How to add new city art

You can't just copy FFH xml into a vanilla mod and expect it to work.

I know that silly, i used all of the Warlords extra tags in it also. But i did not see any extra tags for this? I got everything to work "now" except this!!:blush: :rolleyes:

This is the only thing i cant get converted??
 
Not in python, is this what your talking about? Its in Civ4PlotLSystem:

Spoiler :
<!-- FELLOWSHIP -->
<ArtRef Name="art:building">
<Attribute Class="Era">ERA_LEAF</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Cities/lea_eu.nif::1x1_01</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_COTTAGE,IMPROVEMENT_HAMLET,IMPROVEMENT_VILLAGE,IMPROVEMENT_TOWN</Attribute>
<Attribute Class="Scalar">szForceContourNode:BUILDING</Attribute>
<Attribute Class="Scalar">szBatchGroup:buildings_an_eu</Attribute>
<Scale>0.35</Scale>
</ArtRef>
<ArtRef Name="art:building">
<Attribute Class="Era">ERA_LEAF</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Cities/lea_eu.nif::1x1_02</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_COTTAGE,IMPROVEMENT_HAMLET,IMPROVEMENT_VILLAGE,IMPROVEMENT_TOWN</Attribute>
<Attribute Class="Scalar">szForceContourNode:BUILDING</Attribute>
<Attribute Class="Scalar">szBatchGroup:buildings_an_eu</Attribute>
<Scale>0.35</Scale>
</ArtRef>
<ArtRef Name="art:building">
<Attribute Class="Era">ERA_LEAF</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Cities/lea_eu.nif::1x1_03</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_COTTAGE,IMPROVEMENT_HAMLET,IMPROVEMENT_VILLAGE,IMPROVEMENT_TOWN</Attribute>
<Attribute Class="Scalar">szForceContourNode:BUILDING</Attribute>
<Attribute Class="Scalar">szBatchGroup:buildings_an_eu</Attribute>
<Scale>0.35</Scale>
</ArtRef>
<ArtRef Name="art:building">
<Attribute Class="Era">ERA_LEAF</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Cities/lea_eu.nif::1x1_04</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_COTTAGE,IMPROVEMENT_HAMLET,IMPROVEMENT_VILLAGE,IMPROVEMENT_TOWN</Attribute>
<Attribute Class="Scalar">szForceContourNode:BUILDING</Attribute>
<Attribute Class="Scalar">szBatchGroup:buildings_an_eu</Attribute>
<Scale>0.35</Scale>
</ArtRef>
<ArtRef Name="art:building">
<Attribute Class="Era">ERA_LEAF</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Cities/lea_eu.nif::1x1_06</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_COTTAGE,IMPROVEMENT_HAMLET,IMPROVEMENT_VILLAGE,IMPROVEMENT_TOWN</Attribute>
<Attribute Class="Scalar">szForceContourNode:BUILDING</Attribute>
<Attribute Class="Scalar">szBatchGroup:buildings_an_eu</Attribute>
<Scale>0.35</Scale>
</ArtRef>
<ArtRef Name="art:building">
<Attribute Class="Era">ERA_LEAF</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Cities/lea_eu.nif::1x1_07</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_COTTAGE,IMPROVEMENT_HAMLET,IMPROVEMENT_VILLAGE,IMPROVEMENT_TOWN</Attribute>
<Attribute Class="Scalar">szForceContourNode:BUILDING</Attribute>
<Attribute Class="Scalar">szBatchGroup:buildings_an_eu</Attribute>
<Scale>0.35</Scale>
</ArtRef>
<ArtRef Name="art:building">
<Attribute Class="Era">ERA_LEAF</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Cities/lea_eu.nif::1x1_08</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_COTTAGE,IMPROVEMENT_HAMLET,IMPROVEMENT_VILLAGE,IMPROVEMENT_TOWN</Attribute>
<Attribute Class="Scalar">szForceContourNode:BUILDING</Attribute>
<Attribute Class="Scalar">szBatchGroup:buildings_an_eu</Attribute>
<Scale>0.35</Scale>
</ArtRef>



EDIT: Cant be it either, darn!!!

my 0.02 $:

-<attributes> aren't needed in the EraInfos. But a ERA_LEAF must be inside.
-the plotLsystem seems to be allright;)
-you must edit the cityLsystem. Add the items for the fellowship. I think you can copy n paste them from the FFH file.;)
 
my 0.02 $:

-<attributes> aren't needed in the EraInfos. But a ERA_LEAF must be inside.
-the plotLsystem seems to be allright;)
-you must edit the cityLsystem. Add the items for the fellowship. I think you can copy n paste them from the FFH file.;)

I believe your right, let me look better and see, thx for a reminder.;)

EDIT: Yeppers that was it, it must have been very late when i MISSED that, DUH!!!, THX to everyone that helped out!! Its working fine now.
Now if i can get that animal i capture into my territorry problem fixed.
 
