Bts "DUNE WARS" {Development Thread}

Ajidica,
hi! sorry i mixed up! i ment the 2000 game! not the miniseries!

cant wait to see the diplo sounds!

i just dont like file front..:) thats ok you can use it.


Phoenician,
thats great..keep learning, xml is easier if you want too...:)

***
guys im making real progress with nifscope,
ive taken some buildings and by editing them, im creating some really cool improvements :)

im sure youll like my 3 levels of improvement system !
 
Ah, the only Dune stuff I have is what Phonecian posted, but if you want, I can go through my other stuff, but it wont be much.
 
Only have the diplo and main menu options converted to mp3.
BTW: Whats 'the ras'. Although for the game music, we have to use most (if not all) of the '84 Dune track.
 
The music to Dune 2000 (game) is pretty good. I listened to it a while back on youtube.
Yeah, but Dune 84 soundtrack is best, followed closely by CoD.

I still can't figure out how XML works, if you guys can give me a few tips that would be great.
These tutorials are USELESS. They speak so vague and they don't tell me how to change the name of a building or replace its icon.

So far all I have learned is how to convert my artwork into dds. files. but that's it. I don't know where to put them or anything.

All I want to do is be able to change the name of a building, change its button and civopedia icon with my artwork, change the civopedia entry for it, and change its function.

Can you guys PLEASE tell me how to do this!!!
 
I'll post a crash guide to XML later today, I'm quick going to get the diplo done.
 
pheonician,
use this link
http://forums.civfanatics.com/showthread.php?t=181119

download a copy of the free dtxbmp,

with this program you can do almost anything,
i did buttons with it easly,
folow the steps carfully, and youll succeed, for you to have a button template, just use one of civ4s botton template,
say take a warrior button, or a button from one of the vanilla mods, and alter it to your art work, its really easy.

xml is also really easy, get winmerge installed and ill teach you through it.

or if Ajidica will beat me to it..:)

Ajidica,
i meant eras not ras...hehe...sorry.

ill be waitig for the music :))

**
im close to finishing the models for improvments, sill have some issues,

have anyideas for plantation like improvment? or a food somthing name for improvement?
 
Keldath, here is the diplo music and the xml, I didn't try it out it game though:
http://files.filefront.com/DuneMod+DiplomacyMusicrar/;13652685;/fileinfo.html

A quick word on my naming convention, some files are called L02 or COD08, the L means it is from the Lynch film, while COD means Children of Dune. The numbers are what track it is. I'll start working on the mod again after the weekend, the weekend is the time I work on my mod.

XML Crash Course
Everything in XML is based on a system of tags. The tags are (almost always) either an interger, boolen, or text. Interger is any number, in Civ, it is represented as <iCombat>. Boolen is a 1 or 0, on or off, in civ it is <bHiddenNationality>. There can be no spaces, _ serve the function of spaces. Every tag begins as <object> and ends as </object>. To make a tag do nothing, go <object/>.
It can be edit through notepad, although an editor is better. Do a goodle search on XML Editor, you should be able to find a free one easily.For editing, just copy and past, and edit in the tags. Any other question, ask.

To change the name, you will find a tag at the top of the entry called <Description>TXT_KEY.... This relates to the file in Text, ObjectInfos or something like that. Just copy an entry, replace the insides of <Tag> with TXT_KEY(name of changed building). So if you named a building TXT_KEY_BUILDING_HARKONNEN_SLAVE_PIT, inside <Tag> you would type TXT_KEY_HARKONNEN_SLAVE_PIT. Civilopedia is done with the <Civilopedia> tag in the pediainfos file.

Adding buttons is a pain, I actualy have never done it. (I belive in BTS you can do it with freestanding buttons, ie:they dont have to be in a .tga file.) But you would refrence it in buildingartinfos by pointing to its location. (See how Firaxis did it).

For editing function, its just a matter of edit tag info for the mos part. Some buildings may require use of python (scripting) but I have never done that so I am no help there.

The 'window box' in the pedia containing the building is actualy just a viewscreen of the building model. Buttons in pedia just reflect the one that you refrenced for buildings. If you want your pictures for the 'window box', I think there is a way to do it, but I'm not sure.

As above, any questions, ask.
 
Keldath, here is the diplo music and the xml, I didn't try it out it game though:
http://files.filefront.com/DuneMod+DiplomacyMusicrar/;13652685;/fileinfo.html

A quick word on my naming convention, some files are called L02 or COD08, the L means it is from the Lynch film, while COD means Children of Dune. The numbers are what track it is. I'll start working on the mod again after the weekend, the weekend is the time I work on my mod.

