Graphics Modification Requests Thread

Yeah... It didn't... Nif created red blobs of doom; certain I screwed up tried dds, game never started. As you can imagine, this is sub-optimal. :)
That does sound more like your entry in one of the xml files is flawed. Maybe check the code again.
 
That does sound more like your entry in one of the xml files is flawed. Maybe check the code again.

Will do. As I am not accustomed to graphics in my modding, errors are kinda inevitable. :)

Edit: An error found, left animated as 1 (copied fall-out entry). The game loads after edit, and blizzard button in civilopedia ( took from AoI) shows the feature exists, but ingame uncharted areas have weird greyish patches, and the game crashes upon trying to enter worldbuilder, so I guess that the game does not know how it should look like. I wonder if my fscale or finterfacescale should be other than 1.0 or what gives?
 
Will do. As I am not accustomed to graphics in my modding, errors are kinda inevitable. :)

Edit: An error found, left animated as 1 (copied fall-out entry). The game loads after edit, and blizzard button in civilopedia ( took from AoI) shows the feature exists, but ingame uncharted areas have weird greyish patches, and the game crashes upon trying to enter worldbuilder, so I guess that the game does not know how it should look like. I wonder if my fscale or finterfacescale should be other than 1.0 or what gives?
Hm, don't think fscale or finterfacescale can cause crashes. Maybe if you could post your code for this feature, I could take a look at it. Also maybe make a screenshot of the greyish patches.
 
attachment.php


What do you think? Wasn't a lot I could do to change the clothing to make him look more pre-colonial, so I settled on retexturing them with traditional Polynesian tapa cloth. The little patch on his right shoulder is unavoidable sadly, the model's arms are mirrored and his left shoulder just looked wrong without it there.
Whoa, he looks really good! I also like background, and the shoulder thing doesn't bother me at all. Thanks a lot!
 
Hm, don't think fscale or finterfacescale can cause crashes. Maybe if you could post your code for this feature, I could take a look at it. Also maybe make a screenshot of the greyish patches.

There is the screenshot.

here is the codes:

Spoiler :
<FeatureInfo>
<Type>FEATURE_STORM</Type>
<Description></Description>
<Civilopedia></Civilopedia>
<ArtDefineTag>ART_DEF_FEATURE_STORM</ArtDefineTag>
<YieldChanges/>
<RiverYieldChange/>
<HillsYieldChange/>
<iMovement>2</iMovement>
<iSeeThrough>0</iSeeThrough>
<iHealthPercent>0</iHealthPercent>
<iDefense>0</iDefense>
<iAppearance>2000</iAppearance>
<iDisappearance>1000</iDisappearance>
<iGrowth>1000</iGrowth>
<iTurnDamage>5</iTurnDamage>
<iWarmingDefense>0</iWarmingDefense>
<bNoCoast>0</bNoCoast>
<bNoRiver>0</bNoRiver>
<bNoAdjacent>0</bNoAdjacent>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiver>0</bRequiresRiver>
<bAddsFreshWater>0</bAddsFreshWater>
<bImpassable>0</bImpassable>
<bNoCity>0</bNoCity>
<bNoImprovement>0</bNoImprovement>
<bVisibleAlways>0</bVisibleAlways>
<bNukeImmune>0</bNukeImmune>
<OnUnitChangeTo/>
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
<FootstepSounds>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
</FootstepSounds>
<EffectType>NONE</EffectType>
<iEffectProbability>0</iEffectProbability>
<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
</FeatureInfo>

and
Spoiler :

<FeatureArtInfo>
<Type>ART_DEF_FEATURE_STORM</Type>
<bAnimated>0</bAnimated>
<bRiverArt>0</bRiverArt>
<TileArtType>TILE_ART_TYPE_NONE</TileArtType>
<LightType>LIGHT_TYPE_SUN</LightType>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<Button>Art/Terrain/Features/Blizzard.dds</Button>
<FeatureVariety>
<FeatureArtPieces>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/rain.nif</ModelFile>
<Connections></Connections>
</FeatureArtPiece>
</FeatureArtPieces>
<FeatureDummyNodes/>
<bGenerateRotations>0</bGenerateRotations>
<VarietyButton>Art/Terrain/Features/Blizzard.dds</VarietyButton>
</FeatureVariety>
</FeatureArtInfo>
 

