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Improvements, features etc.

It is animated, yes - not sure how important that is to the end result. You can try transplanting your TriShape into the pasture nif and even using the kfm with it.
Not sure what that means but I'm gonna give it a try...
 
Okay, I was trying to get a more simple work around by moving the models to the corners:
1764864669751.png


How do I make the whole thing appear on ground level (like the spiral) instead of fixed to the highest point of the tile thus making things look floating?
1764865008324.png


It must be something in the nif but I cannot figure out even that :cry:
 
OK, played around with it for a bit and I have literally NO idea why the original one doesn't work, but applying the texture to pasture's ground does - the two blocks look identical to me in NifSkope:

1764925711811.png

The new one is magenta, and obviously has contouring (probably should be a bit higher to completely show); I'm attaching the nif so you can tinker around with it some more if you want. Obviously, the solution only works for ground plane objects, not for 3d objects - but I guess you can mitigate for 3d objects by having longer "underground" parts and placing them closer to the center, so that their relative altitude from the central (highest) point is not too drastic.

As an aside, if I were you I'd look at the format you're saving your dds files in - compare the magenta one I did, it's a simple recolor otherwise, but saved as a DXT3 even with mipmaps, which take up additional space (yours didn't have them), the file is roughly 3x smaller than yours.
 

Attachments

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I apologize for entering the debate and for not being here for a while.
When I created the preserve file, I tested it and it worked.
It only showed deformation of some buildings, which, as I later found out, is caused by NiStringExtraData_contourgeometry. Delete this line from the NiTriShape buildings and the buildings will be displayed normally (straight). Of course, you need to specify
bZMode_Ground:1 in the XML
 
I apologize for entering the debate and for not being here for a while.
No, I apologize for derailing your topic 🫣

When I created the preserve file, I tested it and it worked.
Not properly working because
@hrochland
So since the LSystem seems to be a dead end I returned to your original model but it has two issues:
View attachment 748850
1. There is something wrong with the alpha channel of the graphics.
2. Z positioning. The improvement is placed under the hill instead of bending on it.

OK, played around with it for a bit and I have literally NO idea why the original one doesn't work, but applying the texture to pasture's ground does - the two blocks look identical to me in NifSkope:
Thanks. However the models are still floating in the air for me:
1765270275057.png


These are my xml changes:
XML:
    <LProduction From="PLOT_ROOT" Name="LandImprovementProd">
        <Attribute Class="Improvement">IMPROVEMENT_PASTURE,IMPROVEMENT_QUARRY,IMPROVEMENT_PRESERVE</Attribute>
        <Attribute Class="Scalar">bNotBFS:1</Attribute>
        <To Name="Leaf_LandImprovement_4x4"/>
    </LProduction>

(...)


        <!-- Preserve -->
        <ArtRef Name="goal:IMPROVEMENT_PRESERVE">
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <!--Attribute Class="Era">ERA_MODERN,ERA_TRANSHUMAN,ERA_FUTURE</Attribute-->
            <Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/Preserve.nif</Attribute>
            <Attribute Class="Scalar">bCutTrees:0</Attribute>
            <Attribute Class="Scalar">fTwist:-0.7853981633</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:-1</Attribute>
            <Attribute Class="Scalar">szForceContourGeometry:shadow</Attribute>
            <Scale>0.8</Scale>
        </ArtRef>

Am I missing something again?
 
Nope, I never claimed I fixed the models - I merely suggested a workaround for them to you, with long "basements" so they are still touching the ground in cases of hills - and the closer to the centre of the model, the closer the ground (as hill tiles are usually centrally elevated), so it might not be that long of a way to cover. Don't know whether you actually plan to use these on mountains - if you do, that's probably not practical.
 
Nope, I never claimed I fixed the models
Oh, my bad. I missunderstood than...

Yes, I do want to make it available for all 3 elevations.

I'll take another try with the original model too...
 
I think I understand. I edited the file a bit.
The paths where NiStringExtraData remained will adapt to the surface and the other NiTriStrips without NiStringExtraData will adapt to the highest point.
Then I see two ways. Choose models with deep foundations for the edges and avoid the full edge, or add the edge models as partOfImprovement, which is the way you chose.
park3.jpg
 
Well, I decided doing this:
1765371817884.png


It's not what I wanted. It's not really good. It's not looking good on natural wonder but I give up. Have to move on.
I need to play my mod already or I'll stop modding.
 
It certainly doesn't look bad. I made a cabin for you with longer foundations, but I see you've already figured it out.
I'll be working on this model for a while to force the buildings to respect the height without deforming. I'm not saying I'll be able to do it.
By the way, what mechanism are you using to build it on the rock?
 
By the way, what mechanism are you using to build it on the rock?
I don't understand. What do you mean?

Do you mean Improvements on Peaks? There's a modcomp called Usable Mountains. Was added to Rom/AND long ago. It's a dll modcomp.
 
Happy New Year Hroch! Thank you for everything you've done and continue to do for this great game. Wishing you and everyone else the best in 2026🎈🎉
 
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