Graphical Quibbles...

I forgot to put one texture file in the attachment, but you can do it yourself: put the unity_pod.dds in the art/shared folder. It's for the "flash" of the worked marine labs. Now it should be located in art/structures/improvements/unity pod folder.
 
I've looked over the files now. Looks all good! I didn't copy over Alpha Prime though, as that building is a woodelf model which uses TriStrips instead of TriWhatWasItCalled, and has a high polycount which I assume someone like Lord Tirian could reduce without hurting looks.
 
I'll try to keep in mind Alpha Prime is off-use for the time being.

Thinking about HQ's, do you know who created the texture files for the faction's landing pods? There aren't HQ's for the SMAX factions now, and it could be used as a temporary HQ replacement.
Further more, if Expansion Era game starts become the norm among the fans of Planetfall, those factions have at least an initial HQ depiction until the first Expansion tech is researched.
 
I've looked over the files now. Looks all good! I didn't copy over Alpha Prime though, as that building is a woodelf model which uses TriStrips instead of TriWhatWasItCalled, and has a high polycount which I assume someone like Lord Tirian could reduce without hurting looks.
Probably... I'll wanted to tackle the CyCon cityset anyway after finishing what I'm working on now, a Drone cityset.

I'm still fairly busy with university stuff (and some free time was sunk into Mass Effect 2 :blush: ), but I'm working on the Drone cityset whenever I have a bit of time and drive to do 3D stuff. I've attached a screenshot of some of the buildings I have so far. I wanted to go for an industrial look with lots of concrete and metal and copper pipes (copper, because it goes a bit towards the dark red faction colour of the Drones). I want to reserve the golden roof elements from the diplo landscape for the HQ (and perhaps the governor's office, so every non-HQ has one building with golden roof).

Anyway, I'd like to hear a bit of feedback, for example I think I might need to make the grey concrete a bit darker in general, but I'll probably wait until I get something in-game to see how it works out.

Cheers, LT.
 

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In general, it looks promising LT. Though some of those buildings remind me of the 19th century "industrial style". ;)
Personally, I'd avoid letting the buildings look too square like the bottom left one. The bottom right one has more angles and is still fine in my opinion under this remark.
Texture-wise, I think the Drones would use more ground-level cargobays (and thus gates) to move things around. Perhaps something to break the monotomy of the concrete?
 
The building model look good, but I must say I don't really like the texture. I'd prefer something closer to the graphics in drone.pcx: two colours used there: grey metallish in the base graphic, and brownish in the wallpaper.
 
Is the save from patch a or b?

nm, I already found out that neither version will load this save.
It keeps on asking to restart the mod. Below is the error popup I receive.
O yes, first I tried to load it in patch a. Then, after upgrading to patch b, the same error happens.

I can start a new game in patch b though.
 

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The building model look good, but I must say I don't really like the texture. I'd prefer something closer to the graphics in drone.pcx: two colours used there: grey metallish in the base graphic, and brownish in the wallpaper.
Further progress: I changed the texture to look closer to the metal grey of the base graphics and the browns of the wallpaper - and I decided to use the gold for more than the HQ, because it seems to spruce up the overall set. I also made more models, including one for the HQ (this time, I removed the deep foundations from the screenshot, so it's closer to what it would look like eventually). Any comments how good or bad it looks so far?

EDIT:
It keeps on asking to restart the mod. Below is the error popup I receive.
Just tried it out... the error pops up, because Maniac names his Planetfall-directory "Planetfall" instead of "Planetfall v13" - a quick rename and editing in the civ4.thm are enough to open the save. I also see the red blob, but curiously enough, it's not the rover that is redblobbed (you can see it in the stat window as well), but more like there's a red blob attached to it. Why? No idea.



Cheers, LT.
 

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Any comments how good or bad it looks so far?

Looks better IMO. Still I wonder if it would look even betterer if something like the Maintenance Bay or Assembly Plant texture was used for grey metal.

I also see the red blob, but curiously enough, it's not the rover that is redblobbed (you can see it in the stat window as well), but more like there's a red blob attached to it. Why? No idea.

An unfitting animation?
 
The HQ (biggest building) looks awesome. :goodjob:
Overall, the set seems to imply Drones have still a fair amount of underground structures. Not as profound as the Hive, but still alot.
Two nitpicks: the copper-colored reactorlike structure looks too bland with only this one main color. One or two horizontal different-colored bands (the same color as the HQ's rooftop perhaps?) might break this monotomy. But I reckon you use the same texture part as for the pipes on all other buildings.
The second nitpick is the smallish gate on the 2x1 building most to the left. The gate simply doesn't scale with the gates on other buildings.

Do you have ideas for more buildings in this set? I feel that the bigger ones sure would look good as some Drone base facilities too instead of use in the cityset itself...
 
