Coastal Plant Resources

Horem

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Apr 1, 2010
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Wales, UK
Two re-skins of the Sugar resource and one re-skin of the Incense resource:-

Kelp (Brownish Red Sugar re-skin)
Coral (Multi Colour Incense re-skin)
Sea Grass (Green Sugar re-skin)

Example Art Defines
Code:
-- Insert SQL Rules Here 
INSERT INTO ArtDefine_Landmarks (Era,		State,		Scale,		ImprovementType,					LayoutHandler,			ResourceType,					Model,											TerrainContour) VALUES	
								('Any',		'Any',		0.3,		'ART_DEF_IMPROVEMENT_NONE',			'SNAPSHOT',				'ART_DEF_RESOURCE_SEAGRASS',	'Art/Sea Grass/Resource_Seagrass.fxsxml',		1),	
								('Any',		'Any',		0.4,		'ART_DEF_IMPROVEMENT_NONE',			'SNAPSHOT',				'ART_DEF_RESOURCE_KELP',		'Art/Kelp/Resource_Kelp.fxsxml',				1),
								('Any',		'Any',		0.4,		'ART_DEF_IMPROVEMENT_NONE',			'SNAPSHOT',				'ART_DEF_RESOURCE_CORAL',		'Art/Coral/Resource_Coral.fxsxml',				1);

INSERT INTO ArtDefine_LandmarkTypes (Type,										LandmarkType,	FriendlyName) VALUES	
									('ART_DEF_RESOURCE_SEAGRASS',				'Resource',		'Sea Grass'),	
									('ART_DEF_RESOURCE_KELP',					'Resource',		'Kelp'),	
									('ART_DEF_RESOURCE_CORAL',					'Resource',		'Coral');

UPDATE Resources SET ArtDefineTag = 'ART_DEF_RESOURCE_SEAGRASS' WHERE Type = 'RESOURCE_PEARLS';
UPDATE Resources SET ArtDefineTag = 'ART_DEF_RESOURCE_KELP'	WHERE Type = 'RESOURCE_FISH';
UPDATE Resources SET ArtDefineTag = 'ART_DEF_RESOURCE_CORAL' WHERE Type = 'RESOURCE_CRAB';

Contains the Art only. No Improvement Art/Models simple tile base bonuses like the Atoll is recommended.

Makers Note:
They all seem to sit "on" the water rather than in it. This requires model editing and beyond my capabilities, if a modeller fancies taking on the task I should not think it is very difficult but I could be wrong :)
 
howcome it looks so few compared to your bushes mod?

I made all 3 of these before my recent breakthroughs, I'll get around to them very soon, got Blueberry, Corn, Barley, Poppy which I am in the middle of doing, these will be next.
 
I'll get around to them very soon, got Blueberry, Corn, Barley, Poppy which I am in the middle of doing, these will be next.
Poppy? I may have a use for that. Do you think you could make a yellow texture for Poppy, please? If not, I can always try to recolor Perfume from the More Luxuries and Optimized Distribution mod.
 
I made all 3 of these before my recent breakthroughs, I'll get around to them very soon, got Blueberry, Corn, Barley, Poppy which I am in the middle of doing, these will be next.

ok, I'll wait then to update it unless you are using a particular gr2 that you want me to modify then use you can update it
 
you are using a particular gr2 that you want me to modify then use you can update it
Hmm. Oil1.gr2 is a basic gr2 that forms to the ground, which is what Im going to try and use, but, if you could add a few of the Tower Shields(I dunno what they are called) that the plantation uses to apply the textures of the trees ect. That would be awesome.
 
Ok, I created a gr2 that moves the 'sugar shields' down for your kelp gr2.

Are you using different resources for these models (bananas or sugar etc)? any reason why? from what I see the models are the same/similar but the texture is the only difference. Ar you using the shadow mesh in here? It doesn't look like it. If it comes out good I'll add more "shields"

Let me know how it looks.

man, I really need to get a test mod so I can see these in games instead of posting test gr2s all the time
 
I used to use what ever resource I was changing, now I have templates(dye/spice/oil). Shadows are anoying me :), since it wont accept my shadow.dds changes in the fxsxml's. And dunno how to change it in the gr2's.
 
I used to use what ever resource I was changing, now I have templates(dye/spice/oil). Shadows are anoying me :), since it wont accept my shadow.dds changes in the fxsxml's. And dunno how to change it in the gr2's.

should I just delete the shadow meshes?

Also...

I also quickly made this one from the ancient quarry gr2. I deleted the quarry parts (leaving the stone) and submerged it (and re-sized it to be a bit bigger). It adds a rock formation below the water surface (hopefully).

I was thinking that coast terrain should have some parts where you get a higher defense (like hills) or slows movement (like hills/forest).
 
Better than them sitting right on top of the water, couple thing not quite right, the parts of the plant under the water seem to be invisible, or cut off, maybe that has something to do with the Treecut still been ground level? Also not all the textures are placed under, Treecut again maybe?

Spoiler :
attachment.php


And yes, happy with the shadows gone :)
 

Attachments

  • Kelp_Under.jpg
    Kelp_Under.jpg
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Oh wow, now they look like spooky-scary drowning spiders.
 
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