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#1 |
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Chieftain
Join Date: Dec 2010
Posts: 21
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Auto-solved - How to rotate improvement models on the map ? (tutorial inside)
Hello there,
I wonder if someone could help me "rotating" factory (land improvement) models ingame (AND 1.75C). I was playing in 45° rotation but cities are not really pretty (even if countries borders and terrain looks so good with an isometric view) so I went back to the normal view. However I would like to do a 45° rotation of the factories; I was able to do it with other improvements (lumbermill, modern windmill...) but I'm unable to do it for factories/industrial complexes. The entries for these are not in CIV4PlotLSystem.xml and I'm struggling with this. Well at first thanks for any answer about that. Another question : is it possible to totally convert Civ4 for isometric view (so that anything will look with a 45° angle when in isometric view) ? I tried to rotate everything in cities, but the "city ground" stays the same (not rotated), and buildings are not aligned. I think Civ4 would look better in full 45° angle ![]() Thanks ! Last edited by Shoryn; Apr 11, 2012 at 04:34 PM. Reason: Changing title (solved) |
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#2 |
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Chieftain
Join Date: Dec 2010
Posts: 21
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Auto-solved - How to rotate improvement models on the map ? (tutorial inside)
Short version : does anybody know how to add a "new" land improvement in the CIV4PlotLSystem.xml file, as the factory/industrial complex (respectively 3factory/5factory I guess) are not in the AND CIV4PlotLSystem.xml ?
Last edited by Shoryn; Apr 11, 2012 at 04:34 PM. |
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#3 |
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Chieftain
Join Date: Dec 2010
Posts: 21
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Auto-solved - How to rotate improvement models on the map ? (tutorial inside)
Ok, I found it
![]() A quick walkthrough for anyone who wants to do the same thing (rotate/modify land improvements). In the CIV4PlotLSystem.xml, there is 2 sections : the first where the improvement graphics are listed (the "LNode" tags containing the "ArtRef" tags), and the second containing hmmm... some stuff that must be useful (the "LProduction" tags)For now I only used the "Leaf_LandImprovement_4x4" LNode, containing land improvement centered on the tile (like mine, windmill, etc) and not moving depending on roads (the simplest one, I guess). Well, as this file is the only one where you can : - rotate a land improvement - change a land improvement's model depending on the era My goal was to rotate the factory models and change it depending on the era. At first, I needed to add an ArtRef tag in the "Leaf_LandImprovement_4x4" LNode, like this : Code:
<!-- Factory --> <ArtRef Name="goal:IMPROVEMENT_3FACTORY"> <Attribute Class="Improvement">IMPROVEMENT_3FACTORY</Attribute> <Attribute Class="Era">ERA_INDUSTRIAL</Attribute> <Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute> <Attribute Class="Scalar">bApplyRotation:1</Attribute> <Attribute Class="Scalar">NIF:Art/Structures/Buildings/Factory/Factory.nif</Attribute> <Attribute Class="Scalar">bCutTrees:1</Attribute> <Attribute Class="Scalar">fCenterCut:50</Attribute> <Scale>0.7</Scale> <Rotate>45</Rotate> </ArtRef> Also, this entry is only valid for Industrial Era, so the complete code is : Code:
