Modern Granary

Still is showing up pink, here is what I did exactly, maybe you can give me some guidance.

I edited the xml file with the code to use the modern granary. Renamed the file moderngranary.nif and renamed the tga moderngranary as well.

Since the game building artwork are in those packed files (pak0 etc) I made a folder under Art/Structures/Buildings/Granary and put the nif file in there. The game picks that up fine, it shows the silo graphics however they are all pink. The silos themselves are pink, not the ground or a shadow of any kind.

I tried putting the tga file in that same folder, same result. I renamed the file with a .tga on the end, no change. When I look at the unpacked artwork files I have saved on my desktop I can't find any in tga format, there are nif and dds. Does that tga file need to be in a different format?

Appreciate the help!
 
Don't rename the tga!!!

I use blender do create my models and blender put the texture in tga files. tga = dds. The name of the texture file is stored inside the nif. When you rename the texture file, the nif can not find it's texture and the model appears pink.
Keep the tga in the same folder as the nif, change the name of the tga back it's original name and it should work.

hope it helps

Chamaedrys
 
Chamaedrys said:
Don't rename the tga!!!

I use blender do create my models and blender put the texture in tga files. tga = dds. The name of the texture file is stored inside the nif. When you rename the texture file, the nif can not find it's texture and the model appears pink.
Keep the tga in the same folder as the nif, change the name of the tga back it's original name and it should work.

hope it helps

Chamaedrys

Hehe, I did not realize that the name was stored inside the file. Thanks for clearing this up. When I get off work, hehe, and get home I will fix it.
 
If I wanted this graphic show up in the Industrial, Modern, and Future eras for the BUILDING_GRANARY (and keep the original graphics for Ancient, Classical, etc), how would I do it?

I know it's in CityLSystem, just not quite sure on what to do?
 
I think you use the Early,Middle,Late art define tags and just have an entry for each art define on the LPlot the same as any other building.
 
If I wanted this graphic show up in the Industrial, Modern, and Future eras for the BUILDING_GRANARY (and keep the original graphics for Ancient, Classical, etc), how would I do it?

I know it's in CityLSystem, just not quite sure on what to do?

Yes, it's in the CityLSystem:

Basicly, you search this (it is in the list of the 1 x 1 buildings):

<ArtRef Name="building:BUILDING_GRANARY">
<Scale>1.2</Scale>
</ArtRef>

and change it to this:

<ArtRef Name="building:BUILDING_GRANARY">
<Attribute Class="Era">ERA_ANCIENT,ERA_CLASSICAL,ERA_MEDIEVAL,ERA_RENAISSANCE</Attribute>
<Scale>1.2</Scale>
</ArtRef>
<ArtRef Name="building:BUILDING_GRANARY">
<Attribute Class="Scalar">szNIF:Art/Structures/Buildings/Modern_granary/Modern_granary.nif</Attribute>
<Attribute Class="Era">ERA_INDUSTRIAL,ERA_MODERN,ERA_FUTURE</Attribute>
<Scale>0.9</Scale>
</ArtRef>

now, the old will be shown in the early and mid game, while the new art will be shown in industrial age and later.;)
 
Yes, it's in the CityLSystem:

Basicly, you search this (it is in the list of the 1 x 1 buildings):

<ArtRef Name="building:BUILDING_GRANARY">
<Scale>1.2</Scale>
</ArtRef>

and change it to this:

<ArtRef Name="building:BUILDING_GRANARY">
<Attribute Class="Era">ERA_ANCIENT,ERA_CLASSICAL,ERA_MEDIEVAL,ERA_RENAISSANCE</Attribute>
<Scale>1.2</Scale>
</ArtRef>
<ArtRef Name="building:BUILDING_GRANARY">
<Attribute Class="Scalar">szNIF:Art/Structures/Buildings/Modern_granary/Modern_granary.nif</Attribute>
<Attribute Class="Era">ERA_INDUSTRIAL,ERA_MODERN,ERA_FUTURE</Attribute>
<Scale>0.9</Scale>
</ArtRef>

now, the old will be shown in the early and mid game, while the new art will be shown in industrial age and later.;)

Hello Chamaedrys,
I really like your work and I'm looking forward to incorporating it into my private mod. I'm especially interested in having modern buildings, and this modern granary will be perfect.

And this is a perfect mode for me to learn how to edit the CityL file to show modern vs. older buildings.

As you probably know, the format of the CIV4CityLSystem.xml has changed with BtS such that it is not clear to me how to incorporate the modern granary image.

What changes do I make to the CityL file to incorporate your modern granary graphic?

Thanks so much!
Spocko
 
As a quick advice, check my EthnicArtstyles mod. I have incorporated this modern granary in it and you can find the necessary xml code inthere. Out of my head (and a quick check ;) you only need to adjust/include some code in the Civ4CityLSystem.xml and CivArtDefinesBuilding.xml files. In my mod the first file is in the normal mod folder structure, the second in the module folder.
 
As a quick advice, check my EthnicArtstyles mod. I have incorporated this modern granary in it and you can find the necessary xml code inthere. Out of my head (and a quick check ;) you only need to adjust/include some code in the Civ4CityLSystem.xml and CivArtDefinesBuilding.xml files. In my mod the first file is in the normal mod folder structure, the second in the module folder.

Thanks GeoModder!

Spocko
 
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