Can someone help

cobains disease

Chieftain
Joined
Jun 28, 2006
Messages
34
im trying to add a new type of forest titling it hardwood forest. i edited the improvements, terrain, and art defines files but when i load the game i cant see my new forest, can someone tell me what im doing wrong? oh and im using the same art file for the forest.
 
New stuf is not in the older mapscripts, its not placed in the maps by it.
controll+F6 for the world builder. Or manually edit a mapfile in the texteditor.

Researching and writing detailed infos because I want to do something similar soon:
Trees are their own type, "Feature", that seems to mix with anything if that does not remove it (like cities and most upgrades remove forest), just like the "polar ice" and "flood plains":
They ignore the terrain displacement heightmap (go trough hills and mountains instead of beong placed ON them).
Some checks make it impossible to place them in water, on cities and on mountains.

The 3d models (not the textures) are in:
assets/art/terrain/features/treeevergreen
assets/art/terrain/features/treesnowy
assets/art/terrain/features/treeleafy
assets/art/terrain/features/jungle
Each has 15 different graphics like treeevergreen**_1 from 01-1 to 15-1.
The /IcePack models show the 15 possible combinations to place trees in 1-4 of the 4 corners.

The models adress their textures from:
assets/art/shared/trees_1024

(the models are NOT in
Art/Terrain/Features/TreeEvergreen/EvergreenA.nif
Art/Terrain/Features/TreeEvergreen/EvergreenB.nif
Art/Terrain/Features/TreeEvergreen/EvergreenC.nif ...
as adressed (for some werid reasons) in
assets/xml/Terrain/CIV4SymbolMeshPaths.xml )

assets/xml/terrain/CIV4FeatureInfos.xml
- sets typepes "forest" (all 3 types) "jungle" "oasis" "flood plains" "ice" to
FEATURE_FOREST
- sets TXT_ description and a civpedia name and the artdefine tag
ART_DEF_FEATURE_FOREST
- sets simple ingame effect and ability values.
- sets symbol paths to:
Art/Terrain/Features/TreeLeafy/Leafy
Art/Terrain/Features/TreeEvergreen/Evergreen
Art/Terrain/Features/TreeSnowy/Snowy
- sets button paths
Art/Interface/Buttons/TerrainFeatures/Forest.dds
Art/Interface/Buttons/TerrainFeatures/ForestEvergreen.dds
Art/Interface/Buttons/TerrainFeatures/ForestSnowyEvergreen.dds
- sets sounds, footsteps and the "birds leaving on entering" effect.

Treevergreen appears in no other files in civ4.
"Feature_Forest" a "group" of the 3 forests (that function identically) and excluding "jungle" with behaves differently.
FEATURE_FOREST
also appears in ...

in assets/xml/art/ArtDefines_Feature.xml
where it gets some basic appearance values such as zoom...

in assets/gameinfo/CIV4CivicInfos.xml under CIVIC_ENVIRONMENTALISM

in assets/xml/Terrain/CIV4BonusInfos.xml
where it describes in the column "Beaturebooleans" or "Terrainfearutebooleans" if a bonus appears in the feature "forest"

in assets/xml/Terrain/CIV4FeatureInfos.xml
(see above. repeating self for alphabetical order of folders)

in assets/xml/terrain/CIV4ImprovementInfos.xml
where it somehoe sets what improvements can be build on "forest"...

in assets/xml/text/CIV4GameTextInfos.xml AND
in assets/xml/text/CIV4GameTextInfos_Objects with translations for the TXT_ name

in assets/xml/text/CIV4GameText_Civilopedia_Concepts.xml
as a civilopedia hotlink (many times)

in assets/xml/units/CIV4BuildInfos.xml
in the line of an upgrade if it removes the forest when it is build in one.

in assets/xml/units/CIV4PromotionInfos.txt
for the forst bonus promotion.

in assets/xml/units/CIV4UnitInfos.txt in Bear Panter Wold (but not lion) in the featurenatives collumn (setting their spawn?)

in assets/xml/art/CIV4ArtDefines_Feature all 6 features get their defines, animations, scaling and buttons.

FEATURE_FOREST appears on no other files in civ4/assets (no mods or warlords).

many typos, now tired....
 
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