Graphics Modification Requests Thread

Ok guys, here I am again already.
I know what some may think: "How much do you want?" ... "Tree Fiddy" ... :mischief: ... :rolleyes:

---------

But we simply still have more Bonus Ressources that are missing animations.
Good news: Those seem to be the last ones though. (Unless I missed one in my checks.)
  • Cabybara: Hunted for Fur and Food
  • Tapir: Hunted for Fur and Food
  • Redfox: Hunted for Premium Fur
  • Arcticfox: Hunted for Premium Fur
  • Iguana: Not completely sure yet. Giving a bit of food to survive in a desert?
---------

Credits for original graphics:
Those were originally Unit graphics from Caveman2Cosmos mod.
(Thus also the skeleton most likely does not make sense for a resource.)

---------

Since they are wild animals, not living in large groups, it might be better to have them only as a pair of 2.
If they would simply be walking / running around a bit, I would be perfectly happy.

But as always, as long as it moves, I will take whatever I get.
Thanks in advance for all help. :thumbsup:

Spoiler :






 

Attachments

  • iguana.rar
    43.6 KB · Views: 27
  • Capybara.JPG
    Capybara.JPG
    162 KB · Views: 308
  • Red_Fox.JPG
    Red_Fox.JPG
    167.3 KB · Views: 302
  • capybara.rar
    29.6 KB · Views: 25
  • Tapir.JPG
    Tapir.JPG
    168.9 KB · Views: 308
  • Polar_Fox.JPG
    Polar_Fox.JPG
    175.5 KB · Views: 304
  • Iguana.JPG
    Iguana.JPG
    163.3 KB · Views: 310
  • arcticfox.rar
    58.2 KB · Views: 27
  • redfox.rar
    67 KB · Views: 23
  • tapir.rar
    63.4 KB · Views: 21
Last edited:
I am a bit tired and unconcetrated today.
Seems like I somehow caught a cold.
Yeah, I got a booster shot friday, and it really kicked my ass yesterday. :vomit:

Why do some of the ressources you created use the Sheep_NO_SOUND.kfm and others still use the Sheep.kfm?
What is the difference between those 2 other than obviously one having sound and the otherone not?

I did the "sheep_NO_SOUND" after the other birds were already done. It is identical to the vanilla sheep animations except I removed the sheep sound effect. You don't have to use it.

I've made a button for everything, but I was wondering how to set up a font button. I am assuming <FontButtonIndex> refers to the unit/resource atlas. If so, is it possible to add the individually rather than making a new atlas?
 
<FontButtonIndex> refers to the unit/resource atlas
No, this actually does not refer to the Button, but to the tiny GameFont icon.
(It is the ID of the icons in the "row for Bonus Ressources" in GameFonts.)

e.g. the new GamFonts I recently created for our mod look like this:
(The 2 row at the bottom is the "row for Bonus Ressources" in our mod. Its IDs can be changed or read by DLL.)


By the way:
You can create any layout of GameFont you want.
But you may have to adjust DLL referencing accordingly.
So every mod can basically have different GameFonts.

As a small info:
@Nigthinggale wrote a small ingame debugger for GameFonts for WTP. (see spoiler)
It is really useful and if anybody wants to use the code he is of course welcome to do so. :thumbsup:
(We also have other several other ingame debuggers and ingame modding tools of course.)
Spoiler :



----

The Buttons can easily be referenced as a file path to a single file like e.g. this:
Spoiler :
<Button>Art/interface/buttons/Beaver_Button.dds</Button>

But you can also reference Buttons by coordinates in an Atlas (of course also a file):
Spoiler :
<Button>,Art/Interface/Buttons/Unit_Resource_Atlas.dds,6,13</Button>
 

Attachments

  • GameFonts.JPG
    GameFonts.JPG
    178.8 KB · Views: 322
  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    177.6 KB · Views: 310
Last edited:
I know what some may think: "How much do you want?" ... "Tree Fiddy" ... :mischief: ... :rolleyes:
Well, I was rather thinking: "If Ray looks like this when retired from modding, what does he look like when active?" :lol: :p
 
Well, I was rather thinking: "If Ray looks like this when retired from modding, what does he look like when active?" :lol: :p
I revoked my retirement from public modding once more a while ago. So no, this old modder is still active. :old:
(I tried to explain why I so often retired and then later returned to public modding in the last 13 years - see here.)
 
