Graphics Modification Requests Thread

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.
 

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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. :)

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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:
 
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@MightyToad
They all work perfectly. :clap:
I love their animations. :worship:

Spoiler :

civ4screenshot0000-jpg.615316

civ4screenshot0001-jpg.615317

civ4screenshot0005-jpg.615318

civ4screenshot0002-jpg.615319

civ4screenshot0004-jpg.615320

civ4screenshot0006-jpg.615315

 

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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 :

wild_boar_resource-jpg.615321


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.
 

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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.
 
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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 :

nif_boar-jpg.615530

 

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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:
VL_85-022_container_train.jpg

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. :)
 

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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:
 
Ramzay has an animated boar in his unfinished Tamriel mod. Could probably switch the dds if you don't like the look of his, although it looks like he used a different base for his dds than the one Stuttgart posted.
 

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I think I'll repost this here, since this thread seems to be active:


I command the mapscript I use to not plot mountains...because I hate them...

The thought occurred to me, however, that I could replace the mountains with a new 'plateau' terrain--you know, like what the Inca's used to live on.

Unfortunately, however, I possess zero graphical skills, hence would someone be willing to create such a sort of terrain? I'd like for it to be raised, but of course not to a peak, unless it's possible to create something that has a visible plateau on the side of a peak. Something that could take mining graphics.
 
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 :

wild_boar_resource-jpg.615321


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.

----

[/SPOILER]

Herr Stuttgart, I think you can use the boar for your mod. They might not have been there when the Europeans arrived, but then in that case you should not have mounted braves because horses were also not there. They also didn't have cattle either. In the case of boars though, the Europeans brought pigs with them, but some of the pigs escaped captivity and over time morphed into the famous razorbacks. Maybe you could have them not appear until a particular time passes.

https://encyclopediaofarkansas.net/entries/razorbacks-hog-2125/
 
... but then in that case you should not have mounted braves because horses were also not there.
The mounted braves do not exist from the beginning. Thus there is no inconsistency or immersion break there.
The Natives need to get Yield Horses (to equip that Profession) from trade, from raids on colonial villages or from combat against mounted Professions.

... but some of the pigs escaped captivity and over time morphed into the famous razorbacks. Maybe you could have them not appear until a particular time passes.
I thought about doing exactly that and may implement it as a Python event. :thumbsup:
But I am currently too busy with the "economy overhaul anno-style" which is really a huge overhaul.
(I already introduced "Yield Pigs" in branch "Yields".)

Herr Stuttgart,
By the way, simply call me "ray", that is what I got used to, since everybody calls me like that since many years. :)
 
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I wonder is someone would be interested in creating a cityset based on the architecture of the US-South states before the civil war:
300px-Barrington_Hall_North.JPG

Also, I would like to ask for a wild west city set.
250px-Tombstone_Main_street_61.jpg

It's been a while since I postet this request. But as I plan to add some of Hrochlands Citysets to my mod soon, I would be glad to have these too, when I start working with citysets.
I know it is a bit after the period from colonization, otherwhise I would have asked, it someone from colonization also needs this graphics and could help me.
 
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