Looks better IMO. Still I wonder if it would look even betterer if something like the Maintenance Bay or Assembly Plant texture was used for grey metal.
I'll try... cityset texturing is a pain, because all buildings need to use the same - and I don't want to use a bigger texture than Firaxis and still need to fit all the stuff on one. Makes it hard to come up with a good one.
An unfitting animation?
Doubt it, considering that the rover isn't animated at all - and that the issue is totally confined to that single rover (btw: I just reloaded the save and now the entire rover is redblobbed) - I also checked out the resmgr.log-file (since it lists missing files), it's rather confusing:
Spoiler :
RESMGR: Scene file Art/Structures/Cities/morganites_eu.nif failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Texture plantation2a.dds failed to load
RESMGR: Texture plantation2a.dds failed to load
RESMGR: Texture plantation2a.dds failed to load
RESMGR: Texture plantation2a.dds failed to load
RESMGR: Texture plantation2a.dds failed to load
RESMGR: Texture plantation2a.dds failed to load
RESMGR: Texture FlagDECAL.dds failed to load
RESMGR: Texture PlayerColor01.tga failed to load
RESMGR: Texture PlayerColor02.tga failed to load
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: ---- Unloading ----
Is there something useful in there? I'm surprised to see all these I/O errors. That looks rather unusual, haven't seen that before, AFAIK.
The HQ (biggest building) looks awesome. :goodjob:
Overall, the set seems to imply Drones have still a fair amount of underground structures. Not as profound as the Hive, but still alot.
Yeah, the HQ has the advantage of having a wallpaper as reference and that I can go for a couple of extra polys with it, since it's essentially a wonder. The cityset needs to be made up and kept to around 100-200ish per building. That hurts the looks. The underground look is semi-intended. I didn't explicitly wanted to convey that look, but I imagined that they have a lot of infrastructure and supply systems underground - possibly even directly connected to mines surrounding the city - hence the pipes.
Two nitpicks: the copper-colored reactorlike structure looks too bland with only this one main color. One or two horizontal different-colored bands (the same color as the HQ's rooftop perhaps?) might break this monotomy. But I reckon you use the same texture part as for the pipes on all other buildings.
The second nitpick is the smallish gate on the 2x1 building most to the left. The gate simply doesn't scale with the gates on other buildings.
Good catch on the gate - and for the big copper-coloured building - that was supposed to be a huge silo or tank (see the Drone diploscape), but it could need some extras.

Cheers, LT.
 
Good catch on the gate - and for the big copper-coloured building - that was supposed to be a huge silo or tank (see the Drone diploscape), but it could need some extras.

Ah yes, I remember this silo building now. And I recognize the tall chimney too.

A sort of "safety marker" lines perhaps (yellow/black)?
 
I'll try... cityset texturing is a pain, because all buildings need to use the same - and I don't want to use a bigger texture than Firaxis and still need to fit all the stuff on one. Makes it hard to come up with a good one.

Do you know how graphic requirements work, and what the reason is why Firaxis only uses a single small texture for generic citysets? Is the texture loaded only once, or is it loaded in the memory for each and every building that uses it?

Reason I ask is that I'm wondering if putting the Maintenance Bay and Assembly Plant texture in the shared folder would help? Or would that triple the video memory requirement for each individual building of that set displayed in the game?
 
Do you know how graphic requirements work, and what the reason is why Firaxis only uses a single small texture for generic citysets? Is the texture loaded only once, or is it loaded in the memory for each and every building that uses it?

Reason I ask is that I'm wondering if putting the Maintenance Bay and Assembly Plant texture in the shared folder would help? Or would that triple the video memory requirement for each individual building of that set displayed in the game?

We discussed this issue in the Cultural Citystyles thread some time ago. In the end we concluded that Firaxis MUST have worked things out that a cityset .dds file was only loaded once, despite how many cityset buildings use the same texture. The alternative meant a memory hog you can't imagine.
The same holds for sure for the Art/Shared folder. The GameEmbryo engine first looks for texture files in this folder, and then in the folder where the object (the .nif thus) is located. So any texture file put in Art/Shared can be used by .nifs in multiple other folders. Once a texture file is in the art/shared, you can remove it from its "home" folder with the .nif that uses it.

The only downside of this is that the .nif will look blank/white in nifskope and pink in sceneviewer on those spots that use the missing texture file(s) if you open it.
 
Reason I ask is that I'm wondering if putting the Maintenance Bay and Assembly Plant texture in the shared folder would help? Or would that triple the video memory requirement for each individual building of that set displayed in the game?
Basically what GeoModder said - there's also the issue that citysets don't take it well to have more than two textures (meaning you have one free for your buildings, one for the shadows) - that just happened to me: I accidentally mixed the new cityset with some of the prefab-style buildings... and for some reason, it mixed up textures in a weird way.

That's why I'm sticking to what GeoModder said a while ago in his thread: One cityset = one texture (plus shadows).

Anyway, I'm still working on it, with a WIP screenshot (warning, huge picture): I'm still fiddling around with the mix of 1x1 buildings (for example, I removed the 1x1 smokestack to avoid having too many smokestacks in the cityset - so I need a replacement to keep some variety), but I followed your suggestion and incorporated some metal plates into the texture. Also: first attempt at a ground texture, but I think it still needs some work. And oh, I need to work on the shadows, currently they're from some Firaxis cityset and don't fit at all!

Cheers, LT.
 

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That's why I'm sticking to what GeoModder said a while ago in his thread: One cityset = one texture (plus shadows).

Actually, IIRC what I said was that one cityset .nif can only have one texture. Ingame it is possible to show buildings from 2 cityset .nifs with different textures if you don't forget to use the iBatchGroup attribute in CityLSystem. ;)
 
Actually, IIRC what I said was that one cityset .nif can only have one texture. Ingame it is possible to show buildings from 2 cityset .nifs with different textures if you don't forget to use the iBatchGroup attribute in CityLSystem. ;)
Ah, makes sense (and that's how CC works!) - I think one cityset nif is still good enough, but good to know, might come in handy at some point! :)

Cheers, LT.
 
Anyway, I'm still working on it, with a WIP screenshot

Looks much better IMHO!

One possible idea:do you think it would look good if the colour of the building from where the arrow starts would be used for the roof of the building the arrow points to?
 
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