Editing Leaders

vectorplexus

Chieftain
Joined
May 11, 2017
Messages
13
I'm trying to edit some of the Leader graphics but I'm having a few problems... (probably @Deliverator should be able to answer me)
  • The mod shows up in the game, yet when enabled doesn't get "registered" on the save. I'm not sure if this is relevant, since I'm just doing a graphic mod to overwrite the original assets, there is really no other change.
  • The edits I'm doing are just basic ones, to better understand what the workflow is... Right now I'm not even editing anything in Blender, I'm just importing/exporting/overwrite the FGX with CivNexus for Civ 6
  • The only thing I can verify is that the BLP is being cooked, as I have replaced the original BLP from the game data, by the one cooked by ModBuddy, just for test purposes, and it works... kinda...
  • Even when I replace the BLP, the rigging/weights seem to get all screwed up, and also some minor normal map issues
So basically I need to know what exactly is it that I'm doing wrong =S

Also should notice that when I use the XMLs created by CivNexus, ModBuddy is no longer able to compile/build the project, giving me several errors:

Multiple colons are not allowed in an XML name according to the XML Namespace specification.

These error are reported in both AST and GEO files, even when I only change one of them. I'm only able to build if I go grab the original AST and GEO from the pantry.

Thanks in advance!

PS-I'm fairly experienced in modding games, mostly ones that revolve around 3D, but aside from some basic XML edits I have been doing since Civ IV, I'm new to graphic modding this particular franchise, so I might be missing something completely obvious... Also here's some of the threads I already checked:

Tutorial: Converting 3D Art from Civ 5/Civ BE to Civ 6
Extract GR2 Animations into Blender and Re-Import to Civ V/Civ BE
3D Art Assets in Civilization 6: A Modding Guide
Example Modbuddy Project for 3D Model Import - T-34 2017-03-12

 
OK, I fixed the mesh going horribly wrong:
  • I disregarded the XML snippet that was meant for the AST
  • Copied the <m_Meshes> block, which fixed it, but left me Gilgamesh beardless/hairless.
  • Copied the missing Beard/Hair parts from the original GEO
So I still have 2 issues:
  • The slightly weird normals in some polygons... its a very small detail, and barely noticeable, but I can see it
  • I still dont know how to properly setup it up in ModBuddy to overwrite the original BLD with the new one

And on a different subject... What's up with the trying to edit a post, saying that it may contain inappropriate/spam content?
 
I'm bumping this... in any case anyone feels like kindly explain me how on earth can I make a mod to make the game use another leader BLP instead of a vanilla one. The edited Leader 3D asset is done, and if I replace the BLP on the game install folder, works wonderfully, just need to know how to build a mod that replaces the art. Thanks in advance =)
 
Well, I won't be able to help you with setting modbuddy, but do you have a .dep file and an .artdef file in your mod ?

edit: not sure if you need an artdef file for a replacement, but the dep file is mandatory and I think should contain something like:
Code:
        <Element>
            <LibraryName text="Leader"/>
            <PackageDependencies>
                 <Element text="YourFile.blp"/><!-- not sure if your blp should have the same name as the file used by the game -->
            </PackageDependencies>
        </Element>

in the <LibraryDependencies> section instead of

Code:
        <Element>
            <LibraryName text="Leader"/>
            <PackageDependencies/>
        </Element>
 
Code:
        <Element>
            <LibraryName text="Leader"/>
            <PackageDependencies>
                <Element text="leaders/leader_gilgamesh.blp"/>
            </PackageDependencies>
        </Element>

Yep, I have that =)

And I also have a artdef, a xlp, the geo, fgx, wig... I'm really lost =S
 
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