[Graphic Mod] Varietas Delectat v9.2 [civ specific unit sets]

...and it occured to me I havent even unpacked your CD FPK.

Oh boy, I think there's alot more art inthere. ;)
If you don't mind me asking achilleszero, what do you mean exactly with "optimizing"?
Is it removing unnecessary files from the unit folders? Optimizing the niffiles themself?
 
Oh boy, I think there's alot more art inthere. ;)
If you don't mind me asking achilleszero, what do you mean exactly with "optimizing"?
Is it removing unnecessary files from the unit folders? Optimizing the niffiles themself?

Well a small part is getting rid of useless files/folder. But the majority is optimizing the nif files. Mostly triangulating all NiTriStrips. Nitristrips perform better, but the triangles massively reduce polycount. A large number (mostly older models) have hidden meshes. Like a custom archer for example might have all the original archers original meshes just hidden. So deleting that will cut the poly and file number in half. And youd be surprised how many there are like that. I just did 80-90 for avian, and the last batch I did for LoR I did 265! Which cut the fpk by like 40MB.

A smaller numer of units I actully try to cut bake down the poly size in Max, but only do that if it really necessary, which means hardly ever.

I also resize textures. But only if they are gloss maps or anyother map besides the base map so as not to mess with the aesthetics. Also compressing maps that dont have alpha channels with DXT1 cuts the file size. And I convert any TGA files to DDS.

Im already almost done cutting up your newest ethnic cities. This latest batch of yours seems much more streamlined than the last, as in fewer over sized textures and lower poly models.
 
Avian, here are some more optimized units. They only consist of mechanical units in the [xxxx] type folders. There are still some human ones that I am working on, and it occured to me I havent even unpacked your CD FPK.

UNITS

Thanks a bunch!
I'm also interested in your optimizing of Geo's newest mod.
 
Im already almost done cutting up your newest ethnic cities. This latest batch of yours seems much more streamlined than the last, as in fewer over sized textures and lower poly models.

Nothing to do with me. I just use nifs and their associated files I find elsewhere. :D
 
Hi, do these textures appear in any of the big overhaul mods like rise of mankind or legend of revolutions? If not, are they somehow compatible? Thanks very much.
 
Hi, do these textures appear in any of the big overhaul mods like rise of mankind or legend of revolutions? If not, are they somehow compatible? Thanks very much.

There in Legends of revolution, well alot of it anyway. I have had to cut a thing or two. Not sure bout RoM, but I would probably guess that they are, its just so big not to have it in there. Just about every big mod can and does use Avians and Geo's stuff. Oh yeah and Mamba's too.
 
Quot Capita updated to v5.0: http://forums.civfanatics.com/showthread.php?t=261143
(I'm updating Varietas Delectat to v7.0 pretty soon, don't be afraid;))

Changelog:

- upgraded to Varietas Delectat v7.0
- added hunting animals for food mechanics (with Hunter promotions)
- corrected res/Fonts files
- adjusted abundance/rarity of new resources
- small production bonus when clearing jungles (1/3 of forest)
- added Modern Frigate (Highwayhoss)
- added diplomusic to Charles I
- created new Trench Infantry button
Things snatched from PIG (PieceOfMind):
- Axeman increased in cost to 40 (from 35). Same change for axeman unique units
- AIR_PATROL_RADIUS changed from 1.5 to 2.0
- Missile Cruiser iPower (used in power calculations) increased from 14 to 40
- UNIT_AI_ESCORT_SEA removed from stealth destroyers
- Ironclad movement increased to 3 (up from 2), but is a tad bit more expensive

attachment.php
 
I like the mixed mesh Greek phalanx and swordsman. I had just done the same thing to the Gallic Warrior with all of Bakuels's variant Celts. Even went so far as to give each one different animation. Was considering doing it to the phalanx too, but wasnt sure until now. But how do you make a mixed mesh unit if its not a UU? Like that greek swordsman in your pic. I only know how to do that in the UnitInfos.
 
...But how do you make a mixed mesh unit if its not a UU? Like that greek swordsman in your pic. I only know how to do that in the UnitInfos.

Look at the motorized Infantry entries in LoR's ethnic unit art file and you shall find your answer ;)
 
For version 6.1, I can't see the unit graphics for 4 civs: Babylon, Byzantium, Greece and Ethiopia. The game simply uses the default graphics for these four. All the other civs work fine. Anyone else having this problem with these 4 civs?

Quot Capita works fine though.
 
I like the mixed mesh Greek phalanx and swordsman. I had just done the same thing to the Gallic Warrior with all of Bakuels's variant Celts. Even went so far as to give each one different animation. Was considering doing it to the phalanx too, but wasnt sure until now. But how do you make a mixed mesh unit if its not a UU? Like that greek swordsman in your pic. I only know how to do that in the UnitInfos.

First, in UnitInfos you have:
Code:
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>

then in CIV4UnitArtStyleTypeInfos.xml:

Code:
				<StyleUnit>
					<UnitType>UNIT_SWORDSMAN</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_SPARTAN_GREEK</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_SPARTAN_GREEK</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_SPARTAN_GREEK</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_THEBAN_GREEK</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_THEBAN_GREEK</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_THEBAN_GREEK</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_THESPIAN_GREEK</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_THESPIAN_GREEK</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_THESPIAN_GREEK</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>
 
For version 6.1, I can't see the unit graphics for 4 civs: Babylon, Byzantium, Greece and Ethiopia. The game simply uses the default graphics for these four. All the other civs work fine. Anyone else having this problem with these 4 civs?

Quot Capita works fine though.

It is really peculiar why you are having this kind of a problem... QC uses the exact same files as VD.
 
Varietas Delectat v7.0 is uploaded

Changelog

v7.0

- updated to GeoModder's Cultural Citystyles v0.5 (with Walter Hawkwood's improved Viking cityset texture)
- added achilleszero's optimized units
- added bakuel's Greek units, and his Holy Roman, Celtic and Swedish musketmans and cuirassiers
- added improved Dreadnought model by Xenomorph
- added The Capo's Industrial Dutch units and his American Cuirassier
- added KrugerPritz's Rooikat as a mech.inf.

attachment.php
 
Very nice! This mod & QC just keep getting better!

I have a question: Will Leaders of VD & the extra civs be compatible w/ v7.0?
 
Varietas Delectat v7.0 is uploaded

Hehe, I was surprised it was not up before QC 5 (which already uses VD 7 inside) :D

Can't you just have one download with a base option of just VD and additional modules on top of that for various (or even just one big) QC submodule(s) ? Or is it a conscious decision to keep it like that ?
 
Hehe, I was surprised it was not up before QC 5 (which already uses VD 7 inside) :D

Now you can call this good marketing strategy, or what?! :lol: Seriously, it's because I'm using QC's autoplay feature to check VD for faults, and this way I already had it integrated... but you cannot complain really, I've done the VD update within a day;)

Can't you just have one download with a base option of just VD and additional modules on top of that for various (or even just one big) QC submodule(s) ? Or is it a conscious decision to keep it like that ?

Yeah, I know I should have done that... The thing is to have it easy install you have to invest quite some work more as I did not want to change base VD to WoC, which would then of course be much-much more easier.
I remember I did a version of QC in a way that you could just copy the FPKs from VD, but even this gave some users headaches, so I decided to go this way.
 
Very nice! This mod & QC just keep getting better!

I have a question: Will Leaders of VD & the extra civs be compatible w/ v7.0?

Thanks!

I'm checking them right now if they need update.

edit: aye, frak', Leaders needs to be updated at least. I really need to switch to WoC...
 
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