Art Assets in Civilization 6: A Modding Guide

Any ideas on how i can fix this and manage to import de nb2 file?

First, I'd recommend using CivNexus6 to create a .cn6 file rather than .nb2. This is now the default. Then use the .cn6 import add on (
io_import_cn6.py)
for Blender 2.7+. The .nb2 format is the older Civ 5 format and is not as good in a few ways.

Second, it looks like you are using the wrong script. You are using the older Blender 2.49 version of the .nb2 script with Blender 2.7+. You should be using the Blender 2.7 add on (
io_import_nb2.py)
with Blender 2.7+ if you want to use the .nb2 format.
 
Help, I try to make a new history moment image in the game, I write all the .tex,.xlp,Mod.Art correct, but my project doesn't build any .dep file
01.png
02.png
03.png
 
Hey Deliverator, i tried to make my very first Animation...and have Problems to Export the finished Animation without the armature ? or isnt that possible ? no idea what to do here.
when i Import the Animation into civnexus6, then i have the Animation but also the armature, which seems to be wrong. civnexus6 create a .geo file instead of a .anm file, which seems also to be wrong
How can i Export the Animation without the armature to fbx ? also, to create the Animation, i used blender 2.49, but is it also possible to Export a Animation via Blender 2.7 ?
 
Hey Deliverator, i tried to make my very first Animation...and have Problems to Export the finished Animation without the armature ? or isnt that possible ? no idea what to do here.
when i Import the Animation into civnexus6, then i have the Animation but also the armature, which seems to be wrong. civnexus6 create a .geo file instead of a .anm file, which seems also to be wronganim
How can i Export the Animation without the armature to fbx ? also, to create the Animation, i used blender 2.49, but is it also possible to Export a Animation via Blender 2.7 ?

Hey lasttry, it’s a little tricky. After you imported FBX into Nexus, you need to “save animation” first, open your saved fgx file (not generate anm file directly) and you will find only the animation was extracted. Then you may generate the anm file.
 
@lasttry I always use Blender 2.49 for animation work. It’s the only version with the working .na2 script if you want to edit existing animations. I will then use Nexus Buddy 2 to convert .fbx to .gr2 animation and CivNexus6 to convert .gr2 to .fgx.
 
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EDIT : Fixed. it was an Error in the Code of the Asset File.



running into a Problem, when i try to make a new custom Building, Asset Editor wont load the my asset. the following error message showing up :

Spoiler :

System.NullReferenceException: Object reference not set to an instance of an object.
at AssetEditor.ModelInstanceAdapter.OnParentNodeSet()
at Sce.Atf.Dom.DomNodeAdapter.ParentNodeSetInternal()
at Sce.Atf.Dom.DomNode.SetParent(DomNode parent, ChildInfo childInfo)
at Sce.Atf.Dom.DomNode.NodeList.ChildList.InsertItem(Int32 index, DomNode item)
at Sce.Atf.Dom.DomNode.NodeList.Insert(Int32 index, DomNode item)
at Sce.Atf.Dom.DomNode.NodeList.Add(DomNode item)
at Sce.Atf.Dom.DomNodeListAdapter`1.Add(T item)
at AssetEditor.GeometrySetAdapter.Update()
at AssetEditor.AssetAdapter.AssignPropertiesFromEntity()
at AssetEditor.InstanceEntityAdapter.Update()
at AssetEditor.BaseEntityEditor.InitializeAdapter(DomNode node, IInstanceEntity entity)
at AssetEditor.BaseEntityEditor.Open(Uri uri)
at Firaxis.ATF.AssetBrowserFileCommands.DoOpen(IDocumentClient client, Uri uri)
at Firaxis.ATF.AssetBrowserFileCommands.FindOrOpenExistingDocument(IDocumentClient chosenClient, Uri docUri)
at Firaxis.ATF.AssetBrowserFileCommands.OpenExistingDocument(IEnumerable`1 clients, Uri uri)
at Firaxis.ATF.AssetBrowserFileCommands.DoCommand(Object commandTag)
at Sce.Atf.Applications.CommandService.item_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.DebuggableCallback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at AssetEditor.Program.Main(String[] args)


got no idea whats wrong.
 
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Awesome work!!! I've got a question for all of you guys, sorry if it has already been answered. I'm trying to make a unit with a leader man on horse, two musketmen, one religious guy and a carrier guy with a settler's donkey. Is it possible make such unit? Every one of them with different animations? And if so, how could I do it? Thanks in advance!!!
 
