Invisible Unique Building?

I'm at a loss but maybe if you add a copy of your Mod.Art.xml file here someone might spot something wrong with it.

Nah, it was me being stupid. I assumed the *.dep file would appear in the Firaxis Modbuddy Project folder. It does not! It appears in My Games/Civ VI/Mods/etc. Now that I've figured that out and actually have it working in-game I think I can work with this.

Edit: It doesn't appear that a FrontEnd action is necessary for something like this.
 
Last edited:
I FIGURED IT OUT!

The way it's done is with both the buildingart.def and the landmarks.artdef.
This quick tutorial isn't going to be the best but the best way to learn is to load up the .artdefs from the pantry into asseteditor and just compare what you need to type in your own.

  • Create a buildings.artdef for your mod. You need to add a new element under both the buildings and the building chains tabs.
  • When you create the new element under Building, name it the same as you do in your files. For example i did BUILDING_FB_ROYAL_ACADEMY.
  • You don't need to worry about the audio section of your building but the Strategic View part is where you enter in the name of the icon you want your building to use while in Strategic View. I was making a University replacement so i copied that one. (The best way to know what you need to type in here is to load the buildings.artdef from the pantry into asseteditor and take a look at Firaxis' stuff)
  • You're already done with the Building section, so move onto BuildingChains. Here is where you need to make sure your building is linked to particular type of building. Again, take a look at the building.artdef from the pantry and copy the layout you need. I added my building to the ScienceBuildings element, and since it was a University replacement i added it to Buildings (Level 2).
  • Now it's time for the Landmarks.artdef, this is a bit more complex but you'll need to add an element for the district that your building is going to be put inside and then make the basevariants, the buildingvariants and the buildingsets. Again, look at the landmarks.artdef from the pantry and take a look at how firaxis did it.
  • You only need to reference the landmark.artdef once in your mod.art.xml for this to work, you don't need to reference the building.artdef at all.

Just wanted to say thanks again. This has been extremely helpful in assigning art assets to districts, buildings, and improvements.
 
This has been extremely helpful in assigning art assets to districts, buildings, and improvements.

Have you managed to make a custom district or custom improvement appear? I ask because so far I have not and I've found no mods that have either.
 
Have you managed to make a custom district or custom improvement appear? I ask because so far I have not and I've found no mods that have either.

Not with my own art/3D models, of course, but yes. I added an entirely new improvement, the Village, which appears as a tribal hut in the ancient era but turns into a series of buildings in the classical and progresses towards eventually using the neighborhood graphic in the industrial era. Likewise I have a unique district that uses the greek Acropolis graphic, but properly adds new buildings once they are built.
 
I added an entirely new improvement, the Village, which appears as a tribal hut in the ancient era but turns into a series of buildings in the classical and progresses towards eventually using the neighborhood graphic in the industrial era. Likewise I have a unique district that uses the greek Acropolis graphic, but properly adds new buildings once they are built.

That's a first, AFAIK. Is that mod available to download or subscribe to?

I'd greatly appreciate it if you could inform us of how it's done please.
 
That's a first, AFAIK. Is that mod available to download or subscribe to?

I'd greatly appreciate it if you could inform us of how it's done please.

Well, the mod is only part-way done, so I haven't put it anywhere yet.

The basic thing you need to understand is that essentially Landmarks.artdef seems to handle everything that appears on the map as a 3D model (in terms of districts/improvements/buildings). Here's how I created an improvement:

1) When you create a new Landmarks.artdef, you'll notice there's an entry called "Landmarks". You'll want to create an entry here, I named mine LM_VILLAGE, but I don't think the name is important, this is just following the formatting used for other Improvements. You can set it to randomly rotate here if you wish.
2) Under your new header (LM_VILLAGE in my case), there's a section called Eras. This is where you define what art asset you want to use. Here's how I have mine set up:

Spoiler :
LKZuaG9.png


You just need one entry with Tag_Era/Tag_Culture set to default and Tag_Appeal set to ANY for it to work, and the name you choose doesn't matter. Asset will let you choose which asset you want to use for the improvement. Make sure to Save this before continuing. You can play around with this stuff when you're confident, I found it pretty self-explanatory.