XML Crash Course
Everything in XML is based on a system of tags. The tags are (almost always) either an interger, boolen, or text. Interger is any number, in Civ, it is represented as <iCombat>. Boolen is a 1 or 0, on or off, in civ it is <bHiddenNationality>. There can be no spaces, _ serve the function of spaces. Every tag begins as <object> and ends as </object>. To make a tag do nothing, go <object/>.
It can be edit through notepad, although an editor is better. Do a goodle search on XML Editor, you should be able to find a free one easily.For editing, just copy and past, and edit in the tags. Any other question, ask.

To change the name, you will find a tag at the top of the entry called <Description>TXT_KEY.... This relates to the file in Text, ObjectInfos or something like that. Just copy an entry, replace the insides of <Tag> with TXT_KEY(name of changed building). So if you named a building TXT_KEY_BUILDING_HARKONNEN_SLAVE_PIT, inside <Tag> you would type TXT_KEY_HARKONNEN_SLAVE_PIT. Civilopedia is done with the <Civilopedia> tag in the pediainfos file.

Adding buttons is a pain, I actualy have never done it. (I belive in BTS you can do it with freestanding buttons, ie:they dont have to be in a .tga file.) But you would refrence it in buildingartinfos by pointing to its location. (See how Firaxis did it).

For editing function, its just a matter of edit tag info for the mos part. Some buildings may require use of python (scripting) but I have never done that so I am no help there.

The 'window box' in the pedia containing the building is actualy just a viewscreen of the building model. Buttons in pedia just reflect the one that you refrenced for buildings. If you want your pictures for the 'window box', I think there is a way to do it, but I'm not sure.

As above, any questions, ask.

I think I just figured out how change the name of a building and its civopedia entry right before you posted this.

Do I have to reload the game every time I want to see a change? How do I load the mod without having to load civ4 first every time?

So for buttons, I put the images in buildingartinfos???
 
To load the mod without loading civ you would need either to make a scenario and include a modpath in it, or hack into the .exe launcher, both of which I don't know how to do. Yes, you have to reload the game to see a change, but you don't have to do it for every single change you make, just do a bunch then load the game up.

For buttons:
For buildings, place the button in Assets/Art/Interface/Buttons. You then refrence it through buildingartinfos, when you open it up, look at how Firaxis does it.
 
You could also use Just Another Mod Chooser to load the mod.




A suggestion for a unit:
Like you know, you can combine different models in one unitmeshgroup, like the settlers.
For a fremen unit, you could add this building with a small scale to a meshgroup, for this worm-baiting tool the fremen use.
 
You could also use Just Another Mod Chooser to load the mod.




A suggestion for a unit:
Like you know, you can combine different models in one unitmeshgroup, like the settlers.
For a fremen unit, you could add this building with a small scale to a meshgroup, for this worm-baiting tool the fremen use.

holy crap, it looks just like a thumper. Also, thanks for the mod chooser.
 
to load amod at start of the game:

just go to Civ4Config.ini, through bts folder, look for the line:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = mod name

instead of mod name - change to your mod folder, thats all.

adding buttons isnt difficult aswell, i used to think art is hard to learn,
but dtxbmp is a magic program,
i load one of the normal buttons of civ4, load it through dtxbmp,
then prees on the yello arrow - export at the button of the screen, using paint sho - im puting my desired picture instead of what is set there, using the defult size of the button,
then just save the paint shop,
and then save the dds , and bang you have a new button,

trust me Phoenician,
if youll read the tut i linked you above, step by step, youll be able to do all you art into buttons, just read the tut.
its really really easy to do.

xml,
just trial and error, change a desc of a unit from - txt_key_unit_warrior into - Phoenician the artist, and youll see the new game when loading te game :)
change some more values and see what they do.

the txt_key_xxxxx_xxxxx are just refferences to the text files, in the text folder, the text, pedia, strategy and all the concept, are just concentrated in large text files, i dont use those refernce in order to save time, i write what i want in the desription tag, most moddres do this to save time.

follow our instruction and in a weak youll be an xml and button expert.

Ajidica,
thank you very much, i will use you files,
by the way, im planing to keep most sounds for the mod as an addon for those who wish it, cause they tend to be a large addition to the mod size, thats what most mods that contain many sounds.

