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Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Project & Mod Development > Inactive Projects > Civ4 - Song of the Moon

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Old Apr 17, 2007, 02:35 PM   #41
woodelf
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No need to be sorry. I caught something and have been sleeping all day.
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Old Apr 19, 2007, 08:36 AM   #42
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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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Old Apr 19, 2007, 08:51 AM   #43
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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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Old Apr 19, 2007, 08:56 AM   #44
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I plan on keeping everything so far. Some can be referenced as being underground though.
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Old Apr 22, 2007, 07:45 PM   #45
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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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Old Apr 23, 2007, 02:35 AM   #46
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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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Old Apr 23, 2007, 04:01 AM   #47
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Quote:
Originally Posted by GeoModder View Post
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.
If we want to have an expanding solar panel field as a cottage progression will you look into the XML part Geo? I'll try and figure out why I can't get the worker action button to show up.
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Old Apr 23, 2007, 04:15 AM   #48
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Sure. I'll use a stub reference until the solar panel progession is finished.
Or if you could just give the .nif name of the file, I'll put that one in.
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Old Apr 23, 2007, 04:15 AM   #49
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And what will a Lunar library, university, ect look like anyhow?
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Old Apr 23, 2007, 04:16 AM   #50
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Sure. I'll use a stub reference until the solar panel progession is finished.
Or if you could just give the .nif name of the file, I'll put that one in.
I'm trying to see what it will look like in game, but can't.

Do I need 4 nifs or does the game grow them itself?
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Old Apr 23, 2007, 04:21 AM   #51
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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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Old Apr 23, 2007, 04:26 AM   #52
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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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Old Apr 23, 2007, 08:32 AM   #53
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Yeah, I remember that one.
Can you upload it to me? I'll try how it looks as a growing cottage, if it isn't too small then.
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Old Apr 23, 2007, 08:42 AM   #54
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Yeah, I remember that one.
Can you upload it to me? I'll try how it looks as a growing cottage, if it isn't too small then.
4.5 hours from now I shall.
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Old Apr 25, 2007, 03:30 PM   #55
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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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Old Apr 25, 2007, 03:53 PM   #56
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How poly intensive? It's just a cheap easy building I thought.
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Old Apr 26, 2007, 07:53 AM   #57
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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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Old Apr 26, 2007, 08:23 AM   #58
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No biggie. I'm still a novice about poly counts.
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Old Apr 26, 2007, 08:33 AM   #59
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Old Apr 26, 2007, 08:39 AM   #60
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Thanks snipper. I just need to find the hotkey in Max to point this out again.
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