MegalodonShark
Chieftain
Hi there! I know this forum is for unit graphics, but I didn't see a section for buildings and figured the people in here would probably know as well as anyone anywhere else
I hope you don't mind my asking here.
I've recently been working on a mod, and I've been trying to repurpose the arcology shielding used int the "Next War" mod. At first, it seemed to work fine. However at some point, things went horribly wrong. When I try to use the building graphic now (the Arcology_AdvShielding.nif) it works, but the darn thing covers the entire continent that the city is on. While that's kind of awesome in itself, it isn't what I need, and it obstructs gameplay for obvious reasons. I've tried everything I can think of to get the size right, but to no avail. My CIV4ArtDefines_Building.xml definition for it is as follows:
That's a direct copy from the Next War file for the same building, and the graphic itself shows up and animates fine (even if much too large). Adjusing the fScale, even down to 0.1 in my tests, hasn't seemed to affect the size at all, and setting the LSYSTEM to anything other than LSYSTEM_ARCOLOGY just messes up the scaling with city size. However, the graphic itself shows up gigantic no matter what city I put it in, no matter how undeveloped.
Any help or info on why it is suddenly misbehaving would be greatly appreciated
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Edit: I discovered the problem. Apparently it was a particular building which somehow was making the city's occupied space skyrocket (literally) the Griffon Gate from Animal Empire. Why it did this, I'm still trying to figure out, since the model itself is really pretty tiny.However, I realize now that as this was a unique building to the animal empire civilization, my civ shouldn't have even been able to build it. I'll have to look into that too.

I've recently been working on a mod, and I've been trying to repurpose the arcology shielding used int the "Next War" mod. At first, it seemed to work fine. However at some point, things went horribly wrong. When I try to use the building graphic now (the Arcology_AdvShielding.nif) it works, but the darn thing covers the entire continent that the city is on. While that's kind of awesome in itself, it isn't what I need, and it obstructs gameplay for obvious reasons. I've tried everything I can think of to get the size right, but to no avail. My CIV4ArtDefines_Building.xml definition for it is as follows:
Code:
<BuildingArtInfo>
<Type>ART_DEF_BUILDING_DEFLECTOR_SHIELDING</Type>
<LSystem>LSYSTEM_ARCOLOGY</LSystem>
<bAnimated>1</bAnimated>
<fScale>0.6</fScale>
<fInterfaceScale>1</fInterfaceScale>
<NIF>Art/Structures/Buildings/Arcology/Arcology_AdvShielded.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/Colossus.dds,Art/Interface/Buttons/NextWar_Atlas.dds,8,4</Button>
</BuildingArtInfo>
That's a direct copy from the Next War file for the same building, and the graphic itself shows up and animates fine (even if much too large). Adjusing the fScale, even down to 0.1 in my tests, hasn't seemed to affect the size at all, and setting the LSYSTEM to anything other than LSYSTEM_ARCOLOGY just messes up the scaling with city size. However, the graphic itself shows up gigantic no matter what city I put it in, no matter how undeveloped.
Any help or info on why it is suddenly misbehaving would be greatly appreciated

-----------------
Edit: I discovered the problem. Apparently it was a particular building which somehow was making the city's occupied space skyrocket (literally) the Griffon Gate from Animal Empire. Why it did this, I'm still trying to figure out, since the model itself is really pretty tiny.However, I realize now that as this was a unique building to the animal empire civilization, my civ shouldn't have even been able to build it. I'll have to look into that too.