Last edited:
I revoked my retirement from public modding once more a while ago. So no, this old modder is still active. :old:
(I tried to explain why I retired and then later returned to public modding in the last 13 years again and again here.)
No worries! I was just kidding :LOL:
 
But we simply still have more Bonus Ressources that are missing animations.
Tapir.jpg Iguana.jpg Turkey_New.jpg Arctic_Fox.jpg Red_Fox.jpg Capybara.jpg
Here you are. I redid the turkeys. Reduced the file size by 70-80%.
I tried also including the game fonts. I tested a couple. The game only seems to use the "GameFont_75.tga" file. The larger one would have been better since anything shrunk down to 16x16 is unrecognizable fuzz.

BTW Iguanas would probably be found in forest and jungles. Not desert.
 

Attachments

  • Resources.rar
    840.3 KB · Views: 29
MightyToad, have you thought about posting these in the database? More people could find them there.
 
MightyToad, have you thought about posting these in the database? More people could find them there.

Without the fonts they aren't really ready for the d/l section (the previous ones). Someone needs to set up a module with everything (tobacco, cotton, ect) including the pedia and fonts and XML stuff.
Not it. :mischief:
 
Here you are.
Thanks a lot. :hug:

I will test them all this evening and give feedback. :thumbsup:
(I am pretty sure however that all of them work awesomely.)

Someone needs to set up a module with everything (tobacco, cotton, ect) including the pedia and fonts and XML stuff.
That "everything" (including all Bonus Resources available) more or less sounds like a complete mod already? :think:
But sure, we will publish the next release of our mod "We the People" and then "everything" we have will be available for other modders as well. :)

------

But generally I see no problem in putting the same .rar packages you attached here in the Download Sections of Civ4 as well.
(Every modder with a bit of XML and 2D graphics knowledge could easily integrate them in his mod.)

---------

Who cares if some GamFont Icons or Pedia entries are not yet provided?
(They are really easy to create in comparison to 3D graphics or animations.)
  • The 2D GameFont Icon is basically just a scaled down 2D image. (16x16 or 21x20)
  • The Pedia Entry could simply be some text from wikipedia put into XML.
It takes a few minutes to create such GameFont Icons once you learned Gimp and GameFontEditor.
(DXTBmp is not bad either sometimes to do file conversions but for GameFont Icons it is not needed.)

---------

But if that is really the only problem, I can provide them - it is a matter of minutes to extract them from our mod.
(In our mod all of that stuff has of course already been created for all our Bonus Ressources.)

Just let me know if you want to have that stuff. :thumbsup:
 
Last edited:
@MightyToad
They all work perfectly. :clap:
I love their animations. :worship:

Spoiler :







 

Attachments

  • Civ4ScreenShot0004.JPG
    Civ4ScreenShot0004.JPG
    174 KB · Views: 701
  • Civ4ScreenShot0002.JPG
    Civ4ScreenShot0002.JPG
    177.8 KB · Views: 693
  • Civ4ScreenShot0005.JPG
    Civ4ScreenShot0005.JPG
    170.3 KB · Views: 692
  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    175.5 KB · Views: 693
  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    170.4 KB · Views: 701
  • Civ4ScreenShot0006.JPG
    Civ4ScreenShot0006.JPG
    127.6 KB · Views: 701
Hi guys,

just in case this might be interesting for Civ4BTS modders, I leave this here as well. :dunno:
(It is really good quality considering the textures and almost a pitty if nobody would like to use it.)
Spoiler :



It is again a converted Unit graphic from Caveman2Cosoms.
(So skeleton and such most likely is unusable for any animation.)

It is pretty great texture quality but probably needs to be redone completely otherwise.
Maybe some other Civ4BTS modder might want to use it and have it animated. :dunno:

To avoid unnecessary efforts:
I can not use it for our WTP, because there were no Wild Boars in the Americas before the Europeans arrived.
So unless anybody else wants to use it, please do not invest efforts to animate it in vain.
It only makes sense to animate it if somebody else wants to actually use it in his mod.