Attachments

  • Weird smokes0000.JPG
    Weird smokes0000.JPG
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There is the screenshot.

here is the codes:

Spoiler :
<FeatureInfo>
<Type>FEATURE_STORM</Type>
<Description></Description>
<Civilopedia></Civilopedia>
<ArtDefineTag>ART_DEF_FEATURE_STORM</ArtDefineTag>
<YieldChanges/>
<RiverYieldChange/>
<HillsYieldChange/>
<iMovement>2</iMovement>
<iSeeThrough>0</iSeeThrough>
<iHealthPercent>0</iHealthPercent>
<iDefense>0</iDefense>
<iAppearance>2000</iAppearance>
<iDisappearance>1000</iDisappearance>
<iGrowth>1000</iGrowth>
<iTurnDamage>5</iTurnDamage>
<iWarmingDefense>0</iWarmingDefense>
<bNoCoast>0</bNoCoast>
<bNoRiver>0</bNoRiver>
<bNoAdjacent>0</bNoAdjacent>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiver>0</bRequiresRiver>
<bAddsFreshWater>0</bAddsFreshWater>
<bImpassable>0</bImpassable>
<bNoCity>0</bNoCity>
<bNoImprovement>0</bNoImprovement>
<bVisibleAlways>0</bVisibleAlways>
<bNukeImmune>0</bNukeImmune>
<OnUnitChangeTo/>
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
<FootstepSounds>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
</FootstepSounds>
<EffectType>NONE</EffectType>
<iEffectProbability>0</iEffectProbability>
<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
</FeatureInfo>

and
Spoiler :

<FeatureArtInfo>
<Type>ART_DEF_FEATURE_STORM</Type>
<bAnimated>0</bAnimated>
<bRiverArt>0</bRiverArt>
<TileArtType>TILE_ART_TYPE_NONE</TileArtType>
<LightType>LIGHT_TYPE_SUN</LightType>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<Button>Art/Terrain/Features/Blizzard.dds</Button>
<FeatureVariety>
<FeatureArtPieces>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/rain.nif</ModelFile>
<Connections></Connections>
</FeatureArtPiece>
</FeatureArtPieces>
<FeatureDummyNodes/>
<bGenerateRotations>0</bGenerateRotations>
<VarietyButton>Art/Terrain/Features/Blizzard.dds</VarietyButton>
</FeatureVariety>
</FeatureArtInfo>
The greyish patches are the raindrops, just scaled very big. Maybe try <fScale>0.1</fScale> for starters and then scale more until the feature has the right size. Also I think you will need <bAnimated>1</bAnimated>. However, both should not lead to crashes I think, but I cannot find any other errors in the code for the moment (not a lot of experience with features :( ). Maybe change these two things for now, might fix the problem after all.
 
The greyish patches are the raindrops, just scaled very big. Maybe try <fScale>0.1</fScale> for starters and then scale more until the feature has the right size. Also I think you will need <bAnimated>1</bAnimated>. However, both should not lead to crashes I think, but I cannot find any other errors in the code for the moment (not a lot of experience with features :( ). Maybe change these two things for now, might fix the problem after all.

Will do, and thank you for taking the time with my problem. I know all feature additions are a real b***h. The real funny thing is that if the reason for seeing the drops in uncharted territory is because the feature on visible area is just SO DAMN HUGE, the rescaling factor will need to be quite miniscule. My, a DROP the size of the expected feature-size itself.
 
Yes. 0.08-0.10 scale worked fine. Still, the game stops answering upon trying to access worldbuilder. Haven't had time to test animation (partly because of the failure to access worldbuilder for it). Added description and civilopedia in featureinfos, so that was not the cause.

