Civ3MM - Civilization III Mode Maker

Thanks very much for your advice! I will try it.
One more question: How can I set the binary data for new units for which I don't have a reference to a biq file? So far I have only found the option to import binary data from a biq-file.

CellKu
 
CellKu said:
How can I set the binary data for new units for which I don't have a reference to a biq file? So far I have only found the option to import binary data from a biq-file.
Yes, you are right.
You can only import an already exist binary data from a scenatio file.
In case new unit you can set binary data from any unit from any already existent scenario file. All binary data except unit name and civilopedia entry will be gets from the source unit.
 
Thanks again!

And sorry, I do have another question. :blush: You see I am starting to really use your program.
The question is related to my first one: I have imported several units from a scenario into Civ3MM. But when I checked the units - as you said -, Civ3MM couldn't find the .flc and .wav files for several units. It says: "Flc target path isn't exist". However, in that scenario where I got them from they work fine. What did I do wrong? Is there a limit for the length of the path?

(Just for your information, the original Firaxis units and the ones I added to Civ3MM directly work fine. It's only units (like the PTW Extra units) added by the scenario creator to his scenario which I imported that don't work.)

Thanks in advance for your help. :)

CellKu
 
CellKu said:
The question is related to my first one: I have imported several units from a scenario into Civ3MM. But when I checked the units - as you said -, Civ3MM couldn't find the .flc and .wav files for several units. It says: "Flc target path isn't exist". However, in that scenario where I got them from they work fine. What did I do wrong? Is there a limit for the length of the path?
It's interesting.
Actually, I don't know, what exactly happened in your case.
Please, post in this thread units animation and sound paths from they INI files.
For example: DEFAULT=..\Trebuchet\Trebuchet Default.flc
And one more thing: as you know, scenario files have 'Scenario Search Folders' list (you can look at/change it in the scenario editor - just select 'Scenario Properties' option). In case your Civ3MM document hasn't specified scenario file or this file hasn't necessary folder in the 'Scenario Search Folders' list - you'll get the same problem.
You can look at 'Scenario Search Folders' list directly from Civ3MM - select Scenario Information->Info and you'll see all necessary info about document related scenario file.

Good luck!
 
Thanks for your information! :)

Edit: Since I think I have found the solution (see after next post) you may skip reading this post.

CellKu


[Just for the record I wrote:
The file paths of my ini-files weren't very elaborate, just like the following:
DEFAULT=x_germanRM default.flc (I tried to keep everything in its corresponding folder to avoid problems).
As to the scenario folder, I thought I had selected it, but I will check it again.

Oh, and one more thing: the unit folders are at the 9th level down from C: - just in case that has any consequences.]
 
So, as the previous post, this post has become irrelevant, as well. See next post.

CellKu


[And again for the record. The post was:
I have experiemented a bit and got a bit more confused. Sorry, for harrasing you.
I put the German Rifleman (see the path above) into the folder where I have the other units that I want to add directly. Then I added this unit directly into Civ3MM (no import via biq-file). And this time it worked very well. No problems at all. I didn't change anything, except for copying the German Rifleman folder to another location and adding it directly. So could it be that there is a limit for the length of the overall path (the level of the coresponding unit folder)?
Thanks for your help!]
 
I think I have found the solution:
When I add the units directly, Civ3MM has the FULL path name (C:\...) under unit screen -> INI -> animations. However, when I import units from a biq file, Civ3MM sets only a relativ path (..\German Rifleman\default.flc). Since I had my c3m file one directory higher, it was impossible for Civ3MM to find the various paths.

Now, I found the way to change the relative path to the full path. However, changing that path for every unit and for every flc and wav is too much work. Is there a way to import full paths right away when importing from a biq file? Or is there an easier way to change those paths afterwards?
Thanks for your help and your patience! :)

CellKu
 
Oh, and one more thing: the unit folders are at the 9th level down from C: - just in case that has any consequences.
I don't think that it may cause any problems - only in case path will be too long.


And this time it worked very well. No problems at all. I didn't change anything, except for copying the German Rifleman folder to another location and adding it directly. So could it be that there is a limit for the length of the overall path (the level of the coresponding unit folder)?
It seems that at first you had a very long path - more that 256 symbols. After you changed location path became shortest and all working fine.


However, when I import units from a biq file, Civ3MM sets only a relativ path (..\German Rifleman\default.flc).
Not exactly. 'Import/Remove' dialog box has a 'Parameters' tab sheet. Here you can find 'Keep old path for all files from Unit Folder (Units only)' option, selected by default. In case this options unchecked, imported units' files will have paths like "C:\Games\..."


Since I had my c3m file one directory higher, it was impossible for Civ3MM to find the various paths.
Playcement of the c3m file isn't important - you can put it to an othe partition, for example: CivIII - "C:\Games\CivIII" and c3m - "D:\Civ3MM\myscenario.c3m".


Is there a way to import full paths right away when importing from a biq file?
Yes, see above... ;)

Good luck!
 
Thanks a lot for all your advice! :) After understanding some of its features better with your help, working with Civ3MM has become much easier. It is really a very useful program.

