Civ4 Plugins for 3dsmax 6 and 7 now available for download

someone seriously should answer Rabbits questions about the texture size, not that i can modify texture size, but i can modify dds quality with my plugin for photoshop....
I swapped textures from interpolated to 16 bit, which doubled filesize of dds. (only the last 2 or 3 units i released... thats why the textures of my old units are a bit "interpolated" speak: ugly...), and i need to know if it is a performance cut from 20kb to 40kb dds textures, if so i have to return to the ugly ones, if not, i can transfer the textures i create with almost no loss in quality. which would make me very very haüüy, and i hope you too :P
 
I'm pretty sure that doubling the filesize of the textures will double the space they take up in memory. Not certain, but pretty sure.

There will definately be a performance hit.

You could release the units with both the original textures, and the lower quality textures, and let the user/modmaker pick.
 
seZereth said:
someone seriously should answer Rabbits questions about the texture size, not that i can modify texture size, but i can modify dds quality with my plugin for photoshop....
I swapped textures from interpolated to 16 bit, which doubled filesize of dds. (only the last 2 or 3 units i released... thats why the textures of my old units are a bit "interpolated" speak: ugly...), and i need to know if it is a performance cut from 20kb to 40kb dds textures, if so i have to return to the ugly ones, if not, i can transfer the textures i create with almost no loss in quality. which would make me very very haüüy, and i hope you too :P

Texture size can be easily reduced by just scaling them down, it still will work(did it for almost all the Morrowind meshes I added). For small items which need not much detail(which doesn't show anyway) this is the way to go. Also the game can read dxt1(without alphachannel), if you don't need the alphachannel(like for helmets without teamcolor i.e.) that should do well.
 
Agent 009 said:
Ok I have downloaded this as well and I am uncertain about something.

I'd like to resave th mod_eu.nif as fut_eu.nif but have it point to a new texture called eu_fut_building.dds

At the momment it is still seeing the original mod_eu_building.dds and well I don't want it using that texture.

I was hoping to make this so I can have a different texture for a future era but use the 3d building models from the modern era.

If it is possible to do what I am suggesting, can anyone help me do this?

Thanks in advance. ;)
I don't have the nif viewer in front of me but if you load the model in it, find its mesh (the one with the red icon), open its properties. There should be a tab called something like nifproperties and in it you should find niftexture and nifmaterial, one of these (I think niftexture) is the one you want. Open its properties there should be a list of materials among them base and decal. One of these will reference to the default texture, you can change it by clicking modify (I think), in any case from there it's fairly self-obvious.

If you still can't do it I'll explain better when I get back home.
 
Rabbit said:
I don't have the nif viewer in front of me but if you load the model in it, find its mesh (the one with the red icon), open its properties. There should be a tab called something like nifproperties and in it you should find niftexture and nifmaterial, one of these (I think niftexture) is the one you want. Open its properties there should be a list of materials among them base and decal. One of these will reference to the default texture, you can change it by clicking modify (I think), in any case from there it's fairly self-obvious.

If you still can't do it I'll explain better when I get back home.


:goodjob: Thanks Rabbit. This worked perfectly. Now I just need to add it to my mod. :p
 
someone here who knows why i get a " shader library failed to load" at the start up of the nif viewer. And when i want to open a _fx, it doesnt display the mesh of the unit, only attachments like shields and other mehes... it does work when i place the _fx.nif in the tool folder.
Any idea why this happens or how to get around it?! (got a gforce fx 5200)


other question, does gloss work with using the non _fx version of the unit ?! i mean using it as the _fx version by renaming it.
 
seZereth said:
someone here who knows why i get a " shader library failed to load" at the start up of the nif viewer. And when i want to open a _fx, it doesnt display the mesh of the unit, only attachments like shields and other mehes... it does work when i place the _fx.nif in the tool folder.
Any idea why this happens or how to get around it?! (got a gforce fx 5200)


other question, does gloss work with using the non _fx version of the unit ?! i mean using it as the _fx version by renaming it.
This only happens to me when I open the nif viewer by means of the actual file, i.e. I double click the _fx file and it launches the viewer. If I open it by its exe it doesn't do that. Not really sure what the problem is but if I had to guess I'd say its because it's not properly installed on the computer but rather just copied, and it's probably missing some references. Same reason why you gotta copy the boundshape files everywhere instead of having them at the same place as the exe, like it says in the message.

As for the other question, I can't tell you 100% as I never tested it, but the gloss effect doesn't seem to be dependent on any shaders so it should work with a non _fx version of the file.
 
I receive the following errormessage:
DLL <h:\3dmax7\plugins\CivilizationIVMAxPlugin.dlu> failed to initialize. Error code 126 - the module can't be found(translation)

Why does it happen? The file is in that directorys.

Edit: ups forget about. Forgot to reinstall civ first after I had my disk formated:mischief:
 
Bleh! I d/led the 3dsMax 6 plugin, but when I start it up it says that the plugin could not be initialized! What can I do to fix this?

edit: sorry, same as above, didn't reinstall civ
 
Okay so reinstalling did not help I still get that error, says that the module can't be found

What can I do?
 
hi. ive downloaded the UnitsInCiv4 doc but it doesnt say anything, at least
that i can find about the afformentioned error.
is it possible that its either an XP SP2 bug, or maybe you guys also have
another file that you installed before that the plugins require to initiate?
 
I've been having several problems, and some of them pose questions the answers to which don't appear to be clearly addressed, so hopefully someone here can shed some light on them.

1. I'm getting the same error mentioned a few posts earlier when I try to install the exporter to Max, regarding the DLL/DLU missing some kind of file. What's it looking for?

2. How are LODs accounted for? I haven't seen any mention of those.
 
Ploeperpengel said:
I receive the following errormessage:
DLL <h:\3dmax7\plugins\CivilizationIVMAxPlugin.dlu> failed to initialize. Error code 126 - the module can't be found(translation)

Why does it happen? The file is in that directorys.

Edit: ups forget about. Forgot to reinstall civ first after I had my disk formated:mischief:

Ok first of i am actually trying to mod for oblivion...but this is where I got directed in order to get the proper modding tools, so i am using max 7 and i am getting exzactly the same error message when i try to run max after installing the plugin....now Ploeperpengel claims it works after re-insatlling civ4, but i don't have the game, does this mean i now have to go buy it?...pleeeeease someone help!!....this problem is driving me nuts!!
 
The Great Apple said:
I know it may sound silly but.... have you tried reinstalling oblivion?
hmmmm...well that's about the only thing I have'nt tried....don't see how that would work?....but it works for civ4, so who knows....will backup my save games and give it a go...propably won't work, but I am desparate and it's worth a try i guess...
 
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