Fantasy Buildings

all this talk made me think: Could someone possibly make a city set for the dwarves which would be mountains, with this kind of stuff being built on it?

Edit: When I put it into the game, in the civilopedia, the building shows up as a itself, but very small, and very pink... any idea why? all the .dds files are in the same folder as the nif, so that should work...
 
Cityset I tried some way as wrote Chugginator. No work it but Cham wrote:

If the pavement appear and the houses not, there is something wrong in your xml. I'm pretty sure that is bug is inside the xml.

@ thomas.berubeg
Texture you can put on the other place but you must enter new path in nif file:
Image2.jpg


As regard size of building, here are two definitions for size:

<BuildingArtInfo>
<Type>ART_DEF_BUILDING_DUBAI</Type>
<bAnimated>0</bAnimated>
<fScale>0.7</fScale> This is for size in game
<fInterfaceScale>0.4</fInterfaceScale> this is for size in civilopedia
<NIF>Art/Structures/Buildings/Dubai/Dubai.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Builds/Dubai.dds,Art/Hrochmod_atlas.dds,1,6</Button>
</BuildingArtInfo>

As regards colour in civilopedia - it make computer settings maybe ??? On my computer are buildings and units in civilopedia a little as green :)
I have read a number of time here, that some roof (hungary parlament for example) have different colour from original building. It can be caused by colour setting on the every one compurer I think. I make part of my graphics at work and part at home. at home looks buildings different from at work :)
(Make it diffuse and specular setting of material too)
 
all this talk made me think: Could someone possibly make a city set for the dwarves which would be mountains, with this kind of stuff being built on it?

I thought they built underneath the mountains, not on top?

Edit: When I put it into the game, in the civilopedia, the building shows up as a itself, but very small, and very pink... any idea why? all the .dds files are in the same folder as the nif, so that should work...

Fix the scale how hroch said, and the pink means that the textures are not in the right folder. Make sure that they're with the nif.
 
@ thomas.berubeg
... means that the textures are not in the right folder. Make sure that they're with the nif.

Aaaaah, I bad understand you... My English :blush:
Every one Nif file for Civ have primary setting so that find texture in some folder where he is...(in oblivion, for example is other way)
Pink model (no colours) means bad path into texture or texture name error. What model it is. I can help you with it...
 
It's not really detailed on how to put new models in an existing cityset .nif :sad:

It's quite easy - only needs time and patience
All you have to do is:

1. Open modern_eu cityset (for example)
2. From menu choose add file - and add new models (It is very important that new model use the same texture)
3. Drag and Drop this red cristals from new model to the existing cityset
4. If needed adjust the location and scale of building - right click on red crystal - choose properties - and change one of the values:

- Local Rotation - This matrix use for rotating models - i can't explain this cause i'm dumb in geometry (i rotate in 3d program before export)
- Local Translation - It change location changing values makes the model move up/down left/right front/rear
- Local Scale - scales model.

5. Delete the crystal with old model.
6. Sometimes it needs changes in shadow - it isn't easy task - there isn't any good fast method for that

You may check nifviewer tutorial by Rabbit White
http://forums.civfanatics.com/showthread.php?t=161099
 
The only thing I can add that may/may not have been addressed already is that you need one dds file for the whole cityset. Or at least that's what I've been told.
 
yeah - as i mentioned - all models needs to have the same texture - so make bigger texture with different buildings and mix them for cityset
 
It's worth mentioning twice. :deadhorse:

Especially when trying to take a collection of separate buildings made over a period of weeks or months. :p
 
At the weekend I carried out my second test with cityset. Again Unsuccesfful. I&#180;am sure now, that error is in xml. I will make a little simple sityset now as 3rd test per sample an_eu.nif and I replace original. If it will displayed good, I will request to someone for xml help... :(
 
Hurry hrochland, I'm almost done with my EDC xml'ing, and will move on to something else if you don't use the "gap" between modtasks. ;)
 
Thanks, Geo. I remade an_eu cityset now. What do you need from me for xml version with Hland_style?n It is for civ4_1,61 only. system as eu city style // an_hland (as an_eu) for HROCHland Empire - ancient and mediaval ERA (same NIF for both).
Do you need my remade cityset for it?
I now finish all adjustments for my HrochMod3.3 for 1,61 Patch as final version and I will make in july version for Beyond the sword :) :) :) I look forward... :)
Thanks
Thanks
Thanks
Thanks :) :) :) :) :)
 
I only need your cityset file for testing purposes, hrochland, and when you want it to appear during the game. But strictly speaking I could whip together the xml as long as I have the name of the cityset file (an_hland thus).
If I read you right, you want the cityset to appear ONLY in the Ancient -and Medieval era (not in the Classical era which comes between those two? :hmmm: ) and it is for use in Civ4 version 1.61.
Can do.
In order to make your cityset work only for your HROCHland Empire, 3 xml files need to be adjusted: the Civ4CivilizationInfos.xml, the GlobalTypes.xml and the Civ4CityLSystem.xml file.
The easiest would be sending me the cityset file and your Civ4CivilizationInfos.xml file by PM. And a clarification on in which era's exactly you need the graphics to appear ingame of course.
 
Well, this is a "hrochland" mod I created with the basic changes in xml files.
Just put it unzipped in your mod folder, place your an_hland cityset + the necessary .dds files in the correct folder and start the mod up while playing as America. Your cityart should show up in the ancient -and classical age.

It should work for the cottages-->towns too.
 
yes, I´am glad you have noticed my error.
file: an_hland.nif
for ERAs: Ancient and Classical (first and second)
for use in Civ4 version 1.61.

in my country is now 6:30 PM. I can post you my files tomorrow 8:00 AM when I wil be at work. I write download link for you to the private message tomorrow
 
We crossposted. hrochland, please download the attachment in my previous post and follow the instructions. If it works, you might be able to paste the xml files to your mod and 't is already done then.
 
wow, you are quick. I downloaded it. This evening at home I test it. Thanks Geo. :hatsoff:


EDIT: I&#180;am in my second work now but I have read now your xml. If I understand civ displayed for first and second ERA my city set. What displayed in 3rd ERA??? what cityset a where and how is wrote it?
 
Damn, you're right. I made a mistake there.
I forgot to copy the medieval entries and put it so your artstyle would show the normal medieval cityset.
At least some of the medieval buildings wouldn't show up for your civ.

Edit: it isn't so bad as I first thought: in the medieval era, every xml entry without an explicit artstyle tag gives the graphics automatically to ALL artstyles, thus yours too.
 
Okay, the corrections are done.
Note that without knowing the setup of your cityset (how it looks) I can't do better, I can only test with this recolored ancient cityset. ;)

As it is now: ancient and classical era should show the an_hland cityset, and nothing else!
Same for the cottages. I xml'd it so that only when the medieval era starts, the an_hland city buildings are replaced by the buildings from the med_eu cityset.

Corrections in the Civ4CityLSystem -and Civ4PlotLSystem file in attachment.
(there still appears to be a graphic glitch on my system showing the wrong textures to the normal ancient cities but the xml works fine)
 
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