Mod graphic problem

cripp7

Playin' Bored
Joined
Aug 16, 2007
Messages
3,095
Location
Fantasyland
I'm creating a mod based off LoR and merging a couple of others, the problem I'm getting is in the building in the cities. When I hover over the city
Spoiler purple icon :
Civ4ScreenShot0000-4.jpg


Is this due to the .dds file being the wrong size?

Spoiler current mod :
Madscientist created a mod that changes the units and AIs traits. Most of the traits are already in LoR, just added Strategic and Seafaring

Unique Units
*still under construction*
Spoiler :

HeroSpawn: Event that will spawn a Hero


Traits
Spoiler :

FINANCIAL
+1:commerce:/3:commerce: tiles (thus no bonus for sea tiles unless you build the colossus)
Double production of Banks (classic Vanilla) and Corporate executive
Double production of Wall Street

PHILOSOPHICAL
+50%:gp: Production
+2:science: per city
Double production of Universities/Observatories/Labs
Double production of Oxford

INDUSTRIOUS
+25% to World wonders (NOT National Wonders)
+1:hammers:/4:hammers: tiles
Double Production of Forge/Factory/Levee/Slave Cage/Industrial Park
Double Production of Iron Works

AGRESSIVE
Free Combat I to melee, gunpowder, Naval
Double production of Barracks, drydocks, airbase
Double production of the Heroic Epic

CHARISMATIC
-25% XP needed for promotion (same as before)
+1:) per monument/collesium/broadcast tower
Double production of Collesium and broadcast tower
Double Production of the Globe Theater

EXPANSIVE
+2:health:
+50% Worker production
Double production of Granery, Aqueduct, Grocer, Hospital
Double production of the National Park

CREATIVE
+2:culture:
50% production bonus to all cathedrals
Double production of library, theater
Double production for hermitage

SPIRITUAL
No Anarchy
Double production to temples and missionaries
Double production to Red Cross

IMPERIALISTIC
+100% Great general production (Same)
+50% production of settler
Double production of barracks, stable
Double production of West Point

ORGANIZED
-50% upkeep (same
Double production of courthouse, market, public tansportation, lighthouse, factory, hydro plant, slave cage
Double Forbidden Palace, National Grain Reserve

PROTECTIVE
+100% Great General production within culture borders (same as Geat Wall)
Free Drill I and CG I (same as before)
Double production of wall, castles, bunkers, bomb shelters
Double Mount Rushmore

SEAFARING
+50%:traderoute: final trade route yield (thus a 6 comemrce trade route is now 9)
Free flanking I to naval
Double Naval Units, Sailing Ships, Steamships, Submarines
Double production of Lighthouse, Harbor, CustomeHouse, Cothon
Double Maori Statues. The Great Lighthouse, Trafalgar Square

SECRETIVE
+1:espionage:/city
+1:food:/5:food: tile
Double Jail, Agency, Bureau
Double Espionage Units
Double National Epic

They all work, however the balance is still in question. Also I am not sure how well the AI will use these, perhaps I will get some advice on how to tweak that. However, I am only an XML person!


Leader Changes
Spoiler :

Alexander - Enlightened / Seafaring
Asoka - Creative / Enlightened
Boudica - Organized / Charismatic
Brennus - Protective / Strategic
Catherine - Creative / Imperialistic
Charlmagne - Protective / Imperialistic
Churchill - Strategic / Protective
Cyrus - Charismatic / Imperialistic
Darius I - Financial / Seafaring
De Gaulle - Industrious / Strategic
Elizabeth - Philosophical / Financial
Frederick - Philosophical / Organized
Ghandi - Philosophical / Spiritual
Genghis Khan - Aggresive / Imperialistic
Gilgamesh - Creative / Strategic
Hammurabi - Enlightened / Strategic
Hannibal - Charasmatic / Seafaring
Hatshepsut - Spirtual / Creative
Huayna Capac - Industrious / Financial
Isabella - Spiritual / Seafaring
Joao - Imperialistic / Seafaring
Julius Ceasar - Charismatic / Imperialistic
Justinian I - Imperialistic / Seafaring
Kublai Khan - Aggressive / Creative
Lincoln - Philosophical / Charismatic
Louis XIV - Industrious / Creative
Mansa Musa - Protective / Strategic
Moa Zedong - Protective / Strategic
Mehmed II - Expansive / Financial
Montezuma - Aggressive / Spiritual
Napolean - Aggressive / Imperialistic
Pascal II - Industrious / Protective
Pericles - Philosophical / Creative
Peter - Philosphical / Strategic
Qin Shi Huang - Imperialistic / Protective
Ragnar - Aggressive / Seafaring
Ramesses II - Spiritual / Industrious
Roosevelt - Industrious / Enlightened
Saladin - Spiritual / Engineering
Shaka - Aggressive / Organized
Sitting Bull - Enlightened / Protective
Stalin - Aggressive / Strategic
Suleiman - Philosophical / Imperialistic
Suryavarman II - Expansive / Strategic
Tokugawa - Aggressive / Protective
Victoria - Financial / Seafaring
Wang Kon - Financial / Protective
Washington - Enlightened / Charismatic
Willem van Oranje - Creative / Seafaring
Zara Yaqob - Creative / Organized


Revolutions DCM 2.71

Vincentz mods for RoM
Spoiler :