Hey mates i just started and installed the assets but mine dont look like yours in the first toutorial. In the Asset browser i dont have the CIV 6 option and i cant see the basicc art of the game. In the picture below i pointed what i am missing in the asset browser.
 

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Hey mates i just started and installed the assets but mine dont look like yours in the first toutorial. In the Asset browser i dont have the CIV 6 option and i cant see the basicc art of the game. In the picture below i pointed what i am missing in the asset browser.
In Modbuddy I think that you can specify the file paths in Options -> Civilization VI -> General.
 
@Deliverator Any idea how to tackle the new city center (canal type) base model and Granary/Monument building locations? I see a new entry in Buildings.artdef that defines the location rule of these buildings (different entry from Watermill's riverside parameter), only editable through text editor now, without receiving an Asset and AssetEditor update these are not visible in AE.
And it's kinda hard to figure out if for the new city center base all the Granary/Monument models are moved to model space origin (just like Watermill) and apply the location rule, or the building models are left at vanilla version location (which is their absolute location in a tile) and the new rule move them relatively. Either way makes sense to me.
This is important if anyone wants to make Granary/Monument UB and have the customized model shown correctly.
 
Sorry @FurionHuang I've not looked into it. It may be something that needs to wait for the SDK update/Expansion assets release.
 
Sorry @FurionHuang I've not looked into it. It may be something that needs to wait for the SDK update/Expansion assets release.
I actually did my experiments. It is the latter case: Granary and Monument are at where they were, though Granary got smaller. Then in artdef applied attachment point parameter to the building, the building will rotate with canal base.
 
20190219125137_1.jpg

The trick is in Buildings.artdef file, under m_Values, there's a new entry like this:
Code:
<Element class="AssetObjects..StringValue">
    <m_Value text="DIS_CTY_Granary_CP"/>
    <m_ParamName text="AttachmentPointName"/>
</Element>
That does the work. Unfortunately now this entry isn't exposed to AE, we have to edit it manually in text editor. And it doesn't build with Modbuddy, we need to copy/paste the edited artdef file into MOD folder directly.
Hope Modbuddy and Asset get an update soon.
 
Can i open and edit unit that comes in some already done mod - for example take the apache and edit it from
Steel and Thunder: Unique Units 1.21
 
Can i open and edit unit that comes in some already done mod - for example take the apache and edit it from
Steel and Thunder: Unique Units 1.21
Usually models are packaged in BLP files under platforms folder, and you are not able to extract anything useful from this file.
If the MOD you want to edit from shared source code on github, you can find the fgx files and use Deliverator's tools to import to Blender. Contact the author for consent before you do that.
 
I get an error when I open the units artdef in the asset editor, stating that it was saved with newer tools so I can't edit it. I just click through and "save as" so I can edit.

However, when I continue through the asset bins in the asset editor, it gives me different options for flavours in the armor bin than the ones in the tutorial. Even worse, there is no "spearman armor C", but only "spearman_armor_001", "002" etc. Sometimes there are 3, sometimes there are 6.

So my question is, how does this change the tutorial? The art defs still contain "armor_C" and no numbers. So, how do these things correlate? Or how can I make it so it shows armor C? Does it have anything to do with the error?
 
You should not be editing the Civ 6 ardef file or the one in the pantry. You need to create your own artdef file and edit that. Then copy and paste the sections you need from the Civ6/pantry artdef file into your artdef file.
 
Thanks for the reply! Im guessing the configuration of the mod only takes the parts it sees and fills in the rest with the "default" values present in the artdefs of the base game.

However, this would present the same issue, as the artdefs of the normal game reference assets ending in different symbols than the ones in the SDK. So I'm guessing if I create my own artdefs I have to reference the numbered files, except I have no way of previewing them as the asset previewer uses the lettered files...
 
Thanks for the reply! Im guessing the configuration of the mod only takes the parts it sees and fills in the rest with the "default" values present in the artdefs of the base game.

However, this would present the same issue, as the artdefs of the normal game reference assets ending in different symbols than the ones in the SDK. So I'm guessing if I create my own artdefs I have to reference the numbered files, except I have no way of previewing them as the asset previewer uses the lettered files...

Firaxis have said that they plan to release all the updated assets to the SDK Assets so you'll have to wait for that if you want to see them in the Asset Previewer.
 
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