Building/Improvement Tutorial

Gray Wolf

Winter Wolf
Joined
Jun 2, 2012
Messages
482
Location
Ravenswood
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Building Tutorial using Notepad++ and GIMP 2.8
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Downloads available: A zip file with 2 new building files. They are cleaned
up versions of the buildings-large.pcx and buildings-small.pcx
files and have 45+ extra rows on them ready to use...for a Conquest Mod.

This tutorial will explain:
(1) how to add new building/improvements to the game;
(2) how to add all the civilopedia images for it; and
(3) how to add new icons to the building-large.pcx file and building-small.pcx file; and
(4) how to add a wonder splash image for improvements that are wonders.

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1. First, you'll need to know how to create .pcx files in GIMP to follow this tutorial.
If you don't know how to do that yet, read my GIMP PCX tutorial.
http://forums.civfanatics.com/showthread.php?t=500056

2. Make a list of all your Improvements and Wonders
It's a good idea to make a spreadsheet and keep track of each building, improvement, and wonder in the game,
especially if you are going to add new ones...

2.1 Go to the .BIQ editor and click on the "Improvements and Wonders" tab.
2.2 Go through each building one by one and put them in a spreadsheet.
2.3 Open up Pediaicons.txt and find each building's index number and save that in the spreadsheet too.

For example, here is the entry for the forbidden_palace. It uses index=56.

#ICON_BLDG_Forbidden_Palace
SINGLE
56
art\civilopedia\icons\buildings\forbiddenlarge.pcx
art\civilopedia\icons\buildings\forbiddensmall.pcx

Note: The Secret Police HQ also uses 56. This is ok. Some buildings share the same icon image
in the buildings-large and buildings-small pcx files...

3. Create an ICON_BLDG Entry for a "Buddhist Temple"

The last index icon being used by Conquests is the Knights Templar (# 81 ).(It looks like a shield with a cross on it).
How do I know that? It's the last icon image in the buildings-large.pcx file. And it's the highest number (81).

So our new building, the Buddhist Temple, will use index=82.

The ICON_BLDG entries are in alphabetical order.

So add an entry after Battlefield Medicine that looks like this:

#ICON_BLDG_Buddhist_Temple
SINGLE
82
art\civilopedia\icons\buildings\Buddhist Temple Large.pcx
art\civilopedia\icons\buildings\Buddhist Temple Small.pcx

Cool, it is in our Pediaicons.txt file now.

4. Add a new improvement called Buddhist Temple in the .BIQ Editor
4.1 Open up the .BIQ editor
4.2 Click on the Improvement and Wonders tab
4.3. Click the Add button
4.4 Type in: Buddhist Temple
4.5 Civilopedia Entry: BLDG_Buddhist_Temple
4.6 Set the Maintenance, Culture, and Cost to whatever you want...
For this example, model it after the Temple. (Maint=1, Culture=2, Cost=6)
and set Happy = 1 and click the Religious Characteristic checkbox on the bottom left.
Click Close. Ok, it's in our .BIQ file now.

5. Add a Civilopedia Entry for Buddhist Temple

Paste this in the BLDG section somewhere:

#BLDG_Buddhist_Temple
^
^
^The Buddhist[Temple] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.
#DESC_BLDG_Buddhist_Temple
^
^
^Buddhist Temple


6. Create the Buddhist Temple Civilopedia files

The pediaicons entry for Buddhist Temple has these 2 paths:
art\civilopedia\icons\buildings\Buddhist Temple Large.pcx
art\civilopedia\icons\buildings\Buddhist Temple Small.pcx

Use GIMP to create both of these .pcx files:

The large Buddhist Temple = 128 x 128. (used in upper right corner of Buddhist Temple civilopedia entry)
The small Buddhist Temple = 32 x 32. (used on bottom section of Buddhist Temple civilopedia entry)

Put them in this folder in your mod: art\civilopedia\icons\buildings.