3) Once that's all set up, you'll want to set up an Improvements.artdef. Add an entry under Improvements, and it's important that the name of this element is the same as the name of the improvement as it appears in your mod files under <Types>. Set up StrategicView as Firebug explained for buildings, it's pretty much the same thing, and then under Landmarks, you'll want to add a new entry. Under Xref, you'll be able to choose what asset you want to use--you can use any default improvement, but if you've set up a new one under Landmarks.artdef like I just explained in the first two steps and saved the file, it should appear here and you should be able to use it (this is how I used district assets for my improvement).

Spoiler :
WOxJNen.png


4) Don't forget to include this stuff in Mod.Art.xml (afaik you need to do this manually). Districts.artdef, Buildings.artdef, and Landmarks.artdef seem to need to go in the Landmarks element, and Improvements.artdef has its own section. I'm not 100% on how this is done, but this has worked for me:

Spoiler :
DYtD9Kp.png


You should probably be able to figure out Districts from this too! Just remember, BaseVariants sets the "base" that the buildings sit on, you'll want to create one for each arrangement of buildings.
 
Last edited:
I FIGURED IT OUT!

The way it's done is with both the buildingart.def and the landmarks.artdef.
This quick tutorial isn't going to be the best but the best way to learn is to load up the .artdefs from the pantry into asseteditor and just compare what you need to type in your own.

  • Create a buildings.artdef for your mod. You need to add a new element under both the buildings and the building chains tabs.
  • When you create the new element under Building, name it the same as you do in your files. For example i did BUILDING_FB_ROYAL_ACADEMY.
  • You don't need to worry about the audio section of your building but the Strategic View part is where you enter in the name of the icon you want your building to use while in Strategic View. I was making a University replacement so i copied that one. (The best way to know what you need to type in here is to load the buildings.artdef from the pantry into asseteditor and take a look at Firaxis' stuff)
  • You're already done with the Building section, so move onto BuildingChains. Here is where you need to make sure your building is linked to particular type of building. Again, take a look at the building.artdef from the pantry and copy the layout you need. I added my building to the ScienceBuildings element, and since it was a University replacement i added it to Buildings (Level 2).
  • Now it's time for the Landmarks.artdef, this is a bit more complex but you'll need to add an element for the district that your building is going to be put inside and then make the basevariants, the buildingvariants and the buildingsets. Again, look at the landmarks.artdef from the pantry and take a look at how firaxis did it.
  • You only need to reference the landmark.artdef once in your mod.art.xml for this to work, you don't need to reference the building.artdef at all.

Quick question. In Landmarks.artdef, how much of the information do you need to enter in the Districts element for the default? Do you just need to enter the stuff relevant for your unique building, or do you need to re-enter all the BaseVariants/etc. information from the file in the pantry?
 
It isn't working for me. I presume it isn't normal to get a bunch of error messages when I expand my File Watches?

E.g. ...my directory..."\Appeal.artdef [Unavailable on disk]"
4 like that and a couple for XLP's as well.

Do I just need to copy those files from the base game folders or should I somehow make the mod reference those files in the base game folders? Or can I remove the elements that reference them entirely without breaking it – I made some of my files by copying large chunks from the base files so I wonder if I've got too much.
 
As an experiment I started copying the files from the base and modifying reducing them to just the relevant references. The problem is that even reduced at least one of these files have dependencies based on base files that refer back to mod files that don't exist.

For instance expanding the tree for tilebases.xlp down through the village files I find a missing file VIL_Tribal_Thatch_O1.max.

That wouldn't be too bad, but there are literally no .max files in the base, so I have no idea what this is referring to.

So it looks like copying the files won't work, though I'll continue for now upon the assumption that not all file dependencies are created equal – that file dependencies back from base files to mod files aren't required.
 
It isn't working for me. I presume it isn't normal to get a bunch of error messages when I expand my File Watches?

