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[Development] Alternative Map during 1.17

Okay, I will investigate. I guess that the texture file is causing the issue, as all new varieties except the hybrid version use a new custom file.
 
I think so too. A possible reason might be that you exported the underlying bitmap file of the texture in a format the game cannot handle. For example, GIMP by default exports 24bit BMPs but the game usually expects 16bit 5R6G5B BMPs for its DDS files.
 
Strange. I don't have this problem myself. :think:

EDIT:
Could it be that I don't generate mipmaps when exporting? The vanilla tree texture file does have it.
EDIT2:
I've updated the PR with the texture files having mipmaps. Can you test if this fixes the problem?
 
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New update:
- more diverse forests and taiga varieties in Canada
- placed mixed forest across the map
- corrected prime meridian and equator locations
 
Strange. I don't have this problem myself. :think:

EDIT:
Could it be that I don't generate mipmaps when exporting? The vanilla tree texture file does have it.
EDIT2:
I've updated the PR with the texture files having mipmaps. Can you test if this fixes the problem?
I'm not sure, but I will look again.
 
There is already the potential for flickering in the vanilla/blue marble textures. For example in DOC if I build a city on a cow resource I often get flickering on that tile. I don't know if this helps but it could indicate a deeper problem
 
And it does! Weird that this made no difference for you, maybe our graphics settings are different.
 
And to make it official: merged a pull request by merijn_v1:
- fixed Savanna feature art
- corrected bamboo forest texture
- fixed texture for taiga and bamboo forest
- added tropical forest variety
 
New update: placed bamboo and tropical forests on the map
 
And it does! Weird that this made no difference for you, maybe our graphics settings are different.

Great. From now on, I will always save my dds files with mipmaps to avoid this problem.

Does this problem also happen to the wonders I created custom art for (Frontenac etc.)? I also didn't use mipmaps for those, so they can also have this problem.
 
Could be, I know some wonders have a similar looking problem, I just never said anything about that because it's not nearly as visible. I will review all wonders in game.

By the way the wiki article about mipmapping explains why they solved this problem: they are a tool to render graphics without aliasing at varying levels of detail, which is exactly the problem I had when zooming out.
 
Could it be that I don't generate mipmaps when exporting? The vanilla tree texture file does have it.

Great. From now on, I will always save my dds files with mipmaps to avoid this problem.

Generate mipmaps wherever a model needs to be zoomed (terrain, buildings, units,, etc). Models that never get zoomed (leaderheads, UI elements, etc) don't need textures with mipmaps (saving a little bit of space/memory).
 
Thanks, that's a good guideline.

@merijn_v1 This also suggests it would be a good idea to look into the wonders you've made as well.
 
I think I will generate mipmaps for my new wonders just to be sure.

Over the years, I changed many dds and never generated mipmaps. There are probably many files that could use mipmaps. Maybe I can think of some.
 
Merged a pull request by merijn_v1: fixed rainforest texture
 
I have an idea how to get graphical resource varieties working. It's a lot less clean than what I originally had in mind but was prevented from implementing because the interface to the exe is too rigid, but it should work.
 
This is progress right?
Spoiler :
Civ4ScreenShot0079.JPG
 
Getting there ...
Spoiler :
Civ4ScreenShot0080.JPG

This is actually a good sign if I understand this right there might be a better solution after all.
 
Okay actually forget everything bad I said about the interface to the exe. I can do whatever I want.
 
The stunning conclusion:
Spoiler :
Civ4ScreenShot0081.JPG

I successfully implemented that you can have one resource on a tile that for all intents and purposes behaves like itself except that it is displayed on the map as another resource. Like here, the cursor is over the tile that looks like Amber but the tooltip still shows it as the salt resource it actually is.

The next step is adding a bunch of dummy resources that are bGraphicalOnly and function as varieties for existing proper resources. Since their stats never matter unless they are placed as proper resources on the map, this should have no impact on the game.

The only trouble I can foresee is if the variety expects a different improvement (i.e. the base resource is land based and the variety is maritime, which I already intend for Dye), but otherwise all that's missing is including this into the WBSave file. Next step is digging into a bunch of other mods and the download database for resources that are interesting candidates for this.
 
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