PS. Without the feature worldbuilder works fine and dandy, so that's settled. Could it be, that the game can't figure where to put a button for the feature in worldbuilder? I can't really think of a reason, considering that the game itself runs, why else the crash might occur. Granted, I have thus far only tried newly generated maps, so maybe problems would arise at spread of feature too, but unlikely, me thinks. :)
 
Yes. 0.08-0.10 scale worked fine. Still, the game stops answering upon trying to access worldbuilder. Haven't had time to test animation (partly because of the failure to access worldbuilder for it). Added description and civilopedia in featureinfos, so that was not the cause.

PS. Without the feature worldbuilder works fine and dandy, so that's settled. Could it be, that the game can't figure where to put a button for the feature in worldbuilder? I can't really think of a reason, considering that the game itself runs, why else the crash might occur. Granted, I have thus far only tried newly generated maps, so maybe problems would arise at spread of feature too, but unlikely, me thinks. :)
Hm, good question. Maybe you could try to replace the button art with the art of another feature that is working without problems.
 
Hm, good question. Maybe you could try to replace the button art with the art of another feature that is working without problems.

Okay, tried that. Changed to Fallout button. I also reduced the size further to make sure that the feature does not go out of tile, and thus possibly cause trouble hanging outside the map. But it seems that the game still crashes entering worldbuilder. I think I have run out of ideas. If you won't mind, I think I'm gonna ask the code-monkeys at quick modding questions thread about this, as if it is not something in the feature graphics itself, but I'm missing something at the code front, they might have some ideas.
 
Okay, tried that. Changed to Fallout button. I also reduced the size further to make sure that the feature does not go out of tile, and thus possibly cause trouble hanging outside the map. But it seems that the game still crashes entering worldbuilder. I think I have run out of ideas. If you won't mind, I think I'm gonna ask the code-monkeys at quick modding questions thread about this, as if it is not something in the feature graphics itself, but I'm missing something at the code front, they might have some ideas.
Sure I don't mind. The only important thing is that you get your mod running, and I am not able to help you further anyway at the moment.
 
Sure I don't mind. The only important thing is that you get your mod running, and I am not able to help you further anyway at the moment.

Thank you for the generous amount of your time you've given to this. At the thread they suspected that it is the fault of k-mod coding, especially warmingdefence tag. I actually forgot that ai-mod k-mod actually did things other than ai-improving, so I never suspected the mod. If the mod is disagreeing with the feature, there is little I can do. Anyway, still thank you kindly for your efforts.
 
I have located the source of this problem. Now I also understand why no-one else had any trouble with the feature. It appears, that on bigger map sizes (which were embarrassingly the only sizes I tried, silly me) there is just way too many rain drop particles on the map for the computer to handle (well, at least for my computer), so either they're too detailed or many. Nice to know that my coding does not suck, my hardware limit awareness does.
So, in short, either too many cloud centers in a single feature, too detailed raindrops (the starting size without scaling would suggest that), or the animation is the killing strike when the worldbuilder reveals the whole map. If you can do something about that, perfect, but right now I'm just relieved about the fact I know why the game crashes.

Edit: ok, the animation is not the killer, I really do not know what I thought when I wrote that.
 
I have located the source of this problem. Now I also understand why no-one else had any trouble with the feature. It appears, that on bigger map sizes (which were embarrassingly the only sizes I tried, silly me) there is just way too many rain drop particles on the map for the computer to handle (well, at least for my computer), so either they're too detailed or many. Nice to know that my coding does not suck, my hardware limit awareness does.
So, in short, either too many cloud centers in a single feature, too detailed raindrops (the starting size without scaling would suggest that), or the animation is the killing strike when the worldbuilder reveals the whole map. If you can do something about that, perfect, but right now I'm just relieved about the fact I know why the game crashes.

