Just Another Religion Mod (BtS / Modular)

Really impressive :eek: !!!

Egyptian, Greek and Zoro arts will be surely added to TAM mod :goodjob:

If you are planning to expand JARM including Mesopothamian Gods and Animism (or Druidism) religion, you'll also complete TAM religion set ;)
 
On the matter of religious icons. I was a bit surprised you didn't recycle existing ones from the Firaxis mods in Civ.
I made an assembly of them:
 

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We were not aware of these. (This is what you get from modding and not having time to actually play the game :lol:). Would have saved JustATourist some work on the Gamefont file.

But overall i think ours aren't that bad either :p
 
I think the only one which would really improve is the Greco_Roman religion. The rest isn't indeed that bad. :mischief: :cooool:

In any case, you know now they exist for possible future religions. ;)
 
I've checked (and adjusted in most cases) 4 of the extra religions on their scale -and nodes in the cities. Only 3 left to do, but the hardest one (Toltec) is one of them.
 
It's odd - the buildings i made (Toltecs not among them), i scaled closely after existing stock buildings (imported in the same scene). However for some reason using the Scale/Node defines of the "prototype" buildings has prooven ungood at various occasions...

I guess i am missing something there.

How do you alighn scale buildings ? Just from visual examination / experience ?
 
It's odd - the buildings i made (Toltecs not among them), i scaled closely after existing stock buildings (imported in the same scene). However for some reason using the Scale/Node defines of the "prototype" buildings has prooven ungood at various occasions...

That's mainly because the base scale of the stock buildings isn't 1 in xml files. So you can't really depend on them.

How do you alighn scale buildings ? Just from visual examination / experience ?

I just put them in worldbuilder in the cityset(s) which will most likely use them. The viking religion for instance I check on the norse -and firaxis medieval cityset. In that case I slightly decreased the scale of the temple, increased the scale of the cathedral and put it in the 3x2 node (IIRC it was in 2x3) and hugely increased the scale of the monastery and put it in the 2x4 node so the building comes on par with the cityset. For the viking shrine, I only opened the file in nifscope and adjused the 'Y' value from 0 to 5 so the stairs don't connect to city buildings in front of it.
 
I am using these buildings in my mod (non-modular), and some of them have pink areas, where I suspect they are using textures from another building. The affected buildings are the Zoroastrian Cathedral, Shinto Shrine, and Zoroastrian Shrine. Any ideas on how to fix this?

Cheers,
ripple01
 
On the matter of religious icons. I was a bit surprised you didn't recycle existing ones from the Firaxis mods in Civ.
I made an assembly of them:

Don't forget the ones from the Gods of Old mod. As they are fictional religions, they have very non-descript design, which makes them very re-uable.
 
I am using these buildings in my mod (non-modular), and some of them have pink areas, where I suspect they are using textures from another building. The affected buildings are the Zoroastrian Cathedral, Shinto Shrine, and Zoroastrian Shrine. Any ideas on how to fix this?

Cheers,
ripple01

You need to make sure all the needed textures are available.

For Zoroastrian Buildings (all but monastery) you need the Fire_*** textures from the Zoro-buildings folder.

The Shinto Shrine uses ShintoTemple_ENV.dds

That's mainly because the base scale of the stock buildings isn't 1 in xml files. So you can't really depend on them.
Yes, sure, but why using the same scale as the stock buildings have not work :confused:
 
Unfortunately, i don't remember exactly. I allways tried to use like cathedral on cathedral, monastery on monastery...
But i only copied the Node/fScale into my notes, not what the original building was...
 
Well, for starters even the temples of the Firaxis religions use different nodes. The Christian temple for instance uses the 1x1, the Jewish temple 2x2 as node. Consequently, their scales will be different too because of the nature of both graphics (high peek for the Christian temple, broad domelike structure for the Jewish temple).

EDIT: o yes, just so you know: the Voodoo buildings didn't need any tinkering.
 
Yes, sure i know that. That is why i took exactly the nodes/scale the particular building i used for reference was using.

Ok... I reverese engineered from my notes some of the buildings i used for reference... So Example:

Wooden Hall - AsenCathedral
<LSystem>LSYSTEM_2x3</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.8</fScale>
<fInterfaceScale>0.6</fInterfaceScale>

<Type>ART_DEF_BUILDING_CONFUCIAN_CATHEDRAL</Type>
<LSystem>LSYSTEM_2x3</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.8</fScale>
<fInterfaceScale>0.6</fInterfaceScale>

And here are the cathedrals layed over in nif scope...
asenpr7.jpg


So you see, the Art defines entries match. The buildings models match well enought... So why does the Asen Cathedral look wrong in the game ?

I am not challenging your assesment here, really - you have a lot of experience working on city sets - just try to figure out a way to work for myself.
 
You need to make sure all the needed textures are available.

For Zoroastrian Buildings (all but monastery) you need the Fire_*** textures from the Zoro-buildings folder.

The Shinto Shrine uses ShintoTemple_ENV.dds

Yes, sure, but why using the same scale as the stock buildings have not work :confused:

Thanks Refar, this worked like a charm...

Cheers,
ripple01
 
Yes, sure i know that. That is why i took exactly the nodes/scale the particular building i used for reference was using.

Ok... I reverese engineered from my notes some of the buildings i used for reference... So Example:

Wooden Hall - AsenCathedral
<LSystem>LSYSTEM_2x3</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.8</fScale>
<fInterfaceScale>0.6</fInterfaceScale>

<Type>ART_DEF_BUILDING_CONFUCIAN_CATHEDRAL</Type>
<LSystem>LSYSTEM_2x3</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.8</fScale>
<fInterfaceScale>0.6</fInterfaceScale>

And here are the cathedrals layed over in nif scope...
asenpr7.jpg


So you see, the Art defines entries match. The buildings models match well enought... So why does the Asen Cathedral look wrong in the game ?

I am not challenging your assesment here, really - you have a lot of experience working on city sets - just try to figure out a way to work for myself.

Well, I took a look for myself and indeed the Confucian building uses a 2x3 node. But the building would look better in a 3x3 node ingame, or a bit smaller scale and 3x2 with some y-axis adjustments in the nifscope viewer. Just start a game and put the confucian building in a city. You'll see that the left -and right edges of the building scrape along the adjacent city houses, while the front -and backside have quite a bit of open space in comparison. I think Firaxis did that they did because of the prominent stairway of the Confucian building.
 
So it seems, while there is in theory nothing wrong with my method, it might give suboptimal results in practice...It's what i was afraid of... :cry:

Well i guess i will have to stick to making stuff and let someone else figure out how to use it... :mischief:
 
I would feel indebted if you could make some more meso-american stuff... after all, with all those religious buildings I'm out of 2 unique graphics for the meso americans. :cry:
 
You mean the ones we use as toletec pyramides ?

What buildings you were using these for ? Because i think the pyramides are good for temples... So maybe the ones you had them before could be replaced, if i get a good idea...
 
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