Guide to Adding a New Resource with Custom Reskins
Firstly read the OP in this thread
Now you have a basic undertanding of how to add a resource to the game I will try to fill in the gaps from Kyoss's guide.
28/9/2012 - FIRSTLY to have custom 3d Art you must set the mod properties to have Reload Landmark System Checked. This function is slightly bugged and untill Firaxis fix this farms that get changed to a different improvement will cause a CTD, human or AI does not matter, to fix this you either have to disable the farm improvement or change the graphic of it to something else, you can learn more here.
PART ONE
Step One
Tools you will need:-
IndieStoneNexusBuddy, Extract this to the same location as the Nexus.exe and create a shortcut to your desktop.
Paint.net
Adjustments Plugins
Or any other graphics program capable of editing and saving dds files and has similar features.
Step Two
Open Nexus(From the SDK) - set the asset directory to be C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization.
In the top menu select Nexus > Script Browser > Extract PAK Files. This will unpack all the assets to the directories ...common\sid meier's civilization v\resource(create a shortcut to this folder on your desktop, name it CiV Vanilla Resources). There are three folders, Common, DX9 and dx9_low. The 3d art dds's are all in the DX9 folder with no subfolders, the fsxsml's, gr2's and fxsxml's are all in the Common folder with no subfolders. I have not looked in dx9_low, for when searched it never found anything in that folder to do with resources.
Step Three
Now create a new folder anywhere you feel comfortable with, lets name it CiV Custom Resources, create a shortcut to this folder on your desktop.
For the purpose of this guide we will be using copper as a base for our reskin. Open both the shortcuts you have made on your desktop and "snap" one to the left and one to the right of your screen. Search the Vanilla Resources folder and search for copper. Make a new folder called Blood Iron in you custom resource folder.
Copy all the Copper search results(25 of them) to your new Blood Iron folder.
You can close the vanilla resource window now.
Step Four
Now we have the base files from which we will create our Blood Iron resource. Rename all the files. I usualy just replace copper with what ever the name of the resource I am making, in this case bloodiron.
Step Five
Now open all 7 dds files in Paint.Net(or the graphic program of you choice). Once they are open select bloodiron_diff.
In Adjustments, select black and white. Go back to Adjustments and select Color Balance and set Red to +25.
Save the Image, DTX5 (Explicit Alpha), Cluster Fit, Perceptual.
Step Six
Next select bloodiron_ore_diff, we will want to use the Magic Wand tool for this dds, set the Flood Mode to Global and the Tolerance to 40%. You will need to get as much of the orange and as little of the grey selected with the Magic Wand, this usualy take a few tries.
Goto Adjustments and choose Color Balance, set Red +15, Magenta -5, Blue 5.
Save the Image, DTX5 (Explicit Alpha), Cluster Fit, Perceptual.
Step Seven
Now select bloodiron_decal_diff, zoom to 600%. Goto Adjustments and pick Color Balance, set Red 5, Magenta -2, Blue 2.
Save the Image, DTX5 (Explicit Alpha), Cluster Fit, Perceptual.
Step Eight
Now select mine_bloodiron_decal_d. We will be using the Lasso Select tool for this dds. This tool will take a bit of getting used too, bare with it. We are going too select the top right ore pile in this dds. Select a place to start the drawing around the ore pile, as if you were tracing it(Press and hold left mouse button), you will want to zoom in as much as you feel comfortable with while attempting this, it WILL take a few tries, once you are happy you have it, goto Adjustments and again choose Color Balance, set Red 10, Magenta -5, Blue 2.
You will want to repeat this process with each fo the ore piles in the dds, the 4 main ones and the little ones in the middle. So it will end up like this:
Save the Image, DTX5 (Explicit Alpha), Cluster Fit, Perceptual.
Next is pl_mine_bloodiron_decal_d, changing this is exactly the same as Step Eight and should turn out similar too:
Step Nine
Next is the bloodiron_ore_sref I am not 100% sure on what this does ingame, but to me it seems to lighten or darken the shine/glow of the resource. This it down to you realy, I usualy set this at 15% darker, so for the purpose of this guide thats what we will do. Goto Adjustments, choose Darken and set to 1.15
Save the Image, DTX5 (Explicit Alpha), Cluster Fit, Perceptual. That is all the reskinning done.
Step Ten
Now we need to change the gr2's to reflect the changes we have made to the dds files. We do this with IndieStoneNexusBuddy, which you should have downloaded, extracted and placed a shortcut on you desktop too, Open it up:
Open one of the gr2's we renamed earlier, lets start at the top and work our way down, so select, bloodiron.gr2, once its open it should look like:
We will be changing all reference to copper to point at our nice new dds's. We do this by going to the second window(Material Window) on the left and searching each entry for a Copper reference, Ground is first so click on that. You will see the details displayed on the right, BaseTextureMap, HeightTextureMap, SpecTextureMap, you will notice only BaseTextureMap has any reference to Copper, we need to change this, its calling copper_decal_diff.dds so click on that you will see a little button will apear at the end with ... inside it:
Click it and tell it to choose bloodiron_decal_diff.dds.
Now go to the next entry, Tree Cut, you will notice this has no reference to any copper, this will happen alot while you are searching through the gr2's just leave it and go to the next entry, in this case, ore metal, which has two references to Copper, change both these to the corosponding bloodiron dds files.
Save the gr2.
You will have to repeat this process for all 8 gr2's we copied. Boring but needed. Make sure you check and double check you have got them all and have replaced with the dds that it structured the same(name_decal_d.dds ect).