HOW TO: Export Civ 4 graphics to Civ 5

My suspicion would be the database actions not being set. Make sure you have them pointing at both your xml files, and both xml files are present in your xml folder.

I changed the xml slash from the Microsoft one "\" to the unix one "/" and it worked.

I am a linux administrator, and whenever I use Microsoft I assume the microsoft slash. My mistake.

Now I have a Fall From Heaven Dragon imported that is super tiny, and has a huge mesh shadow that spans the world coming from him.

It's progress!
 
Tried to join all the objects. That seemed to do what i wanted. Ctrl-J, Exported. Loaded into indiestone, and indiestone crashes.
 
Tried to join all the meshes. That seemed to do what i wanted. Exported. Loaded into indiestone, and it crashes. :(

I've had that prob too when I "rigged" the sword and shield to the armatures. I say "rigged" cause I'm not too sure if I'm doing it right.

Thanks for the quick reply Deliverator :D. Looking forward to the rest of the tutorial but I'm going to try and try again with the info you gave thus far.

Well it doesn't crash when I load it, an error pops up when I export with the option to continue or quit.
 
I figured out to hit spacebar to bring up the actually menu to select all meshes. Then I joined with Ctrl-J

And it loaded into Indiestone so I'm moving forward. I'd suggest people use the actual menu to select all. When I pushed just "A" it didn't seem to do it, but maybe my lack of use of blender doesn't let me know the visual cues when something works or not.

Going to try and keep loading.

EDIT: Now I have a full sized dragon with a huge black swatch that goes over the country side.

Again, I call that progress. Let's try a Non-Dragon then.

Ok, I did the Freak from the Balseraphs. His hook isn't connected to him, but there's no huge black swatches!

smLNk.png
 
The key to porting units successfully is to combine all the separate meshes into a single mesh with a single material and texture. A mesh can contain disjoint parts that so there is no problem with horse riders, etc.

(...)

In this example I have to combine 4 256x256 textures into a single 512x512 one and then rescale and position the UV mappings. In the UV view S (for Scale) followed .5 will half the scale, S, X, .5 will half the scale in the X axis if you only need to combine two square textures into a single rectangular one.

My combined texture with fixed UV mapping in Blender ...

You know that you can also use the bake texture option in Blender to merge the different textures of the jointed mesh?
(in gerenal it works quite fine - only had trouble with highly detailed parts with transparency so far, eg plumes)
 
You know that you can also use the bake texture option in Blender to merge the different textures of the jointed mesh?
(in gerenal it works quite fine - only had trouble with highly detailed parts with transparency so far, eg plumes)

Nice. Just tried it and it's pretty cool. I'll probably describe both this bake texture method and my previous way of doing it in the tutorial. My previous way is still useful where you have several variant textures that you want to use for variety.
 
My conversion tutorial is up here. I hope to see more successful conversions happening now... :)
 
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