Something I don't understand in the module unit art def file.
I was trying to fix some of the city-screen button art for Scion units. The "generic" buttons are being displayed rather than the Scion-specific art.
The trouble is that changes to SCIONS_CIV4ArtDefines_Unit.xml don't seem to do anything for my test unit, the Adept. I tried pointing <Button> to both the individual file and the button in Units_Atlas1.dds. But I got bupkis.
Any ideas?
<PromotionInfo>
<Type>PROMOTION_WATER_WALKING</Type>
<Description>TXT_KEY_PROMOTION_WATER_WALKING</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<bAmphib>1</bAmphib>
<bRiver>1</bRiver>
<Button>Art/Interface/Buttons/Promotions/Waterwalking.dds</Button>
<bWaterWalking>1</bWaterWalking>
<iAIWeight>100</iAIWeight>
<iMinLevel>-1</iMinLevel>
<iPowerModifier>7</iPowerModifier>
<PromotionExcludes>
<Promotion>PROMOTION_AMPHIBIOUS</Promotion>
</PromotionExcludes>
</PromotionInfo>
<PromotionInfo>
<Type>PROMOTION_AMPHIBIOUS</Type>
<Description>TXT_KEY_PROMOTION_AMPHIBIOUS</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<PromotionPrereq>PROMOTION_COMBAT2</PromotionPrereq>
<bAmphib>1</bAmphib>
<bRiver>1</bRiver>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<Button>,Art/Interface/Buttons/Promotions/Amphibious.dds,Art/Interface/Buttons/Promotions_Atlas.dds,3,1</Button>
<bMutation>1</bMutation>
<PromotionReplacedBy>PROMOTION_WATER_WALKING</PromotionReplacedBy>
<iPowerModifier>3</iPowerModifier>
</PromotionInfo>
For this you either have to remove the old FFH code from the python that is placing the buttons or wait for the next patch![]()
<Button>Art/Interface/Buttons/Promotions/Air1.dds</Button>
<Button>,Art/Interface/Buttons/Promotions/Accuracy.dds,Art/Interface/Buttons/Promotions_Atlas.dds,1,1</Button>
@pazyryk
the second entry refers to an atlas file, this is one big texture containing many buttons at once. the , and numbers somehow define the exact location within this texture, how exactly this is doe i don't know. if you want to add new buttons just make them regular .dss if you want an already existing button button from within an the atlas file, just copy paste the link and you are fine![]()
Are you sure? I'm looking in FFH Wild Mana\Assets\Art\Interface\Buttons and I see 5 folders and one file (Misc_Atlas1.dds), and none of the folders are called Improvement.
Are you sure? I'm looking in FFH Wild Mana\Assets\Art\Interface\Buttons and I see 5 folders and one file (Misc_Atlas1.dds), and none of the folders are called Improvement.
Also, do you have a suggestion for dealing with .fpk files? I don't even know what this is but assume it's some kind of compressed format. I only need to open and look around.
edit: if you want me to give you the links to the buttons just tell me, so you don't have to open that file. just tell me what buttons you need.
edit 2: i ninjad valk, this is a good day![]()