<!-- Factory --> <ArtRef Name="goal:IMPROVEMENT_3FACTORY"> <Attribute Class="Improvement">IMPROVEMENT_3FACTORY</Attribute> <Attribute Class="Era">ERA_INDUSTRIAL</Attribute> <Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute> <Attribute Class="Scalar">bApplyRotation:1</Attribute> <Attribute Class="Scalar">NIF:Art/Structures/Buildings/Factory/Factory.nif</Attribute> <Attribute Class="Scalar">bCutTrees:1</Attribute> <Attribute Class="Scalar">fCenterCut:50</Attribute> <Scale>0.7</Scale> <Rotate>45</Rotate> </ArtRef> <ArtRef Name="goal:IMPROVEMENT_3FACTORY"> <Attribute Class="Improvement">IMPROVEMENT_3FACTORY</Attribute> <Attribute Class="Era">ERA_MODERN</Attribute> <Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute> <Attribute Class="Scalar">bApplyRotation:1</Attribute> <Attribute Class="Scalar">NIF:Art/Structures/Buildings/German_Assembly_Plant/German_Assembly_Plant.nif</Attribute> <Attribute Class="Scalar">bCutTrees:1</Attribute> <Attribute Class="Scalar">fCenterCut:50</Attribute> <Scale>0.7</Scale> <Rotate>45</Rotate> </ArtRef> <ArtRef Name="goal:IMPROVEMENT_3FACTORY"> <Attribute Class="Improvement">IMPROVEMENT_3FACTORY</Attribute> <Attribute Class="Era">ERA_TRANSHUMAN,ERA_FUTURE</Attribute> <Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute> <Attribute Class="Scalar">bApplyRotation:1</Attribute> <Attribute Class="Scalar">NIF:Art/Structures/Buildings/Advanced_Factories/Advanced_Factories.nif</Attribute> <Attribute Class="Scalar">bCutTrees:1</Attribute> <Attribute Class="Scalar">fCenterCut:50</Attribute> <Scale>0.4</Scale> <Rotate>-45</Rotate> </ArtRef> You should know that you can change anything in this file while you have the game running, changes will be taken into account immediately after saving the file (very useful for testing) Well, this is the first step. The second is a little odd but necessary, otherwise the stuff above won't do anything. You must go in the second part (the LProduction tags) and add your improvement in the lists here (take another improvement as an example, like the WINDTRAP) : Code:
<!-- *************************************************************************** --> <!-- *************************************************************************** --> <!-- *************************************************************************** --> <!-- ERA WATERWORKED START --> <LProduction From="PLOT_ROOT"> <Attribute Class="Improvement">NO_IMPROVEMENT,IMPROVEMENT_ALL,!IMPROVEMENT_WATER_WORKED,!IMPROVEMENT_MINE,!IMPROVEMENT_SHAFT_MINE,!IMPROVEMENT_MODERN_MINE,!IMPROVEMENT_PASTURE,!IMPROVEMENT_QUARRY,!IMPROVEMENT_WHALING_BOATS,!IMPROVEMENT_WINDMILL,!IMPROVEMENT_WATERMILL,!IMPROVEMENT_FORT,!IMPROVEMENT_GEOTHERMAL_BOREHOLE,!IMPROVEMENT_BUNKER,!IMPROVEMENT_FUTURE_BUNKER,!IMPROVEMENT_WINDTRAP,!IMPROVEMENT_DESERT_WINDMILL,!IMPROVEMENT_3FACTORY,!IMPROVEMENT_5FACTORY</Attribute> <To Name="Node_12x12"/> </LProduction> <LProduction From="PLOT_ROOT"> <Attribute Class="Improvement">IMPROVEMENT_MINE,IMPROVEMENT_SHAFT_MINE,IMPROVEMENT_MODERN_MINE,IMPROVEMENT_WINDMILL,IMPROVEMENT_WATERMILL,IMPROVEMENT_FORT,IMPROVEMENT_BUNKER,IMPROVEMENT_GEOTHERMAL_BOREHOLE,IMPROVEMENT_FUTURE_BUNKER,IMPROVEMENT_WINDTRAP,IMPROVEMENT_DESERT_WINDMILL,IMPROVEMENT_3FACTORY,IMPROVEMENT_5FACTORY</Attribute> <Attribute Class="Bonus">BONUS_ALL</Attribute> <To Name="Node_12x12"/> <To Name="Leaf_LandImprovement_4x4"/> </LProduction> <!-- *************************************************************************** --> <LProduction From="PLOT_ROOT" Name="LandImprovementProd"> <Attribute Class="Improvement">IMPROVEMENT_MINE,IMPROVEMENT_SHAFT_MINE,IMPROVEMENT_MODERN_MINE,IMPROVEMENT_WINDMILL,IMPROVEMENT_WATERMILL,IMPROVEMENT_FORT,IMPROVEMENT_BUNKER,IMPROVEMENT_GEOTHERMAL_BOREHOLE,IMPROVEMENT_FUTURE_BUNKER,IMPROVEMENT_WINDTRAP,IMPROVEMENT_DESERT_WINDMILL,IMPROVEMENT_3FACTORY,IMPROVEMENT_5FACTORY</Attribute> <Attribute Class="Bonus">NO_BONUS</Attribute> <Attribute Class="Scalar">bNotBFS:1</Attribute> <To Name="Leaf_LandImprovement_4x4"/> </LProduction> <LProduction From="PLOT_ROOT" Name="LandImprovementProd"> <Attribute Class="Improvement">IMPROVEMENT_PASTURE,IMPROVEMENT_QUARRY</Attribute> <Attribute Class="Scalar">bNotBFS:1</Attribute> <To Name="Leaf_LandImprovement_4x4"/> </LProduction> <LProduction From="PLOT_ROOT" Name="WaterImprovementProd"> <Attribute Class="Improvement">IMPROVEMENT_WHALING_BOATS,IMPROVEMENT_FISHING_BOATS</Attribute> <Attribute Class="Scalar">bNotBFS:1</Attribute> <To Name="Leaf_Water_Improvement_4x4"> <Translate>0,0</Translate> </To> </LProduction> <!-- ERA WATERWORKED END --> You're done !
Last edited by Shoryn; Apr 11, 2012 at 04:34 PM. |
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