Builds
JungleCamp

Custom Units
007 - Techs Electronics+Rocketry+Scotland Yard
Agent - Techs Democracy
Special Agent - Techs Electricity+Intelligence Agency
Warlords
Spoiler :
Vincentz is updating these, warlords should spawn not be able to build.
=Chief=
Bronze Working+Copper
=Captian= -
Iron Working+Construction+Iron
=Seargeant=
Gunpoweder+Engineering Bonus Iron
=Colonel= -
Military Tradition+Rifling Bonus Iron
=Commander= -
Industrialism+Fascism Bonus Iron
=Warlord Chief=
Bronze Working+Bronze or Iron Bonus Gold,Gems,Silver
=Warlord Captain=
Iron Working+Construction+Iron Bonus Gems,Silver
=Warlord Seargeant=
Gunpoweder+Engineering Bonus Iron Bonus Gold,Gems,Silver
=Warlord Colonel=
Military Tradition+Rifling Bonus Iron Bonus Gold,Gems,Silver
=Warlord Commander=
Industrialism+Fascism Bonus Iron Bonus Gold,Gems,Silver



Orions Mod Collection
Spoiler :

World Wonders
The Ark of the Covenant
Fort Knox
The Library of Alexandria
Sun Tzu's Art of War
The Walls of Troy

National Wonders
The National Archives
The National Slave Auction
The Strategic Grain Reserve

Mod Components
The Agriculture Mod

Buildings
The Water Well
The Bazaar
The Slave Cage

Units
Police
IceBreaker


strategyonly
Spoiler :


kochman
Spoiler :
Pirate Brotherhood which adds
LH - Henry Morgan (FIN/CHR), Hayreddin Pasha (AGG/FIN)
UB - Tavern (forge; +20% military production; can turn one citizen into merchant or engineer; +2 happy from gems, gold & silver)
UU - Buccaneer (musketmen; 8; starts with Amphibious, City Raider 1 & Guerilla 1)


BTS Modular Unique National Wonders
Spoiler :

Buildings
Secret Service - This is the same as what Scotland Yard was, only the bonus is reduced to +50%:culture:. This was done to accomidate the Secret Police HQ

National Wonders
Secret Police HQ: +100%:espionage:, can assign 3 spy specialists (this is the same idea as Wall Street, Oxford U, and the Hermitage


Thing to fix:
Mercenaries mod gives a XML error UNIT_MODERN_ARMOR in info incorrect, can't track it down
Graphic icons
Main menu background

Credits:
madscientist
glider1
Vincentz
OrionVeteran
Edgecrusher
strategyonly
*and any others that I may have missed

Mod link if you wish to check it out
 
Buttons is either being caused by not having the correct button defined in the art defines file, you'll see the same in the civilopedia if this is the case. More likely is that you have a space in the file name/file path. The civ4 windows wol't accept spaces in button paths, so you need to get rid of those and account for that in the art defines file.
 
that did not seem to do it either, I changed the space to an _ and tried it that way. Also just tried removing the space. So instead of having "Slave Cage" to "SlaveCage" and that did not work either. I did that for several others with no avail. I also noticed that the default monument icon does not show up either!?! I have no idea why that would happen, as there was no change to it at all.
 
Yeah i had the same issue using BULL, all it is, is the dds file more than likely needs to be changed to have an alpha layer or different dds than the normal dds DXT3 to something else like dds DXT5. That is of course assuming that you have it 64X64 already.
 
I've been trying very hard to track this down, but nothing has worked. I even created an atlas file. Everything worked with the atlas execpt when hovering over the city. To me it makes no sense for the icon to appear correctly in the civilopedia and the tech tree, but not when hovering over the city. This is a BUG issue, as the building icons do not appear in mods without BUG. :confused:
 
Neither the DDS file itself nor the folders containing it (starting from Assets) can have a space in it. This is a limitation of BTS's GUI toolkit that I cannot change. All these names are invalid:

  • Assets/Art/My Mod/My Building.dds
  • Assets/Art/My Mod/MyBuilding.dds
  • Assets/Art/MyMod/My Building.dds
Beyond that if the image works in the Civilopedia it should work in the City Bar hover. If you can package up an image that does not work along with the bare minimum XML files to reproduce the issue, I'd be happy to take a look. I must be able to put the files into a new mod folder and run it. Tell me which building too so I can add it to a city.
 
Neither the DDS file itself nor the folders containing it (starting from Assets) can have a space in it. This is a limitation of BTS's GUI toolkit that I cannot change. All these names are invalid:

  • Assets/Art/My Mod/My Building.dds
  • Assets/Art/My Mod/MyBuilding.dds
  • Assets/Art/MyMod/My Building.dds
Beyond that if the image works in the Civilopedia it should work in the City Bar hover. If you can package up an image that does not work along with the bare minimum XML files to reproduce the issue, I'd be happy to take a look. I must be able to put the files into a new mod folder and run it. Tell me which building too so I can add it to a city.

Download the Water Well Mod, which is very small. It is a perfect example.
 
5 mins on GOogle and perusing your threads lead to no link to the Water Well mod. Care to share?
 
I believe he is refering to one of his mod components, the Water Well mod, found here:

http://forums.civfanatics.com/downloads.php?do=file&id=14047


Also I'm going to go out on a limb here and suggest the issue is caused by modular loading. Possibly a WoC problem, but most likely intrinsic to BtS's modular loading itself, and a disconnect with whatever functions access the art for UI panes.
 
Also I'm going to go out on a limb here and suggest the issue is caused by modular loading. Possibly a WoC problem, but most likely intrinsic to BtS's modular loading itself, and a disconnect with whatever functions access the art for UI panes.

I think you may be right. I have the bazaar running in WoC format and it does not appear either.
 
I see a reason why it doesn't work in WoC format from hover text: the hover text is created using the Gamebryo GUI engine directly. This is just a guess, but it makes sense. Of course, that engine also draws the other graphics, but I guess BTS has a chance to intervene and give the full path to the image in that case. Truly bizarre.

That being said, perhaps there's a way to insert the full path to the image when building the hover text. Can someone tell me if the getButton() call has the WoC-enabled path or only the path relative to the module's folder?
 
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