I see those messages in the FileWatch, and it didn't seem to affect anything. It should reference the base game files for that, I didn't move anything myself. Odd that it's mentioning XLPs for you though, I haven't even touched that stuff.
 
Odd that it's mentioning XLPs for you though, I haven't even touched that stuff.
They come into the base variants when I copied that section from the same section for DISTRICT_HOLY_SITE.
 
They come into the base variants when I copied that section from the same section for DISTRICT_HOLY_SITE.

Incidentally, so far I've been leaving all fields blank except for those actually related to my buildings/districts. That seems to work, I don't think it's necessary to enter in the data for base game stuff (to test out my own question to Firebug earlier).
 
That is interesting. I suspected as much TBH, but it's unclear how much I need to blank because the asset editor hides too much. Could you paste a copy of the plain text from the files so we can see the detail please?
 
That is interesting. I suspected as much TBH, but it's unclear how much I need to blank because the asset editor hides too much. Could you paste a copy of the plain text from the files so we can see the detail please?

Which files? I don't mind, but it'd be rather long if I pasted everything.
 
Your versions of Landmarks.artdef and Improvements.artdef. Also a Districts.artdef if you have one and the full text of Mod.Art.xml please. :)

P.S. You can hide the text in spoiler sections (though images is what most people use it for here).
 
Your versions of Landmarks.artdef and Improvements.artdef. Also a Districts.artdef if you have one and the full text of Mod.Art.xml please. :)

P.S. You can hide the text in spoiler sections (though images is what most people use it for here).

Here's what I have for Mod.art.xml from the Project folder:
Spoiler :
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<AssetObjects::GameArtSpecification>
   <id>
       <name text="Village Improvement"/>
       <id text="here goes the id"/>
   </id>
   <artConsumers>
       <Element>
           <consumerName text="Units"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="Unit"/>
               <Element text="VFX"/>
               <Element text="Light"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Clutter"/>
           <relativeArtDefPaths>
               <Element text="Clutter.artdef"/>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="Landmark"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Landmarks"/>
           <relativeArtDefPaths>
               <Element text="Landmarks.artdef"/>
               <Element text="Districts.artdef"/>
               <Element text="Buildings.artdef"/>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="CityBuildings"/>
               <Element text="TileBase"/>
               <Element text="RouteDecalMaterial"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Farms"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="TileBase"/>
               <Element text="CityBuildings"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="GameLighting"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="ColorKey"/>
               <Element text="GameLighting"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="StrategicView_Properties"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="StrategicView_Sprite"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="StrategicView_Sprite"/>
               <Element text="StrategicView_DirectedAsset"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="StrategicView_Route"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="StrategicView_Route"/>
               <Element text="StrategicView_DirectedAsset"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="StrategicView_TerrainType"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="StrategicView_TerrainBlend"/>
               <Element text="StrategicView_TerrainBlendCorners"/>
               <Element text="StrategicView_TerrainType"/>
               <Element text="StrategicView_DirectedAsset"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="StrategicView_TerrainBlendCorners"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="StrategicView_TerrainBlendCorners"/>
               <Element text="StrategicView_DirectedAsset"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="StrategicView_TerrainBlend"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="StrategicView_TerrainBlend"/>
               <Element text="StrategicView_DirectedAsset"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Terrain"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="TerrainAsset"/>
               <Element text="TerrainElement"/>
               <Element text="TerrainMaterial"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="WorldViewRoutes"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="RouteDecalMaterial"/>
               <Element text="RouteDoodad"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="UI"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="UITexture"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="FOW"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="FOWSprite"/>
               <Element text="FOWTexture"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="WonderMovie"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="WonderMovie"/>
               <Element text="TileBase"/>
               <Element text="GameLighting"/>
               <Element text="ColorKey"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="UILensAsset"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="OverlayTexture"/>
               <Element text="UILensAsset"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Overlay"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="OverlayTexture"/>
               <Element text="UILensAsset"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="VFX"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="VFX"/>
               <Element text="Light"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Water"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="Water"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="ColorKeys"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="ColorKey"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="ScreenWashEffects"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="ColorKey"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Camera"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Terrains"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Features"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Civilizations"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Cultures"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Resources"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Improvements"/>
           <relativeArtDefPaths>
               <Element text="Improvements.artdef"/>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="Landmark"/>
           </libraryDependencies>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="WorldView_Translate"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="StrategicView_Translate"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Audio"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="LeaderLighting"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="LeaderLighting"/>
               <Element text="ColorKey"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Leaders"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="Leader"/>
               <Element text="LeaderLighting"/>
               <Element text="ColorKey"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="LeaderFallback"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="LeaderFallback"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Lenses"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="IndirectGrid"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="AOSystem"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="GenericObject"/>
           <relativeArtDefPaths/>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Wave"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="Wave"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="DynamicGeometry"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="DynamicGeometry"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="UIPreview"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="SkyBox"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="SkyBoxTexture"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="Minimap"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="UnitSimulation"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies/>
           <loadsLibraries>false</loadsLibraries>
       </Element>
       <Element>
           <consumerName text="RangeArrows"/>
           <relativeArtDefPaths>
           </relativeArtDefPaths>
           <libraryDependencies>
               <Element text="OverlayTexture"/>
               <Element text="UILensAsset"/>
           </libraryDependencies>
           <loadsLibraries>true</loadsLibraries>
       </Element>
   </artConsumers>
   <gameLibraries>
       <Element>
           <libraryName text="CityBuildings"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="ColorKey"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="DynamicGeometry"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="FOWSprite"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="FOWTexture"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="GameLighting"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="Landmark"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="Leader"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="LeaderFallback"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="LeaderLighting"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="Light"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="OverlayTexture"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="RouteDecalMaterial"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="RouteDoodad"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="SkyBoxTexture"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="StrategicView_DirectedAsset"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="StrategicView_Route"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="StrategicView_Sprite"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="StrategicView_TerrainBlend"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="StrategicView_TerrainBlendCorners"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="StrategicView_TerrainType"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="TerrainAsset"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="TerrainElement"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="TerrainMaterial"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="TileBase"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="UILensAsset"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="UITexture"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="Unit"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="VFX"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="Water"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="Wave"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
       <Element>
           <libraryName text="WonderMovie"/>
           <relativePackagePaths>
           </relativePackagePaths>
       </Element>
   </gameLibraries>
   <requiredGameArtIDs>
       <Element>
           <name text="Civ6"/>
           <id text="cb2f71b7-843e-4af3-9ca7-992acda9c195"/>
       </Element>
   </requiredGameArtIDs>
</AssetObjects::GameArtSpecification>

