Success! Building retexturing is a go!
Uploaded a new version:
http://www.theindiestone.com/lemmyandbinky.com/civ2/GrannyMaterialHackerv3.zip
Read the enclosed readme file for more info!
This one has the following changes:
1) Civ5NexusAnimBugFix.exe - Nexus animation bug fix patch. Will fix the problem with exporting animations and them all being 5k empty files. Apply this and animations will export from Nexus perfectly.
2) MaterialMapperNexusPatch.exe - another patch that, when installed, will allow the Material Hacker to finally copy and change Building textures! This is not required unless you want to edit materials on buildings, so if you're just reskinning units then ignore this.
3) To get buildings to work, you need to r
ename the materials to match the names of the meshes. For example if you make a wonder called MyWonder with the following meshes in it all occupying the same space within the FBX file:
MyWonder
Tree cut
HBMyWonder
The first being your wonder model, the second being a flat stencil shape on the ground (say a circle) that specifies where to avoid drawing trees if your wonder is placed on a forest tile (this one is assumption) and the third being the model of your wonder when it's half built. (It's possible you don't *need* all three, in which case just ignore the HB and Tree cut materials, but they *may* be a requirement it's unclear yet)
...and you're using the Pyramids as your base, so you select Pyramids.gr2 in the 'Source GR2' box. You should see the following materials in the Pyramid file:
Pyramid
Tree cut
HBPyramid
Load your MyWonder model into the 'My GR2' so the meshes appear in the box below. Here you can see what your meshes are called.
There is a 'rename' button now next to the materials list at the top. So rename these materials to match your meshes:
MyWonder
Tree cut
HBMyWonder
Then click on each of your meshes, and see on the right it will show all three materials are in the 'bound' list box, showing that all three materials are bound to that mesh. So select the two incorrect ones (with differing names) and click 'unbind' to move them into the top box. Once all three materials are set up, and you have substituted the appropriate textures, then you can click on the HACKIFY! button and it should spit you out your model with the correct textures set up.
This may be all that's needed to enable wonder modding as well as unit modding. We'll have to see if any more issues crop up though.