----

@MightyToad:
For the moment we have everything that we need. :thumbsup:
Thus I will stop annoying you for some time. :)

Thanks again for all the efforts you put into those animations. :hug:
You did our mod a great favour and I hope we can repay it one day. :cooool:

Spoiler :

2 more of our bonus ressources still need to animated but one of our own modders wants to give it a try and thus also learn.
All the other Bonus Ressources I created are mostly plants and thus do not need any animations.
 

Attachments

  • Wild_Boar_Resource.JPG
    Wild_Boar_Resource.JPG
    20.3 KB · Views: 559
  • Boar.rar
    129.6 KB · Views: 25
Last edited:
Please tell me what you want me to give you more specifically. :)
(I could throw a lot of Civ4Col / WTP XML at you but that would not really help a Civ4BTS mod.)

Just Pedia Text XML entries and GameFont Icons ?
(e.g. as separate files for each Bonus Ressource)

Can give you that at the weekend. :thumbsup:

-----

Because everything else considering balancing is highly mod specific. :dunno:
(e.g. balancing for TerrainFeatures, Terrains, Improvements, Yields ...)

Nothing else I could give you considering XML would probably even work or make sense in any Civ4BTS mod.
(We have TerrainFeatures, Terrains, Improvements, Yields ... in WTP / Civ4Col that Civ4BTS does not even know.)

e.g. compare the setup of our BonusRessource Sheep in WTP
(Many of the Terrains, Terrain Features, Yields ... do not exist in Civ4BTS.)
  • There is e.g. no "YIELD_SHEEP" in Civ4BTS.
  • You also have no "TERRAIN_SHRUBLAND" in Civ4BTS to my knowledge.
  • And I guess something like a "FEATURE_THICKET" also does not exist.
We also have custom coded XML tags that even other Civ4Col mods do not know.
(e.g. "iHealthEffectFromRessource" or "bCoastalLandOnly")

Spoiler :