Hey, I am having a problem adding new city art styles. I am using GEOmodders ethnic city styles as a base. I wanted to make it so that the different city styles from earlier ages also show up in industrial and modern times. Seems easy enough, I just add era_industrial and era_modern to some of the earlier styles. It doesnt work, I get get glitchy graphics, the textures from the earlier ages get onto the models for the industrial and modern buildings.
 
Your texture problem might be solved by putting a "1" behind the iBatchgroup parameter instead of a "0".
But I have to see your xml code to be sure. Also, IIRC the later era's already have a 1 in their iBatchgroup reference, so this might not work.
 
This is cool I think I'll try it.

Hey it might be helpful to mention that any .dds files that provide textures for the .nif go in the same directory and are not mentioned in the .xml files. I was very confused by that for a while.
 
First, you need to be sure that the right .dds files are in the same folder as your renamed .nif, and second under no circumstance can you rename any .dds file or else the link between them and your .nif file is lost... unless you link the renamed .dds file(s) to the .nif file in the sceneviewer of course.

The procedure to link .dds files to a .nif is the following (taught to me by AlazkanAssassin):
  • Open nif file in nifviewer
  • right click on the mesh you want to change the texture of. (the red pyramid)
  • select properties
  • open the "NiProperties" bar by clicking on it.
  • double click on "NiTexturingProperty"
  • Select the map you wish to change from the list onscreen.
  • click on the button labled "Change..."
  • Either type in the desired new filename or use the "browse..." button to navigate to it.
  • CLick on "create"
  • Save the nif file.


Edit: Vorgen, is your question no longer valid? Your post has been edited?
 
well, in my original question I wrote that I had tried renaming and putting the .dds file in the same directory as the .nif and it didn't work. So while i was typing it up I realized I hadn't tried just putting it in the same directory without renaming it. so i tried that, it worked, and so I edited my post.

Looks good eh?
 

Attachments

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Ah, ganart's eastern renaissance cityset. :goodjob:
Woodelf, you might consider bugging Kael for this little trick of mixing forests with city buildings for the Gaian faction. ;)
 
The mixing forests and city buildings is kind of an accident. I am playing Blaze's Maxmod which allows Ljosalfar to bloom forests on their home city tile. I did that and my cities became very, very obscured. Also Ancient Forests were already over my cottages and it was difficult to tell which tiles I had upgraded and which ones I hadn't. So I imagined that an elven city set with alot more towers that were higher than the trees would be cool. Also with blue, because I imagined that the elves would like blue alot.

I hacked ganart's eastern renaissance cityset in because it had the coolest and most prolific towers. The basic city without any trees blooming in it seems to have a lot of open space and the 'roads' between the buildings looks like grass. It must be default things from the city plot file. But with trees blooming in the tile, the spaced-out buildings make more sense. Its serendipity!

I just had another idea for elven buildings as I was coming home from work today. It was to have this same kind of spacing and same height city buildings, but have most or all of the buildings being white-barked golden-leafed trees like Lothlorien. Imagine that your cities are all golden islands in a solid Ancient Forest green ocean. THAT would be awesome.

Of course to do that I'd have to figure out how to edit all this stuff and make something originally. That's going to take a while. Or I could cannibalize the ancient forest files if I could find them.

edit: I added in a screenshot of a conquered city without any forest tiles around it to show how it looks without Ancient Forests everywhere. Kinda sparse.
 

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Very good stuff man :goodjob: :goodjob: ... I really didn´t know how to change the City's Art Style :crazyeye: but with this tutorial I could changed it. Already tested it and everything was successful. Thanks for this tutorial :)
 
If anyone is still reading this thread . . .

I have tried adding in GarretSidzaka's futurecities city set. I have followed the instructions given here but the new city art shows up bright pink - the new buildings are there but they are lacking the correct texture. Now I have already created a new city style succesfully using existing art from civ4 but this is my first attempt using new art. I have put all the art files that came with the mod in the same structures/cities folder and have not altered any names. XML changes have been made in Civ4CityLSystem.xml (obviously), Globaltypes.xml (adding in the new style) and Civ4civilizationinfos.xml (to give the style to the appropriate civ). I am at a loss as to why the new textures aren't showing up? Does anyone have any input please?

EDIT: Oops, my mistake, the new city graphics are in a mod_eu.nif file and when adding them to CityLSystem.xml I hadn't removed the existing references to the old med_eu.nif file. Everything's working now!
 
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