncrossed it out since the ancient cottage still shows up Last edited by woodelf; Apr 22, 2007 at 07:59 PM. |
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#46 |
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Deity
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I know Firaxis put a few cottage models in an at first sight appropriate folder, but they simply don't use them ingame except for civpedia purposes.
You got to work with the CIV4PlotLSystem.xml file in xml/buildings. That's how I managed to show other ethnic citystyles on the hamlets->towns in my citystyles mod. For the button I have no idea at first, might find time tonight to look into it. |
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#47 | |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Quote:
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#49 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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And what will a Lunar library, university, ect look like anyhow?
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#50 | |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Quote:
Do I need 4 nifs or does the game grow them itself? |
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#51 |
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Deity
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Interesting question.
Depends on how we want it to look. If we want it to look like in civ, with small "structures" but becoming more denser "populated" over time, we only need a single structure with perhaps a separate (extra) more and more modern looking control center on the plot over time. I can xml it so that less and less free spots are visible over time like planned for the cities. Is this how you would prefer it? It is of course also possible to combine the two: a unique solar panel .nif for era's, which also becomes more denser over time as the field "grows". Have to go now. |
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#52 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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The building in this post is what I was thinking for the cottage.
I can either expand that in max and create 3 more nifs or you can code it to expand. It depends on if you have time and how this in game expansion looks. Through max they would always look the same and I'm not sure it that looks cool or not. |
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#54 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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#55 |
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Deity
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Progress of sorts...
I have some trouble with the .dds file linking, but on the screenshot below you can't see that. (the brown solar panels are intended for testing) The easiest (and computer resource-friendliest) method would be to put the solar panel and solarplant graphic in the first era cityset. Of course, the solarplant graphic is quite poly-intensive... Last edited by GeoModder; Aug 23, 2008 at 04:15 AM. |
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#56 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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How poly intensive? It's just a cheap easy building I thought.
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#57 |
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Deity
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My mistake. The solarplant is only about 950 vertices/1530 triangles. So I guess the polycount will be something inbetween. The solar panel is only about 250 so all summed up that's no big deal. I think I had the futuristic cityset of Garret in mind.
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#58 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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No biggie. I'm still a novice about poly counts.
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#59 |
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Deity
Join Date: Nov 2006
Posts: 3,267
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a triangle is a polygon, a rectangle equals 2 triangle, ...
__________________
"Values too far out of the expected range can cause the game to behave strangely."Civ2Rules 46Techs, AUB for button makers, 59Miscs, 72Pack, walking on the moon, AUB from WW, italian renaissance BoardgameButtons
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#60 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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![]() Thanks snipper. I just need to find the hotkey in Max to point this out again. |
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