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invisible blackhole fix. - Fixed in SVN 10001, keeping it for non SVN users

raxo2222

Time Traveller
Joined
Jun 10, 2011
Messages
9,778
Location
Poland
Current texture for black holes seems to be broken since forever - they don't render at all..
Spoiler :

H3WsJWz.jpg


But there is easy "fix":
Spoiler Caveman2Cosmos\Assets\XML\Art\CIV4ArtDefines_Feature.xml :

<FeatureArtInfo>
<Type>ART_DEF_FEATURE_BLACK_HOLE</Type>
<bAnimated>1</bAnimated>
<bRiverArt>0</bRiverArt>
<TileArtType>TILE_ART_TYPE_NONE</TileArtType>
<LightType>LIGHT_TYPE_SUN</LightType>
<fScale>4.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<Button>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier2_Atlas.dds,3,4</Button>
<FeatureVariety>
<FeatureArtPieces>
<FeatureArtPiece>
<ModelFile>Art/Structures/Improvements/BlackHole/BlackHole.nif</ModelFile>
<Connections/>
</FeatureArtPiece>
</FeatureArtPieces>
<FeatureDummyNodes/>
<bGenerateRotations>0</bGenerateRotations>
<VarietyButton>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier2_Atlas.dds,3,4</VarietyButton>
</FeatureVariety>
</FeatureArtInfo>

Replacing two bold lines:
<FeatureArtInfo>
<Type>ART_DEF_FEATURE_BLACK_HOLE</Type>
<bAnimated>1</bAnimated>
<bRiverArt>0</bRiverArt>
<TileArtType>TILE_ART_TYPE_NONE</TileArtType>
<LightType>LIGHT_TYPE_SUN</LightType>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<Button>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier2_Atlas.dds,3,4</Button>
<FeatureVariety>
<FeatureArtPieces>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/FinalFrontier/Radiation/Radiation.nif</ModelFile>
<Connections/>
</FeatureArtPiece>
</FeatureArtPieces>
<FeatureDummyNodes/>
<bGenerateRotations>0</bGenerateRotations>
<VarietyButton>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier2_Atlas.dds,3,4</VarietyButton>
</FeatureVariety>
</FeatureArtInfo>

Spoiler Caveman2Cosmos\Assets\Modules\Pepper2000\P2K_CIV4ArtDefines_Feature.xml :

<FeatureArtInfo>
<Type>ART_DEF_FEATURE_SUPERMASSIVE_BLACK_HOLE</Type>
<bAnimated>1</bAnimated>
<bRiverArt>0</bRiverArt>
<TileArtType>TILE_ART_TYPE_NONE</TileArtType>
<LightType>LIGHT_TYPE_SUN</LightType>
<fScale>4.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<Button>Art/Interface/Buttons/WorldBuilder/supermassive_black_hole.dds</Button>
<FeatureVariety>
<FeatureArtPieces>
<FeatureArtPiece>
<ModelFile>Art/Structures/Improvements/BlackHole/BlackHole.nif</ModelFile>
<Connections/>
</FeatureArtPiece>
</FeatureArtPieces>
<FeatureDummyNodes/>
<bGenerateRotations>0</bGenerateRotations>
<VarietyButton>Art/Interface/Buttons/WorldBuilder/supermassive_black_hole.dds</VarietyButton>
</FeatureVariety>
</FeatureArtInfo>

Replacing 2 bold lines:
<FeatureArtInfo>
<Type>ART_DEF_FEATURE_SUPERMASSIVE_BLACK_HOLE</Type>
<bAnimated>1</bAnimated>
<bRiverArt>0</bRiverArt>
<TileArtType>TILE_ART_TYPE_NONE</TileArtType>
<LightType>LIGHT_TYPE_SUN</LightType>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<Button>Art/Interface/Buttons/WorldBuilder/supermassive_black_hole.dds</Button>
<FeatureVariety>
<FeatureArtPieces>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/FinalFrontier/Radiation/Radiation.nif</ModelFile>
<Connections/>
</FeatureArtPiece>
</FeatureArtPieces>
<FeatureDummyNodes/>
<bGenerateRotations>0</bGenerateRotations>
<VarietyButton>Art/Interface/Buttons/WorldBuilder/supermassive_black_hole.dds</VarietyButton>
</FeatureVariety>
</FeatureArtInfo>

I changed scale from 4 tiles to 1 tile.
Also I used green cloud graphic for black hole (normal black hole in main mod and supermassive one in peppers module.
Unpack this file directly in mod folder.

Here are black holes visible as green clouds.
Spoiler :
dya8irA.jpg
 
Last edited:
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