Here's Landmarks and Improvements. That was too much text for one post.
 
Thanks. I'll take a look at the files in detail when I have the time.

I know there are lot of modders out there (like myself) who have ideas for mods that need new improvements or districts. I don't find it unacceptable that Firaxis has made modding the graphics of new Improvements and Districts so difficult, so both for myself and for other modders I'd really like to get to where there's a guide to how to get it to work every time that shows every step.

My worry is that something you've done differently from how I and other modders have approached this will remain obscure so we may not get to grips with it until you publish your mod.
 
Well, the mod is technically working, it's just far from complete. If you want to have a look at the partially-complete mod for reference, I could certainly provide it, though I've only bothered with the graphics on very few things (mostly to test and make sure I could do it before I started making big plans). Planning to code everything before I completely set up the art assets.
 
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Love how we are all stumbling along the same road... I have just finished a mod that adds repurposed/named buildings, districts & improvements. All with graphics on the world map. Including utilising DLC form Poland. So should be a good template for those attempting similar. http://steamcommunity.com/sharedfiles/filedetails/?id=884465531

Only thing I am not happy with is the Elite Guard model... but will research Deliverators new guide & clean that up soonish. Only other thing I notice is that the icons for the added units are incorrect on the unit list tab. Is there a smaller icon than 22?
 
Only other thing I notice is that the icons for the added units are incorrect on the unit list tab. Is there a smaller icon than 22?

I'm fairly sure that the unit list tab is another mod. You'd have to look at icons that adds and then work out how to work with it.
 
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