Code:
        <BonusInfo>
            <Type>BONUS_SHEEP</Type>
            <Description>TXT_KEY_BONUS_SHEEP</Description>
            <Civilopedia>TXT_KEY_BONUS_SHEEP_PEDIA</Civilopedia>
            <ArtDefineTag>ART_DEF_BONUS_SHEEP</ArtDefineTag>
            <BuildingType>BUILDING_BONUS_SHEEP</BuildingType>
            <YieldChanges>
                <YieldIntegerPair>
                    <YieldType>YIELD_SHEEP</YieldType>
                    <iValue>2</iValue>
                </YieldIntegerPair>
            </YieldChanges>
            <iHealthEffectFromRessource>0</iHealthEffectFromRessource>
            <iAIObjective>0</iAIObjective>
            <iPlacementOrder>2</iPlacementOrder>
            <iConstAppearance>15</iConstAppearance>
            <iMinAreaSize>2</iMinAreaSize>
            <iMinLatitude>0</iMinLatitude>
            <iMaxLatitude>90</iMaxLatitude>
            <Rands>
                <iRandApp1>15</iRandApp1>
                <iRandApp2>0</iRandApp2>
                <iRandApp3>0</iRandApp3>
                <iRandApp4>0</iRandApp4>
            </Rands>
            <iPlayer>0</iPlayer>
            <iTilesPer>8</iTilesPer>
            <iMinLandPercent>0</iMinLandPercent>
            <iUnique>1</iUnique>
            <iGroupRange>0</iGroupRange>
            <iGroupRand>0</iGroupRand>
            <bArea>0</bArea>
            <bPeaks>0</bPeaks>
            <bHills>1</bHills>
            <bFlatlands>0</bFlatlands>
            <bNoRiverSide>0</bNoRiverSide>
            <bRiverSideOnly>0</bRiverSideOnly>
            <bCoastalLandOnly>0</bCoastalLandOnly>
            <TerrainBooleans>
                <TerrainBoolean>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bTerrain>1</bTerrain>
                </TerrainBoolean>
                <TerrainBoolean>
                    <TerrainType>TERRAIN_SAVANNAH</TerrainType>
                    <bTerrain>1</bTerrain>
                </TerrainBoolean>
                <TerrainBoolean>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bTerrain>1</bTerrain>
                </TerrainBoolean>
                <TerrainBoolean>
                    <TerrainType>TERRAIN_SHRUBLAND</TerrainType>
                    <bTerrain>1</bTerrain>
                </TerrainBoolean>
                <TerrainBoolean>
                    <TerrainType>TERRAIN_PLAINS_FERTILE</TerrainType>
                    <bTerrain>1</bTerrain>
                </TerrainBoolean>
            </TerrainBooleans>
            <FeatureBooleans>
                <FeatureBoolean>
                    <FeatureType>FEATURE_LIGHT_FOREST</FeatureType>
                    <bFeature>1</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_LICHEN</FeatureType>
                    <bFeature>1</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_MOSS</FeatureType>
                    <bFeature>1</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_THICKET</FeatureType>
                    <bFeature>1</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_LUSHGRASS</FeatureType>
                    <bFeature>0</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_MEADOW</FeatureType>
                    <bFeature>1</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_SHRUB</FeatureType>
                    <bFeature>0</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_TAR_PIT</FeatureType>
                    <bFeature>0</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_CRATER</FeatureType>
                    <bFeature>0</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_IMPASSABLE_MOUNTAIN</FeatureType>
                    <bFeature>0</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_ROCK_FORMATIONS_DESERT</FeatureType>
                    <bFeature>0</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_ROCK_FORMATIONS_TEMPERATE</FeatureType>
                    <bFeature>0</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_ROCK_FORMATIONS_POLAR</FeatureType>
                    <bFeature>0</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_SALT_PAN</FeatureType>
                    <bFeature>0</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_SALT_DRAINAGE</FeatureType>
                    <bFeature>0</bFeature>
                </FeatureBoolean>
                <FeatureBoolean>
                    <FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
                    <bFeature>0</bFeature>
                </FeatureBoolean>
            </FeatureBooleans>
            <FeatureTerrainBooleans>
                <FeatureTerrainBoolean>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bFeatureTerrain>1</bFeatureTerrain>
                </FeatureTerrainBoolean>
                <FeatureTerrainBoolean>
                    <TerrainType>TERRAIN_SHRUBLAND</TerrainType>
                    <bFeatureTerrain>1</bFeatureTerrain>
                </FeatureTerrainBoolean>
                <FeatureTerrainBoolean>
                    <TerrainType>TERRAIN_PLAINS_FERTILE</TerrainType>
                    <bFeatureTerrain>1</bFeatureTerrain>
                </FeatureTerrainBoolean>
                <FeatureTerrainBoolean>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bFeatureTerrain>1</bFeatureTerrain>
                </FeatureTerrainBoolean>
                <FeatureTerrainBoolean>
                    <TerrainType>TERRAIN_SAVANNAH</TerrainType>
                    <bFeatureTerrain>1</bFeatureTerrain>
                </FeatureTerrainBoolean>
            </FeatureTerrainBooleans>
            <bUseLSystem>0</bUseLSystem>
        </BonusInfo>


----

Summary:

I can give you guys whatever you want. :dunno:
I just need to know a bit more specifically what you really want or need. :thumbsup:
But be aware that there are big differences in XML of Civ4Col and Civ4BTS.

Spoiler :

It is all also publically available in our repository here.

--> Chose brach "Plains"
(It is the newest development branch.)

Be aware that it is a Civ4Col mod.
It will not work in Civ4BTS.
 
Last edited:
BTW the boar nif is empty. :eek:
What do you mean with "empty"? :confused:

I just dowloaded the .rar again and checked the NIF. This is what I see.
(I have no idea if that structure is correct - most likely it is not - but it does not seem empty.)
Spoiler :


 

Attachments

  • NIF_Boar.JPG
    NIF_Boar.JPG
    193.7 KB · Views: 225
I am looking for a graphic (maybe converted from Railroads) which can be used for the transsibirian railroad. It is for a building/wonder, so animations are not needed. I would prefer an engine like this:

and a passenger car I can add to this engine (maybe multiple times, but the train won't become that long).

It does not need to be exactly this engine, any other suitable engine may do, too.
 
I am looking for a graphic (maybe converted from Railroads) which can be used for the transsibirian railroad. It is for a building/wonder, so animations are not needed. I would prefer an engine like this:

Here you go. I think the locomotive is a close relative of the one depicted, and the goods car is more or less appropriate. The passenger car I like less, and it is somewhat stylistically different, so I'd recommend making a cargo train. :)
 

Attachments

  • train.zip
    123.9 KB · Views: 21
Wow, that was quick - and I like the models. I will put them together and look what I like best.
Thank you very much. :goodjob:
 
Top Bottom