Import dds is true

wuTz

Warlord
Joined
Jan 12, 2012
Messages
189
Hey guys,

I've got a question. I just begun modding. I read a lot, but could'nt find info about this:
Why do .dds-files need to be imported, but not xml/sql/lua?!:confused:
And how can I do it via ModBuddy before Debugging? Until now, I managed to do it manually after debugging in the .modinfo-file: import="0" to 1 for dds-files.

When I want to upload my mod, it won't work like this, so I ask you ;-)

I will tell you, when Alpha-version of my mod "GoldenWork" will be out:goodjob:

Thanks for your help:king: I hope, I can help you too one day, but first let's ask ask ask^^
 
Import into VFS means that the files will be in the game's Virtual File System, so the game will see them as files. Importing is not needed for files that update the database, or add LUA events.
 
As said above. The way I think of it is that every file is added by one (and only one) of these 3 methods:

  1. OnModActivated (added in mod properties: Actions) --> all your xml/sql table additions or modifications
  2. InGameUIAddin (added in mod properties: Content) --> your "main" Lua file only (and others if they need to be separate states, but don't do this unless you really know what you are doing)
  3. VFS=True (set in a file's properties) --> everything else, include art and art assets (fxsxml and such) and Lua files that are "included" by your main Lua program.
(maybe others know more...)

If you willy-nilly set VFS=True for everything, you may get away with it for a while (as I did). But eventually you will have problems -- weirdly duplicated Lua states and such.
 
And for some files you need "OnModActivated" AND "VFS=True" :

this is the case for both artdefine files : Civ5ArtDefines_Units.xml and Civ5ArtDefines_UnitMembers.xml. if you don't put the VFS to true the art changes/adds will not work.

I think it's because the game can handle those files only once but to get a more precise explanation there is an older post from Spatzimaus (if I find some time I will try to find it and put a link to it).
 
Thank you very much for your precise answers...it was quite easy to find.

Next time, I will take my glasses :-P

But to know, how ModBuddy works will help me taking next steps. Thanks!
 
as Moriboe said it is done in the Moddbudy's solution explorer :
if it is not open right clic on your DDS file, select "Properties", at the bottom of the window switch "Import into VFS" from "False" to "True".

You need to do it for each file that needs it but you can select multiple files and change this option one time for all of them.
 
As said above. The way I think of it is that every file is added by one (and only one) of these 3 methods:

  1. OnModActivated (added in mod properties: Actions) --> all your xml/sql table additions or modifications
  2. InGameUIAddin (added in mod properties: Content) --> your "main" Lua file only (and others if they need to be separate states, but don't do this unless you really know what you are doing)
  3. VFS=True (set in a file's properties) --> everything else, include art and art assets (fxsxml and such) and Lua files that are "included" by your main Lua program.
(maybe others know more...)

If you willy-nilly set VFS=True for everything, you may get away with it for a while (as I did). But eventually you will have problems -- weirdly duplicated Lua states and such.

Mostly correct. Really, it's that if that particular file is directly loaded by anything in the Content or Actions tab, it shouldn't be VFS'd, and vice versa. OnModActivated and InGameUIAddin are by far the most common methods for those two tabs, but there are other examples for each that few of us ever use. (InfoAddict, for instance, uses DiploCornerAddin instead of InGameUIAddin, and then adds extra Lua to parse that new addin type.) There's also the now-obsolete method of putting Lua declarations into your InGame.xml file, which thankfully we've all left behind.
 
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