Edit: ok, the animation is not the killer, I really do not know what I thought when I wrote that.
Sorry, no idea what could be the problem then. :dunno:
 
Sorry, no idea what could be the problem then. :dunno:

??? I think we have a miscommunication here. The problem definitely is the amount of particles. The fact that the Feature is animated just was not the killing strike.
I think that (as there seemed to be 3-5 cloud centres on a single feature on a single tile) if the amount of cloud centres was reduced to 1 (thus dividing the total amount of particles by 3+), the problem might be solved.
 
??? I think we have a miscommunication here. The problem definitely is the amount of particles. The fact that the Feature is animated just was not the killing strike.
I think that (as there seemed to be 3-5 cloud centres on a single feature on a single tile) if the amount of cloud centres was reduced to 1 (thus dividing the total amount of particles by 3+), the problem might be solved.
Sorry, misunderstood you there. Try the attached nif, I minimised the amount of cloud centres as much as possible for testing.
 

Attachments

Sorry, misunderstood you there. Try the attached nif, I minimised the amount of cloud centres as much as possible for testing.

Huge does still not work, on small I could access worldbuilder. I noticed this:

1: this looks fabulous. Just saying.
2: I went and looked at the feature at the extreme south, over the edge of the map. The feature continues like a pillar wayyyy down, maybe ten to fifteen times the height it appears above ground. I do not know if that was for the rainfall animation purposes. If it was, I am content leaving the rain unanimated, if that is what it takes. Now the rain towers in beneath map void are still a problem, as the game still draws every single drop no-one will ever see.

I can't really enough praise your willingness to take time for this.
 
Huge does still not work, on small I could access worldbuilder. I noticed this:

1: this looks fabulous. Just saying.
2: I went and looked at the feature at the extreme south, over the edge of the map. The feature continues like a pillar wayyyy down, maybe ten to fifteen times the height it appears above ground. I do not know if that was for the rainfall animation purposes. If it was, I am content leaving the rain unanimated, if that is what it takes. Now the rain towers in beneath map void are still a problem, as the game still draws every single drop no-one will ever see.

I can't really enough praise your willingness to take time for this.
You are welcome.

I changed the livetime of the animation a bit, this should (hopefully) result in a shorter "towers".
 

Attachments

You are welcome.

I changed the livetime of the animation a bit, this should (hopefully) result in a shorter "towers".

Yes, the effect was exactly as you expected, greatly shortedened towers. The game now also runs worldbuilder on slightly larger maps, apart from the few biggest ones, so we are making progress. The late game would still become taxing, as more units are there to animate and such.
As I'm not the one doing all the ungrateful work, I can't really say for sure, but it simply seems the game would greatly appreciate a more stylistic (as in, no actual individual drops, more heavens-to-ground dropchain) appearance. That, or more easily simply getting rid of animation altogether, so that all the drops are above ground, and possibly weeding the drop amount in half, making the rain more sparce (although this last one might actually work if animation is axed, giving that stylistic feel).
In either case, it is a shame, as this simply looks fabulous, and I'm terribly sad that this kind of butchering is necessary for (petty) practical reasons.
 
Yes, the effect was exactly as you expected, greatly shortedened towers. The game now also runs worldbuilder on slightly larger maps, apart from the few biggest ones, so we are making progress. The late game would still become taxing, as more units are there to animate and such.
As I'm not the one doing all the ungrateful work, I can't really say for sure, but it simply seems the game would greatly appreciate a more stylistic (as in, no actual individual drops, more heavens-to-ground dropchain) appearance. That, or more easily simply getting rid of animation altogether, so that all the drops are above ground, and possibly weeding the drop amount in half, making the rain more sparce (although this last one might actually work if animation is axed, giving that stylistic feel).
In either case, it is a shame, as this simply looks fabulous, and I'm terribly sad that this kind of butchering is necessary for (petty) practical reasons.
I don't think that there are any easy changes anymore that could improve the performance of this effect while animated, sorry.
 
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