Demo mod for the devs (custom graphics)

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Apr 26, 2014
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EDIT: Link to first version has been deleted. Use the link to the second version at my latest post.

So today is the day :D

No, i must tune down the expectations a bit, because not everything is working, unfortunately.
But sharing what i have so far is the best option i guess. Also i think to solve the issues we need the devs.

The link to my demo mod is attached to this post. Credits to the OW devs for creating such a amazing game, and for the original game models, in fact i was able to get away with using mainly the original models, just incorporated a few custom meshes here and there and retextured everything, at least for the units. The buildings are all models that were created from scratch.

This demo mod has 3 custom units and 5 custom buildings implemented for Greece, and 5 units and 5 buildings for Rome. But 2 roman units of the 5 are not fully working yet, let me explain later in this endless text.

This mod is not meant for playing, however, it is fully playable. It's created so that the devs have some 'material' to make nation specific graphics possible.

In this demo mod the following new custom stuff is added:

UNITS:
Greek Warrior (uses the Axeman animations and is wielding a axe instead of a sword)
Roman Warrior (uses the Axeman animations and is wielding a axe instead of a sword)
Greek Short Swordsman (new custom unit, which is planned to be the unit between Warrior and Swordsman)
Roman Short Swordsman (new custom unit, which is planned to be the unit between Warrior and Swordsman)
Greek Swordsman
Roman Swordsman

Roman Male Worker (not fully working yet)
Roman Trireme (not fully working yet)

BUILDINGS:
Greek Barracks
Roman Barracks
Greek Cold Baths
Roman Cold Baths
Greek Warm Baths
Roman Warm Baths
Greek Range
Roman Range
Greek Stronghold
Roman Stronghold

The Roman Worker is not fully working yet, because for some reason the model doesn't animate whenever the Worker build a improvement on a tile. The model then just stands still, as if the game doesn't know which animation to play then. All other animations are working, but somehow they look different than the Original Worker animations ingame. Remember, i only implemented a new male worker, the female worker is the same as before, so using the ingame editor, it can be that the female worker instead of the male worker is chosen by the game. Then trying again and again until the male worker is there is the way to go. Because the roman worker is not working, i skipped creating a greek worker.

The Roman Trireme is not fully working too. The model refuses to animate at all, and the position ingame is also not correct, but you will see ingame. I was not able to find out why it is that way, maybe ModUnit is designed for land units only? Because of the issues, i skipped to create a Greek Trireme for now.

I think the next test should be a custom disciple, to testModUnit's SpreadReligion animation.

Here i have a wishlist for possible future modding capabilities, but it is only a wishlist, those wishes are not expectations.

MAJOR:
- Support for both nation-specific units and urban buildings
- Support for nation-specific graphics for custom units and custom urban buildings.
- Support for nation-specific units and urban buildings for custom nations.
- Support for nation-specific city walls (all 3 tiers)
- Devs please have a look into the available animations in ModUnit. Because of the issues with the Worker and the Trireme.
- Support for modifying terrain and clutter using heightmaps and alphamasks, as required to add custom 3d buildings properly.

MINOR:
- Support for animated improvements (mines and quarries for instance)
- Support for modded water effects (waves for coast tiles, and floating water for custom buildings, as in that one shrine model, which is surrounded by floating water)

In Civ6, the nation-specific graphics were achieved by having different 'culture groups' for different civs. But you could also create your own custom culture groups, even with only one civ assigned to a group. So Rome could be the only entry in the culture group 'Rome', and Carthage the only entry in the culture group 'Carthage'. The system should ideally support custom nations. In OW we have a similar feature already, but only for city center styles.

For the animated mines and quarries, it would be necessary even for simple retextures. Let's say we want to add a new resource 'Jade', it could be a retexture of the iron mine,but the mine needs to be animated.

For the water effects, it would be really nice.

The heightmaps and alphamasks for clutter and height... if the devs would like to help us out here, the Roman Stronghold is currently the only building that has cluttermask and heightsplat planes attached, i managed to have the planes invisible ingame, but to the height and clutter it has no effect at all, unfortunately. If it would be possible in the future, modders could create really nice buildings with trees around them and other stuff and water effects would come in handy too.

Important Note: For the custom buildings in the demo mod, all textures are only placeholders, so i did not put much effort into them, because if nation-specific graphics would be possible, i then would create new trim sheet textures instead, to save computer memory.

Two questions:
the worker model has all the different worker tools in the model, what tells the game that the worker has to use this or that tool in this situation? And does the worker actually uses different tools or just always the hammer, or the shovel etc.?

The original Trireme prefab has additional stuff like BoatWake, BoatProjectiles etc.
I don't know if these are bones? I don't know too how to add this to a prefab, but it would be necessary to add custom ships properly.

Haven't tested it yet, but custom animations should already work well ingame.

Okay, thanks for reading.

Please remember, the wishlist is a wishlist, not a collection of expectations.
 
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@Solver You said that i should let you know if a demo mod is available.

Oh and i'm sorry but the mod pack was too large to attach it directly to the post. I was forced to share a link.
 
So i think a lot of problems would occur if we modders would try to do what i wanted to do actually. Simply because a few things, for instance the not working projectiles. I could imagine that projectiles in Unity are just a empty game object with a script attached to it.

As i believe that there would be too many problems in general, and that the devs currently don‘t want to add support, reasons doesn’t matter, i think it‘s time to quit the whole project.

I can totally understand that the devs will not make a thing from the wishlist possible. No hard feelings. Still i want to play OW a lot in the future and looking forward what they will add to the game, besides the upcoming DLC.