CellKu
 
This has probably been covered but a sudden burst of inspiration prompted me to download it and use it right away. The thing is, the second link doesn't lead anywhere. I've got the 1st and 3rd part DLed though. I'll see if I can work with just those.

edit: seems to work. So far I'm loving this, but I still haven't quite figured out how to get to the point where I can tweak the final product by hand in the civ editor and on the text files...

I noticed it saves in a .c3m file. My question is how does it convert stuff to the text and .biq stuff? I have a "scenario.biq" selected in the picture below. However, when I open that .biq, I see an extra large filesize 611 KB instead of the 38 it was before using the program (I had enabled custom data stuff), but none of the changes. When it comes to the new civilpedia and pediaIcon files, I'm totally lost. I'll keep trying on my own, but if you have an easy or exact piece of information regarding my problem, that would be great.
 

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Hygro said:
I noticed it saves in a .c3m file. My question is how does it convert stuff to the text and .biq stuff? I have a "scenario.biq" selected in the picture below. However, when I open that .biq, I see an extra large filesize 611 KB instead of the 38 it was before using the program (I had enabled custom data stuff), but none of the changes. When it comes to the new civilpedia and pediaIcon files, I'm totally lost. I'll keep trying on my own, but if you have an easy or exact piece of information regarding my problem, that would be great.
Hi, Hydro!
Size of the scenario file was increased because Civ3MM decompress it. You can do the same using an scenario editor, for example Civ3ConquestsEdit - select menu View->Options and check out "Compress BIC files" option.
Well, now about your problem. As I can see on attached image, you have use worldcolonies.biq scenario file. But all text files - standard game files. I don't suggest to do it! Point is that you can change these files and it will cause the game damage.
My suggestion is: Select 'Scenario Information' view then 'New' button. You'll see the 'Create a new scenario' dialog box. Here check in 'Copy an existent scenario' radio button and select your worldcolonies.biq file. After creation you'll have an folder with scenario file and several subfolders with text files etc.
Now you can import/create different items such as units etc. in your 'Super Scenario.c3m'. To add them in the scenario and text files you should using the 'Create' option on the Items or Item views.
And one more advice - read the help file, you can find many useful info from it. F1 and Shift+F1 - the best frends for understanding the Civ3MM... ;)
Good luck!
 
Thanks! Some I figured out a bit, but some of this other stuff had me confused. I know that once I get the hang of things, this will be the most useful of tools!
 
ok guys i have a problem, can u help me plz. I removed the tech tree from a biq and with the 3mm and then imported the tech tree from SOE to the new biq ( SOP and SOW ). then added the civs, units, Improvements and resources. then i went to try and load the game and this is what i got.
 

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I got that same file not found! all it was was a "#" does that mean its tech related?
 
recon1591 said:
ok guys i have a problem, can u help me plz. I removed the tech tree from a biq and with the 3mm and then imported the tech tree from SOE to the new biq ( SOP and SOW ). then added the civs, units, Improvements and resources. then i went to try and load the game and this is what i got.
It looks like problem in Pediaicons.txt, but I'm not sure.
Possible, something like that:

# Small Tech Icons
############################################
#TECH_Advanced_Flight
Art\tech chooser\Icons\00-AdvancedFlight-small.pcx
#TECH_Alphabet
# <HERE SHOULD BE A TARGET PATH, BUT PRESENT ONLY '#'>
#TECH_Astronomy
Art\tech chooser\Icons\03-Astronomy-small.pcx

Please, let me know in case you'll find what the matter.
And one question - is it happend always and with all BIX/BIQ scenario files, or only once?
 
It worked fine when i made the SOP biq and that 1 works. But when i made the SOW biq the same way thats what error i get when loading it. And both were copied from the SOE biq, which works fine. But i'll go throught the pedia just in case. But just to let u know all 3 mods don't use the civ3 tech tree.
 
recon1591 said:
It worked fine when i made the SOP biq and that 1 works. But when i made the SOW biq the same way thats what error i get when loading it. And both were copied from the SOE biq, which works fine. But i'll go throught the pedia just in case. But just to let u know all 3 mods don't use the civ3 tech tree.
Can you send to me zipped SOW biq file with text files (Civilopedia.txt and Pediaicons.txt)? I'll try to understand what's wrong with it. Please, mail me to Civ3MM@yandex.ru
 
C.D

On the way and thanks for taking a look.
 
recon1591 said:
C.D
On the way and thanks for taking a look.
Hi!
I have got your files and test them.
As I can see, the Storm over the World.biq file is corrupted - Civ3ConquestsEdit cannot open it. Also I looked at Pediaicons.txt and found that #TECH_Espionage is absent at all. It's oddly because game crashed when loaded "ESPIONAGE" tech (as I can see at your shortcut).
Sorry, I canot tell you something more about your problem. :(

Just one advice. When you'll start a new mode with Civ3MM it's better to start with original conquests.biq (make copy of the scenario via Scenario Information -> New). Then you can delete all items (units, buildings etc) from scenario (using Civ3MM) and import all necessary items from other scenarios.
In that case you have more chance to prevent any problems because in case handmade scenarios structure of the Pediaicons.txt and Civilopedia.txt can be changed and it will cause different problems.

Good luck!
 
This is tollaly wierd. If all 3 use the same Pedia's then why is only the SOW biq not working and the SOP does. And the tech Espionage is there in the pedia, its up with the orginal techs. I didn't remove the techs from the pedia only the biqs.
 
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