Art Assets in Civilization 6: A Modding Guide

I am Glad to See that Civ 6 modding Is possible now, But unsure if it Is possible to create new wonders with 3D Model Visible on the map this Time ? Like himeji castle for example. And what Is with new Leaders Based on completely new custom meshes ? Thanks in Advance :)
 
Sukritact has managed to make Natural Wonders, so i can't imagine World Wonders is a long shot at all. It was just require some good quality models, and the building animation might be a bit complex.
 
Sukritact has managed to make Natural Wonders, so i can't imagine World Wonders is a long shot at all. It was just require some good quality models, and the building animation might be a bit complex.
World Wonders, especially building animation, are most complicated thing. Good luck with them.
 
This tutorial is amazing! I have one question though:
I tried opening ast using AssetEditor of Modbuddy. Somehow the previewer doesn't show anything at all. Is there any settings I need to configure before it gets functional?
Thanks!

Which .ast file did you try to open? The vanilla .ast files should work OK. Try TankA.ast for example. I'm assuming that you have the Sid Meier's Civilization VI SDK Assets installed as well as the Sid Meier's Civilization VI SDK?
 
Tip! You can test attaching different assets to attachment points using the Asset Previewer. Thanks to @sukritact for this one.

suk_asset_previewer.jpg
 
Which .ast file did you try to open? The vanilla .ast files should work OK. Try TankA.ast for example. I'm assuming that you have the Sid Meier's Civilization VI SDK Assets installed as well as the Sid Meier's Civilization VI SDK?
Yes I installed them both. I actually tried the T34 and PanzerIV example files. In the AssetEditor I can read geometry information like mesh count, bones, etc. The the Previewer window is grey, as if there's a graphic card error or something.
BTW, I can see geometries in Nexus.
 
Yes I installed them both. I actually tried the T34 and PanzerIV example files. In the AssetEditor I can read geometry information like mesh count, bones, etc. The the Previewer window is grey, as if there's a graphic card error or something.
BTW, I can see geometries in Nexus.
You need to open an asset/.ast tp view a textured 3d model.
 
Attached a screenshot of what I encountered. Really frustrated to see it again and again without knowing what to do.
Have you downloaded the Development Assets from Steam?


A quick question is there a way to rotate a unit in the asset or artdef file. I have a plane that that thinks the left wing is the front.

I think I can do it by making a dummy asset and attaching the actual asset and applying a rotation, but there has to be an easier way that that, surely?
 
Have you downloaded the Development Assets from Steam?


A quick question is there a way to rotate a unit in the asset or artdef file. I have a plane that that thinks the left wing is the front.

I think I can do it by making a dummy asset and attaching the actual asset and applying a rotation, but there has to be an easier way that that, surely?
I definitely did. So nobody else has this issue ever? BUMMER...
 
Have you downloaded the Development Assets from Steam?


A quick question is there a way to rotate a unit in the asset or artdef file. I have a plane that that thinks the left wing is the front.

I think I can do it by making a dummy asset and attaching the actual asset and applying a rotation, but there has to be an easier way that that, surely?
You were actually right! Although I downloaded the Assets, Modbuddy didn't recognize the directory of it. So after I fill it in the Modbuddy configurations, the Asset Editor works properly! Thanks everyone and FYI if anyone else got this issue.
 
A quick question is there a way to rotate a unit in the asset or artdef file. I have a plane that that thinks the left wing is the front.

I think I can do it by making a dummy asset and attaching the actual asset and applying a rotation, but there has to be an easier way that that, surely?

You could try using an Attachment Point. You can create an attachment point in your asset and give it a rotation. Just be aware that the angles are in radians not degrees! This confused me for a while. So a 90 degree rotation is 1.5708.

After that you can attach your UnitAttachmentBin in the UnitMembers artdef to this rotated attachment point rather than root.

So you might have something like this in your .ast file:
Code:
            <m_attachmentPoints>
                <m_Points>
....
                     <Element>
                        <m_CookParams>
                            <m_Values/>
                        </m_CookParams>
                        <m_position>
                            <x>0.000000</x>
                            <y>0.000000</y>
                            <z>0.000000</z>
                        </m_position>
                        <m_orientation>
                            <x>0.000000</x>
                            <y>1.5708</y>
                            <z>0.000000</z>
                        </m_orientation>
                        <m_Name text="Rotated_Root"/>
                        <m_BoneName text="Root"/>
                        <m_ModelInstanceName text="Root"/>
                        <m_scale>1.000000</m_scale>
                    </Element>
....
                </m_Points>
            </m_attachmentPoints>

You were actually right! Although I downloaded the Assets, Modbuddy didn't recognize the directory of it. So after I fill it in the Modbuddy configurations, the Asset Editor works properly! Thanks everyone and FYI if anyone else got this issue.

Glad you managed to get it working - I thought is was likely to be the path to the Assets pantry wasn't correct for some reason.
 
A quick question is there a way to rotate a unit in the asset or artdef file. I have a plane that that thinks the left wing is the front.

I think I can do it by making a dummy asset and attaching the actual asset and applying a rotation, but there has to be an easier way that that, surely?

To be honest, the quickest fix for this is to use CivNexus6 to insert a rotation bone into the .fgx. That's how I'd fix this kind of issue. See step 8a of this.

Other than that I know you can change the scale in the UnitMember .artdefs:
<Element class="AssetObjects:FloatValue">
<m_fValue>1.100000</m_fValue>
<m_ParamName text="Scale"/>
</Element>

So it might be possible to change the orientation too but there aren't any example of that.
 
I have to question why penguins are apparently an asset already.
 
The 3D FX assets already available in Civ VI are super impressive. Did some quick demonstrations of what you can do with them:

https://gfycat.com/CoarseSillyKinkajou
https://gfycat.com/CreativeBoringBlackrhino
https://gfycat.com/FlimsyDeadAfricancivet
https://gfycat.com/EarnestAlarmingHarvestmouse

It's going to be fun when the community gets around to implementing their own assets. If you know what you're doing, this engine has the potential to be extremely malleable.
That last one is fantastic :D

And yes, there is a lot of potential in those effects.
 
To be honest, the quickest fix for this is to use CivNexus6 to insert a rotation bone into the .fgx. That's how I'd fix this kind of issue. See step 8a of this.

Other than that I know you can change the scale in the UnitMember .artdefs:
<Element class="AssetObjects:FloatValue">
<m_fValue>1.100000</m_fValue>
<m_ParamName text="Scale"/>
</Element>

So it might be possible to change the orientation too but there aren't any example of that.
Yes you are right. Inserting a rotation bone seems to be the only way to do this. Thanks.
 
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