Thanks Mohawk for the great game and the opportunity to practice 3D asset creation a bit in order to hopefully getting better in the future. :)
 
So i‘ll continue here to keep everyone informed about graphic modding progress.

It turned out that the ModUnit-functionality isn‘t working correctly, as for all custom units it plays only the warrior animations… it doesn‘t interact correctly with ModUnit.

Anyways, forget ModUnit. I cracked it going another route, found out a trick :D
I‘ll explain it in a future guide. For now only the results:

• Trireme is working perfectly, Worker is working perfectly.
• Trireme Projectiles are working perfectly
• All the land models are working perfectly, Swordsman is playing Swordsman animations and so on.

Things to figure out:
• Buildings (the annoying clutter and height problem)
• Animated Improvements
• Water Effects
• Nation-specific graphics functionality (maybe i can achieve that via dll modding)

Thanks for reading.
 
Hey @Shirotora Kenshin not sure if you saw my post on the discord?

Asher and I have fixed ModUnit with the animations. The fix will be in the next Test build. Today I'll upload a mod with a custom unit with custom animations as a template/demo.
 
Hey @Shirotora Kenshin not sure if you saw my post on the discord?

Asher and I have fixed ModUnit with the animations. The fix will be in the next Test build. Today I'll upload a mod with a custom unit with custom animations as a template/demo.
That‘s good to hear… though i assume ModUnit will still be a bit limited when it comes to workers and their digging, cutting, .etc animations. Still it‘s great that you fixed it.

The discord… i was really disappointed a few days ago, so i decided to leave the ow discord back then. Will correct this mistake tomorrow.

PS: It could also be the case, that projectiles won‘t work with ModUnit, but they definitely work with my new method.
 
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I uploaded a second version of my demo mod, units are now all working perfectly :)
The buildings it seems that i can't do anything about the issues with height and clutter, you can see the problems by adding a Greece Barracks Improvement via Game Editor.
May this improved version encourage the OW devs to make nation-specific graphics possible in Old World (we modders can hopefully figure the other stuff like Water Effects, animated improvements and walls out :)

 
I know it's a bit of a PITA, but couldn't you just have separate improvement entries for each nation? Obviously the better way would be for us to implement some sort of pairs list for nation prereq. But until/if it happens, you could just have separate improvement entries.
 
I know it's a bit of a PITA, but couldn't you just have separate improvement entries for each nation? Obviously the better way would be for us to implement some sort of pairs list for nation prereq. But until/if it happens, you could just have separate improvement entries.
I‘m not sure what „separate improvement entries“ means.
Do you mean adding the new buildings as unique improvements for now? 🧐
 
I‘m not sure what „separate improvement entries“ means.
Do you mean adding the new buildings as unique improvements for now? 🧐
Yeah, so you'd have IMPROVEMENT_GARRISON_1_GREECE, and IMPROVEMENT_GARRISON_1_ASSYRIA, etc. Set NationPrereq and Asset to the right items for that nation.
 
Yeah, so you'd have IMPROVEMENT_GARRISON_1_GREECE, and IMPROVEMENT_GARRISON_1_ASSYRIA, etc. Set NationPrereq and Asset to the right items for that nation.
Yep, this is what i‘m going to do as long as / if there is no better way. :)

But this is indeed not the best solution. The xml file(s) will be veeery long, and in the game, there are events that grants a free unit or building, and those granted units or buildings will then have the standard graphics, not the custom nation specific graphics. I don‘t even know if that would be the only disadvantages. The game setup screen where uniques are listed would be… you name it.

The advantage, on the other hand would be unique names for units and buildings (Cretan Archer instead of Archer for Greece, Triarius instead of Spearman for Rome and so on). But then again, i can do uniques where i want those unique names, even when a better solution would be available.
 
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The events as well, you could make to trigger for each nation that has a unique asset. Sure, you'll have plenty of entries in the xml files, but we setup those files to work that way. You'll see we've done it plenty of times, where the same event is copied and altered slightly for each nation. Like the buy someone else's UU events.

I'm not certain if it could be done this way, but I THINK you could even have bonuses which give each unique improvement in the event, and only the valid ones are active in the event. @Solver could answer that though if it's possible.
 
Sure, you'll have plenty of entries in the xml files, but we setup those files to work that way. You'll see we've done it plenty of times, where the same event is copied and altered slightly for each nation. Like the buy someone else's UU events.
I have seen that, when i added a few religions to OW per mod last year. I mean i’ve seen all the events for shrines.

Too bad that we can‘t delete certain events, but changing them could be enough to achieve that. 🤔

I just hope the endless long xml files will not cause performance issues or other weird issues. When i do that project, i will put much effort into it and it will take years… that is why i want to do it properly.
 
Things to figure out:
• Buildings (the annoying clutter and height problem)
• Animated Improvements
• Water Effects
• Nation-specific graphics functionality (maybe i can achieve that via dll modding)
In case someone is interested but not informed because he / she is not on the OW discord:

• Buildings clutter is figured out ✅
• Animated Improvements is figured out ✅
• Water Effects and visual effects in general is figured out ✅
• City walls model and city model modding is figured out ✅
• Custom resources is figured out ✅

The only problem left is the height for terrain issue, we modders can actually modify the terrain height but cannot really control the effect that it has to the height. ❌

Work will start on the nation-specific graphics project in May, we are going to do this via unique units and unique buildings, until there will hopefully be a better system at some point in the future.

I would say, OW graphics modding is cracked by 90-99% 😊
 
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