cool3a2
Deity
- Joined
- Mar 30, 2007
- Messages
- 2,177
I'm about adding a building that should be animated if possible. Actually, I already added a ton of buildings, yet none with animation. The building in question should replace the aqueducts art. Actually, we are talking about art only, this is not meant to be a unique building. Normally, this would require us to mess with CityLSystem.xml, but I'm using my Paprika modcomp for this exercise, where you'd add the building via artdef. That modcomp worked for all other buildings (that didn't use animations though), so let us consider it works and let's think about the problem like if we would add a unique building. Now there is a kfm file for the animation as well as kfs (as the building is based on an improvement) and there is a kfm line in the artdef. Yet it seems no default building makes use of that line. My code is as follows:
The kfm line is currently commented because if a city currently builds the building and you try to zoom in, there are some troubles (the camera somes, but the interface for the city is completely missing). The kfm didn't seem to affect the building once it is built anyways. So what am I doing wrong?<BuildingArtInfo>
<Type>ART_DEF_BUILDING_MAGYAR_AQUEDUCT_INDUSTRIAL</Type>
<LSystem>LSYSTEM_2x2</LSystem>
<bAnimated>1</bAnimated>
<fScale>0.8</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Modules/Custom Civilizations/Hungary/Buildings/Magyar_aqueduct/gemeskut.nif</NIF>
<!--<KFM>Modules/Custom Civilizations/Hungary/Buildings/Magyar_aqueduct/waterWell.kfm</KFM> -->
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/Aqueduct.dds,Art/Interface/Buttons/Buildings_Atlas.dds,4,1</Button>
</BuildingArtInfo>