7. Ok, now we need to make our icons for the buildings-large.pcx file and the buildings-small.pcx file I highly recommend making a copy of the buildings-large.pcx file and the buildings-small.pcx file before you get started so you can revert back to them if something goes wrong...

7.1 Make a 50 x 40 image to paste into the buildings-large.pcx file
Use GIMP to create a 50 x 40 image. Edit/Copy it.
Put the buildings-large.pcx file in RGB mode. (see note 11)
Edit/Paste As/New Layer into the buildings-large.pcx file.
It puts it in the top left. Clim 'M' and then Move it down to the bottom and put it inside the cell below the Knights Templar. Zoom to 400% to see better. Make sure you don't cover the green cell borders. Edit/Merge Down when done. Then save it with Export/Overwrite buildings-large.pcx.

7.2. Make a 32 x 32 image to paste into the buildings-small.pcx file
Put the buildings-small.pcx file in RGB mode (see note 11)
Paste the image into the buildings-small.pcx file and lock it inside a cell and Export/overwrite it...

7.3 Now put the building files back in Index mode (see note 11). Ok, that's it, all of your building graphics should work right now.
If so, you should probably save all of your work...so you can revert back to this version some day if you need it...

8. Where are the building icons used?
The icon in the building-small.pcx file is used on the (1) build list and (2) on the tech screen if a tech helps you create the building, and (3) on your city/zoom screen which shows you what you've already built.

The icon in the building-large.pcx file is used on the city/zoom screen to show you what you are currently building...

9. Create a wonder splash image if necessary
If your improvement is a wonder, you need to create a splash.pcx file.
Use Gimp to create a .pcx file = 320 x 320 and put it in your mod folder at art\Wonder Splash\WonderName.pcx.
(example: art\Wonder Splash\Sphinx.pcx).

10. Add a Pediaicon.txt Entry for the Splash image

For example, I have a wonder called "Chinese Dragon". Here's the entry for it in the Splash section:

#WON_SPLASH_BLDG_Chinese_Dragon
art\wonder splash\chinese_dragon.pcx

11. RGB Mode
When you add new icons into the buildings-large.pcx file and buildings-small.pcx file, it's best to put the building files in RGB mode first. And it's best to paste in a nice RGB image also. After you've added all the icons that you need to add, you can re-set the building files back to Image/Mode/Index = 256 and drag pink back to index 255 and neon green back to index 254.
note: The Pink and Neon Green colors will be in the palette somewhere already... so in order to drag them, right click on any cell and choose "rearrange palette". Then you can find the Pink color and drag it to 255 and find the neon green color and drag it to 254. I hope this makes sense.

Note: You may need to make sure Magenta/Pink = ff00ff and neon green = 00ff00 afterwards also. Sometimes it slightly changes the pink and green colors when you re-index the building file to 256 colors.

Anyway, the icon colors will be much brighter in the game, if you work in RGB mode all of the time until you are finished...

12. ERA and CULTURE types

If you are using an ERA type building you will need 4 icons on the row in the building files, one for each ERA.
If you are using a CULTURE type building, you will need 5 icons on the row in the building files, one for each Culture.
The ERA's and Cultures use the same order that is in the .BIQ file.

Ok, that's all. I hope this helps everyone.
 

Attachments

  • better building files.zip
    517.6 KB · Views: 226
Another thing to note also. Whenever you are adding new buildings to the buildings-large.pcx file or the buildings-small.pcx file, you should make sure you are in RGB mode so the colors are bright. Then when you're finished adding buildings, set index=256 colors and move pink to 255 and neon green to 254. Anyway, if you do this, your building colors will be better/brighter.

I went ahead and added this to the main tutorial...
 
I had to fix the building-large.pcx file and the building-small.pcx file. The ones in the zip are good now. Basically, I realized that some of the cells were not the right size... Now all of the cells/rows are the right size..
 
Testing my new signature...
 
last night &#305; just crashed with using the same BLDG_Barracks and nothing else for a automatic unit producing building . After reading this &#305; see &#305; should have looked up for a tutorial first . Thanks for the effort .
 
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