Psychic_Llamas
Wizard in the Making
nice work vehem 

Vehem please could you also change the improvement art to be like the new city art? I really hate the horrible blue sky scrapers you get when you change to OO. Can't wait for civ-specific, religion-specific art. Would be awesome.
Not sure about using mediteranean art for the lanun though. I would have used something wooden and rotten looking. Would be more Pirates of the caribbean-esque. Perhaps the med. art could be used for the malakim or kuriotates, unless you have other plans for them.
They look great! For the Belseraph though, maybe mixing some elven style buildings with some of the grig style and recoulouring them a bit? Bright yellow + red would look good I think. Their towns should be more compact then it is now if thats possible. Just to give a sort of mad, carnival feeling.
I did have a theory about mixing up styles for the Balseraphs, but it seems that a city will only use a single texture file - all buildings that don't use that texture will be incorrectly textured.
Does anyone know a way to allow a city to use multiple textures?
only seperate objects in blender can have each a texture. so the texture is given to the object. this means, if you "break" the houses object in blender, by going into edit mode and then select a view houses you want to use different textures, then you should be able to do: edit-vertices-seperate and such create a new object, which then can have a new texture.
try itjust describing from memory right now, never worked on buildings / cities , though.
I remember a discussion about that, between chamaedrys and someone else (chugginator, maybe?)...
I think the consencus was that it was a system limitation, and that only one testure was aloud per city set...
Think that might have been the thread I found too, along with Chamaedrys' tutorial thread. Shame - but can be worked around mostly.
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In anycase, I've reworked the Balseraph a little - some of the translated UV-faces were off and the roofs of certain buildings looked very odd. Should be a little better now. I've also rehued them to give the "yellow/red" look mentioned earlier (though a little subtler than my first attempt - that was "bright", but butt-ugly).
Yeah that's a limit unfortunatly but you should be able to combine different citysets into one by assigning different batchgroups in the xml. but well you probably know that already![]()
So do these new city types remain regardless of religion?
Al
Actually not
I'd seen "batchgroup" but hadn't a clue of what it was used for. Can you elaborate a little? Sounds like it might well be able to do what I've been trying to get it to do for a while...
EDIT: I think I've got it - multi-cultural Balseraph cities coming up...
Thanks Ploep![]()
If you are able to combine 2 citysets (and only 2) wouldn't it be nice to reserve slot 2 for blending in a religion? Could make it quite easy to achieve the religious shifts then. Just 7 second sets to blend.