regalman
Reckless Dolphin
I found out Horem already has 3d art for emeralds, sapphires and rubies, if that would help.
would this suffice?
I have no problem creating the mined luxury graphics myself.
It's those darn camp luxuries which I can't get to work, and I believe I may need to use a modeling program like 3ds Max or Blender to modify an existing one and create a new one.
I have plans that will utilize up to 30 luxury types total. I "could" work it out to utilize 32 luxury types total. (This is with lots of civs and large maps.)
So, what hell... While I'm working on things, I'll throw this out here:
If somebody can get truffle camps to improve the static image citrus trees, I'll add ebony back in. (I'll just replace the citrus DDS file with the ebony one once downloaded.)
Here is a quick and cheesy photoshopped image of what I'm looking for (ebony trees are a bit out of scale):
Spoiler :![]()
I simply want the camp to appear next to the resource trees and clear out some of the terrain trees. The ebony trees would stay where they are and wouldn't move into rows like they do with the plantation improvement. Adding in the extra logs within the camp would be a great bonus.
I chose truffle camps since they don't have any extra doodads on the terrain like animal skins drying and such. Also, it cuts the trees more at the top then the other camp types. This would be useful since it gives a modeler room to maybe import the brazilwood camp's logs into it for added decoration.
I'm not sure which would be easier: to use the citrus terrain graphics as a base and get the camp to work alongside it and cut the extra trees (while keeping the other trees around everything intact) OR using truffles as a base, removing the pigs, and getting the static images of citrus trees to randomly be placed in the areas.
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I thought of using lumber mill or brazilwood camp graphics to represent a camp improvement for ebony, but it would be a little awkward during the construction phase of the improvement, going from the static images of trees to deleting them and having the lumber mill or brazilwood camp. The worker would probably be using the construction graphics right on top of the ebony tree graphics and it would look messy. It would also look strange to have the ebony trees disappear instantly once construction begins. This is why I would much rather have a camp improvement; plus it avoids confusion with a camp improvement looking like a lumber mill.
If the lumber mill was used, I'd darken the wood textures a bit, especially the cores. If the brazilwood camp was used, I'd remove the clothesline of dyed sheets, the pots filled with dye, and other instances of the dye while also slightly darkening the core of the stumps.
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So, if a modeler is able to create something like the image above, I'll implement it once more! Then, I would need one more luxury for a nice even number and would turn Gems into Diamonds and add in Rubies. So, that would add in one more mined luxury and another camp luxury to the mix, which is very good.
Pantheons-wise, Ebony would replace Lapis Lazuli again in Spiritual Carvings. Tears of the Gods would lose Gems and Amber and become Diamonds, Pearls, and Lapis Lazuli (I'm thinking clear/white/blue gemstones here). Coral would be removed from God of the Sea and Fish would take its place again. Then, I'll create a new pantheon, Blood of the Gods, which would give a boost to Rubies, Coral, and Amber (I'm thinking red/reddish-orange/orange here).
I like dualities, haha. Tears of the Gods / Blood of the Gods would join Earth Mother / Sky Father (both improve one strategic and bonus resources -- with Marble being somewhat of a pseudo-luxury throughout the map) and Goddess of the Harvest / God of the Forge (GoH favors peace with a growth boost when not at war and boosts wheat, GoF -- with my DLL addon mod -- will favor war giving a military unit production boost during war and boosting iron).
Hah, that's actually where I start my searches for any 2D images I might need for terrain graphics.
Would it suffice? Nope. I already have the graphics and know which existing ones I want to utilize, I just need them to play nice with each other.
Wait, is there a DLL component in this mod?
i can use that model in 3d max 2013 what do you need done?
I just checked things out over in the project's forum; very cool stuff. It suits my style too, so it would perhaps be something I'd be interesting in using.
I can help out when I can. If interested, I could supply an optimized version of the AssignStartingPlots file (if you don't already have one) once it's ready. Once I finish this last set of optimizations and release the deluxe version, I'll change this original More Luxuries mod, and then apply whatever I can to an optimized AssignStartingPlots mod without any new luxuries.
As for the DLL, anybody is free to take from it whatever they wish (if I created it, just throw me some credit; that's all I ask) to apply to their own, since they're not very modular. Hopefully, the same goes in the reverse direction. I like to keep things pretty simple, so it would probably be best to just copy over the few tweaks and modifications from my own DLL, if they're worthy enough to be in the Community Patch and suit its style.
If you ever get the bug to upload your DLL on github, we can issue a 'pull request' and take the relevant bits from your model. Github is a pain, though, so posting source files is the path of least resistance.
You'll definitely get credit for your work the community DLL currently contains the work of 4 people, and they'll be in the designer credits.
Regarding the AssignStartingPlots file, I'm not sure if CEP had one, however an optimized version sounds nice. I'll ask the CEP loyalists.
G
Yeah, I'm unfamiliar with GitHub, and if it's a pain I'd rather not use it since my modifications aren't really huge.
How do you add resources to your mod? I'm seriously thinking about putting the resources that I use from my mod into your mod since while rediculous levels of happiness is nice, it's not really balanced.