maconnolly
Warlord
- Joined
- Jun 3, 2019
- Messages
- 210
Hi all,
I have got myself into a state of confusion about artwork. Having managed (with help) to get the mod functional, I can now not get my head around artwork. Specifically, leader artwork.
Initially, I tried all sorts of hack-and-slash methods to append the artwork into my mod. Then I gave up on that approach, as I clearly I was missing something. I stripped things right back to the good ol' Jasper Kitty template.
If I build Jasper Kitty with no changes whatsoever, the simple leader image appears on the Civilization Selection screen, the Loading Screen and the Diplomacy Screen.
The default build (attached as: DefaultBuild.zip) is created with no Textures folder, but it does have a Platforms folder - as I understand it, the XLP is used to generate the BLP files (which I presume contain the artwork from the DDS/TEX combo).
So, my first question - is that how it works? If so, why do some mods use Textures folders where they hold certain things? Is there more than one way to get artwork into the game?
Moving on - the next thing I did was this:
1. Delete the two DDS files (FALLBACK_NEUTRAL_JASPERKITTY.dds and LEADER_JASPER_KITTY_NEUTRAL.dds) and their two corresponding TEX files
2. Add corresponding files of my own (FALLBACK_NEUTRAL_PO_NGBE.dds and LEADER_PO_NGBE_NEUTRAL.dds) along with TEX files; these were generated through the Asset Editor.
3. Replaced all references to the two default files with the corresponding ones of my own. The references were in each of UILeaders.xlp, LeaderFallbacks.xlp and FallbackLeaders.artdef.
When I build this out (attached: ModifiedBuild.zip), I end up with the all of the same files (I note the BLPs are larger in the new build, presumably reflecting the higher file-size graphics I have brought in); but additionally I have a Textures folder which contains:
FALLBACK_NEUTRAL_PO_NGBE.dds
FALLBACK_NEUTRAL_PO_NGBE.tex
LEADER_PO_NGBE_NEUTRAL.dds
LEADER_PO_NGBE_NEUTRAL.tex
Second question: why are these files now here? Why have they not been 'purged' from the mod in the way they were in the default build?
I see nothing different in the cooker.log for either build (both reference that the cooker can't cook for MacOS).
Irrespective, I launch. Now, whilst the new artwork appears in the Civilization Select screen and in the Diplomacy Screen, it does not appear on the Loading Screen.
What logic is causing this to occur? Can anyone help unravel this mystery for me? I have theoretically 5-6 civilizations I want to build, but I am only willing to build them if I can get the artwork functional and I think for that to happen I need to understand the theory a little more.
I couldn't find a guide, or post, that explains this in any clear way. I've watched numerous video tutorials, explored existing mods/templates and scoured the forum as best I can. Presumably there are a few different ways to go from source art (DDS) to game inclusion (via some combination of TEX, XLP, BLP filetypes and/or references to those in SQL/XML/ARTDEF filetypes).
I have got myself into a state of confusion about artwork. Having managed (with help) to get the mod functional, I can now not get my head around artwork. Specifically, leader artwork.
Initially, I tried all sorts of hack-and-slash methods to append the artwork into my mod. Then I gave up on that approach, as I clearly I was missing something. I stripped things right back to the good ol' Jasper Kitty template.
If I build Jasper Kitty with no changes whatsoever, the simple leader image appears on the Civilization Selection screen, the Loading Screen and the Diplomacy Screen.
The default build (attached as: DefaultBuild.zip) is created with no Textures folder, but it does have a Platforms folder - as I understand it, the XLP is used to generate the BLP files (which I presume contain the artwork from the DDS/TEX combo).
So, my first question - is that how it works? If so, why do some mods use Textures folders where they hold certain things? Is there more than one way to get artwork into the game?
Moving on - the next thing I did was this:
1. Delete the two DDS files (FALLBACK_NEUTRAL_JASPERKITTY.dds and LEADER_JASPER_KITTY_NEUTRAL.dds) and their two corresponding TEX files
2. Add corresponding files of my own (FALLBACK_NEUTRAL_PO_NGBE.dds and LEADER_PO_NGBE_NEUTRAL.dds) along with TEX files; these were generated through the Asset Editor.
3. Replaced all references to the two default files with the corresponding ones of my own. The references were in each of UILeaders.xlp, LeaderFallbacks.xlp and FallbackLeaders.artdef.
When I build this out (attached: ModifiedBuild.zip), I end up with the all of the same files (I note the BLPs are larger in the new build, presumably reflecting the higher file-size graphics I have brought in); but additionally I have a Textures folder which contains:
FALLBACK_NEUTRAL_PO_NGBE.dds
FALLBACK_NEUTRAL_PO_NGBE.tex
LEADER_PO_NGBE_NEUTRAL.dds
LEADER_PO_NGBE_NEUTRAL.tex
Second question: why are these files now here? Why have they not been 'purged' from the mod in the way they were in the default build?
I see nothing different in the cooker.log for either build (both reference that the cooker can't cook for MacOS).
Irrespective, I launch. Now, whilst the new artwork appears in the Civilization Select screen and in the Diplomacy Screen, it does not appear on the Loading Screen.
What logic is causing this to occur? Can anyone help unravel this mystery for me? I have theoretically 5-6 civilizations I want to build, but I am only willing to build them if I can get the artwork functional and I think for that to happen I need to understand the theory a little more.
I couldn't find a guide, or post, that explains this in any clear way. I've watched numerous video tutorials, explored existing mods/templates and scoured the forum as best I can. Presumably there are a few different ways to go from source art (DDS) to game inclusion (via some combination of TEX, XLP, BLP filetypes and/or references to those in SQL/XML/ARTDEF filetypes).
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