***
i hope to finish the improvement by next weak max, then start inserting the buildings Phoenician so kindly gave us.

gnite my dear fedykins


*****
The_J!

wow you just gave me a great idea,
i know that model,
i can make a soldier, that will have this thumper, and to give it rival teritory movement and maybe hidded nationality,
using melinko's worm event, giving this unit very high value of sound thus attracting a worm to say - enemy teritory :))
 
to load amod at start of the game:

just go to Civ4Config.ini, through bts folder, look for the line:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = mod name

instead of mod name - change to your mod folder, thats all.

adding buttons isnt difficult aswell, i used to think art is hard to learn,
but dtxbmp is a magic program,
i load one of the normal buttons of civ4, load it through dtxbmp,
then prees on the yello arrow - export at the button of the screen, using paint sho - im puting my desired picture instead of what is set there, using the defult size of the button,
then just save the paint shop,
and then save the dds , and bang you have a new button,

trust me Phoenician,
if youll read the tut i linked you above, step by step, youll be able to do all you art into buttons, just read the tut.
its really really easy to do.

xml,
just trial and error, change a desc of a unit from - txt_key_unit_warrior into - Phoenician the artist, and youll see the new game when loading te game :)
change some more values and see what they do.

the txt_key_xxxxx_xxxxx are just refferences to the text files, in the text folder, the text, pedia, strategy and all the concept, are just concentrated in large text files, i dont use those refernce in order to save time, i write what i want in the desription tag, most moddres do this to save time.

follow our instruction and in a weak youll be an xml and button expert.


thank you very much, i will use you files,
by the way, im planing to keep most sounds for the mod as an addon for those who wish it, cause they tend to be a large addition to the mod size, thats what most mods that contain many sounds.

***
i hope to finish the improvement by next weak max, then start inserting the buildings Phoenician so kindly gave us.

OK, I didn't notice your post above. I am sure that link will help me-gonna dive into it right now. I just finished converting all my building icons into DDS files. It took a long time. I think I have buildings and promotions covered-in terms of buttons, benefits, and civopedia.
I guess Keldath will implement the animations for them.

Ajidica, if I supply you with widened pictures of leaderheads, will you do the leaders for us?
 
I could do the leaderart, but I don't know how wide to make the picture, I'll try and find that tutorial that said what the percentage had to be. Also, for Ordos I gave them Lynch 08, Final Battle and to Guild I gave them Lynch 07 Trip to Arrakis, good choice?
Here is the link, apparently the image has to be wider by 25%.
http://forums.civfanatics.com/showthread.php?t=144425

Keldath: I would reccomend doing the text through the TXT_KEY.... It makes it easier to add other languages and in my opinion, it makes the mod feel neater. If you want, I could do the techs.

An idea I had for a Project would be 'Off-Planet Raid' to symbolize frigates raiding your enemies planet, such as the Atreides did when the Harkonnens attacked them. (They destroyed the spice stores on Geidi Prime) It would either reduce solaris or spice available, or temporarily cause anarchy. Opinions?
 
humm...

guys i already did the leaderpictures, see the pic on the front page,
why do you want me to do them again?
widen pics - is that the reason?

Ajidica,
i inderstand that txt key is better,
but,
its too much of time consuming, and i doudt that anyone would bother to make a translation of the entire mod, to another language.....

if you like, you are more then welcomed to convert what i did so far to txt key,
if you wish ill send you my recent work so you can make the changes on it.

Phoenician,
if you converted everything to buttons, see if the work for the objects, sometimes a button dds may be too lrage and when pressed on in game can cause a crash, so check them out i suggest, im adding the buttons in the final stages of the mod,
i like the entire mod infrastructure to be finished first.


Ajidica,
cool idea, could be made as an event.
 
FileFront sucks because it will delete your files if they don't stay active enough. Use MediaFire.com, they are the best free upload site on the web.

To start a mod without having to start normal Civ and then load the mod...
1: Copy the games shortcut to some place appropriate.
2: Rename it to something that tells you what mod it will load.
3: Right click on the shortcut and choose 'Properties'.
4: Go to the second tab 'Shortcut' and find the 'Target' entry.
5: Change it from
Code:
"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe"
to
Code:
"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\ModName
where ModName is the name of the directory that the mod you want loaded is in.

Then every time you click on your new shorcut, Civ4 will load up with the mod for ya. :cool:
 
I'll keep mediafire in mind when I have to upload something again.
As to leader pics, if you already have them done, then its fine, but if you want to, having a non-squished leader is slightly better.
 
I have a question. I have XML pretty much understood now.
One thing I can't seem to do though is give 2 free promotions from a building.
There are 2 unique buildings that give 2 free promotions each.
I don't know how to add a second promotion.

the xml looks like this: <FreePromotion>Stillsuit</FreePromotion>
this works, but when I try to add another promotion it doesn't work.
What do I have to type in order to add a second promotion???

Also, how do I make it so that only one type of unit gets the promotion?

For example: the ZOCOM airbase is supposed to give free commando promotion to only Heavy Infantry.

How do I do this?
 
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