Graphics Modification Requests Thread

Maybe it's not the best place to ask but I was wondering if it was possible to use animated files (like .BIK or .GIF) as part of leader head graphics?
I know someone has created a LH that displays different static pictures depending on LH mood. Now AIs can create really awesome videos. That combined with the previously mentioned LH could revolutionize LH creation :)
 
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Has anyone figured out how the roads and railroads are placed? I'd like to replace the spaghetti monster, but can't find any information on what ends up where, and with dozens of them around it's not feasible to just try out. Of course, if anyone has done that already that'd be even better! Looking for something more linear, like civ2 or 3 railroads that actually connect two cells instead of meandering around.
 
Hello everybody
I'm looking for Civ4 version of "Pairidaeza" (a great and unique improvement from the Persian civilization in Civ7) to use it as a unique building in Civ4.

Thank you.
 
I don't recall anyone modeling this garden for civ4. We probably won't see a conversion from civ7 anytime soon either.
The model is a bit complex and if you come up with some simplified replacement, it won't be a garden anymore...
Check out the database :)
 
I have a strage problem with a cityset, I am not sure where to post it.
The set works - but not everywhere.
attachment.php

In same cities of the same civilization it is shown correctly, in other is only appears pink, without a texture. Does anyone know how to fix this? I do not remenber where I got this one, maybe it is HROCHlands celtic cityset.
The strage think is that it is not completely damaged, only partially for some plots. Has anyone an idea how to solve this?
 

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This cityset was released a while ago by Walter, if I remember correctly. It's a conversion from some game...
Fix the addresses of the texture buildings in the Ironage.nif file to ironage.dds
 
It was converted by me indeed (from Humankind), but I don't recall ever releasing it. @hrochland is right though, whoever was using it renamed the texture .dds but forgot to point to the new one in the nif. Either follow his advice, or rename the .dds to the original name of "BUI_Era2_E_001DiffuseMap.dds". That's a faulty conversion BTW, one that I definitely need to redo at some point, as there are holes in some buildings.
 
It was converted by me indeed (from Humankind), but I don't recall ever releasing it. @hrochland is right though, whoever was using it renamed the texture .dds but forgot to point to the new one in the nif. Either follow his advice, or rename the .dds to the original name of "BUI_Era2_E_001DiffuseMap.dds". That's a faulty conversion BTW, one that I definitely need to redo at some point, as there are holes in some buildings.
I think you released it in my thread during one of the citisets debates :)
 
Unfortunately, it did notchange anything.
The originial "BUI_Era2_E_001DiffuseMap.dds" was in the folder, I forgot to add it to the download. My fault, I thought it shold be this file, because it had the same name as the building set.
Civ4ScreenShot6043.JPG

Here is how it lloks after changing the name. Some cities have the correct texture, others don't. I would understand, if the whole set would not work, but if works on some plots and on others don't.
 
Your experience scares me. It happened to me about four years ago that some cities put on a different texture than their own. The error is not very common, so I'll ignore it for now. What happened to you is an extreme example. I have no idea what it could be.
Do you have the patience to try playing with it for a while?
In my mod, the correct texture sometimes comes back when I zoom in on the city.
I'll try to disassemble the model and see what it could be.
 
I am not sure if that's what's happening here without looking at the XML, but it might be a CityLSystem conflict. Normally, LSystem can mix buildings from two city sets in a single city. The <Attribute Class="Scalar">iBatchGroup:1</Attribute> tag in LSystem tells the particular building to take the texture from iBatchGroup 0 or 1 - rather than what's specified in the nif file of the cityset (I think the actual texture that goes into the slot is the first building for a particular city that uses it).

So if LSystem sees that it's supposed to (under specific artstyle and era) display the buildings from cityset1.nif, cityset2.nif and cityset3.nif at the same time, and cityset1.nif and cityset3.nif are both assigned to iBatchGroup:1, bad things happen, the most likely outcome being one of them trying to use the other's texture. If I were you, I'd scan your CityLSystem for all the generic buildings that are supposed to be displayed in the city on the upper left, and check whether they are conflicting for the same iBatchGroup from two different nifs.
 
Great. I've always struggled a bit with LSystem. I'll buy a bottle of wine the next evening for patience :)
Anyway, thanks for the tip. I've been wondering for a long time what iBatchGroup means
 
Yeah, at this point I'm probably the authority on LSystem, as nobody tinkered with it more than I did (I even managed to find a hardcoded LSystem tag that wasn't used in vanilla). So if you have any further LSystem-related questions, don't hesitate to ask.
 
I have checked already: This particular cityset is only used in an age, where no other citysets for this ARTSTYLE is used - neither in CityLSystem nor in PlotLSystem I found this type of conflict.
 
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