Old Trading Post graphics

PawelS

Ancient Druid
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Dec 11, 2003
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Anyone knows how to use the old Trading Post graphics (the one with small tents)?

I guess I need to refer to some .fxsmsl files in ArtDefine_Landmarks, but what are the file names that I should use?
 
I figured it out. I extracted the old Trading Post graphical files (attached to this post) from resource files, and when I added them to my mod with VFS set to true, I got old Trading Post graphics instead of new. Now I need to rename these files and make new art defines to be able to use both versions in my mod.
 

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Awesome!

I really can't believe it, but I've been thinking of going back to the old trading post graphics. I just have to reskin them to something more palatable for myself and try to disable or visually reduce the road networks that come with them.

The new graphics are really very nice, but the model itself - I don't know. It's too clumped into the middle of the tile and it's large. When you have many of them adjacent to each other it looks really repetitive.

The older one had smaller features and things were spread out much more. It just had ugly colors and roads (in my opinion) :).

Ideally, I'd love to have some type of nice village model (heck, I'd even pay a decent amount for it as a cosmetic DLC if it was developed) and a suburb (or small city) model for the later eras. Just to have more representations of settlements throughout the map (one of the few things I liked in Civ 4), not just farmville everywhere and only huge, bustling cities spaced-out throughout the map. I loved my Civ4 empires filled with not only major cities, but towns, villages, etc. throughout the map.
 
I figured it out. I extracted the old Trading Post graphical files (attached to this post) from resource files, and when I added them to my mod with VFS set to true, I got old Trading Post graphics instead of new. Now I need to rename these files and make new art defines to be able to use both versions in my mod.

I don't think you even need to go that far, since IIRC the art defines themselves still exist.
 
I figured it out. I extracted the old Trading Post graphical files (attached to this post) from resource files, and when I added them to my mod with VFS set to true, I got old Trading Post graphics instead of new. Now I need to rename these files and make new art defines to be able to use both versions in my mod.

Do you have to set Reload Landmark System for the replacement to work? If not, that is an interesting find. If it gets loaded as a replacement (without Reload Landmark System checked), I can't see why it won't be loaded as a "new" improvement, or why we can't load any new improvement art. (Perhaps the Reload Landmark System check box doesn't do anything anymore except generate random crashes.)
 
I figured it out. I extracted the old Trading Post graphical files (attached to this post) from resource files, and when I added them to my mod with VFS set to true, I got old Trading Post graphics instead of new. Now I need to rename these files and make new art defines to be able to use both versions in my mod.
I did exactly that, but had to check "Reload Landmark System" which, as well known, causes frequent crashes. I didn't try replacing graphics first but went straight to adding them for a new improvement, so can't answer Pazyryk's question.
 
I thought this might work well as a "festival" improvement.

Good idea, it can give +1 gold and +1 culture, or something like that :)

Do you have to set Reload Landmark System for the replacement to work? If not, that is an interesting find. If it gets loaded as a replacement (without Reload Landmark System checked), I can't see why it won't be loaded as a "new" improvement, or why we can't load any new improvement art. (Perhaps the Reload Landmark System check box doesn't do anything anymore except generate random crashes.)

It doesn't work without Reload Landmark System. Are you sure it still causes crashes in the current version? If so, then we can't use any non-standard landmark graphics in mods...

These files still exist in the .fpk files, but it seems there are new files with the same names in other .fpk files, which overwrite them in the VFS, so they can no longer be used. That's why I had to include them in the mod.

Btw, is there a tool that allows browsing the VFS content?

These, on this screenshot (shown at a lower graphics quality):
http://gon.cdn.on.net/screenshots/a/0/7452/2010-08-06/civ5_dx9.jpg

Note that you can see both versions on this screenshot: "ancient" (used before the industrial era - near Yekaterinburg), and "modern" (elsewhere). I think I'll have some use for both versions in my mod (as well as both versions of the new graphics).
 
I did exactly that, but had to check "Reload Landmark System" which, as well known, causes frequent crashes.
I also thought this was fixed.

edit : and thanks Pawels, I wanted it back for industrial era scenarios...
 
I guess it's important to mention I'm still playing vanilla.

In between two versions of my mod, that was one of the few changes. I got 3 crashes before the renaissance, then reverted to using the old (manufactory) graphics so I could uncheck the box. Didn't crash again. Could of course be a coincidence.
 
I also thought this was fixed.

Two posts at the end in this thread suggest it is not fixed even in G&K. Can't say whether either was a controlled experiment though, so I don't think we have a definitive answer yet...

(If I were still planning this for my mod, I would make a "dummy" mod that checks this box but does nothing else. Then I would load up some late stage games with very many units and play for a while. But I don't really need this now -- so I won't for the time being.)
 
Two posts at the end in this thread suggest it is not fixed even in G&K. Can't say whether either was a controlled experiment though, so I don't think we have a definitive answer yet...

(If I were still planning this for my mod, I would make a "dummy" mod that checks this box but does nothing else. Then I would load up some late stage games with very many units and play for a while. But I don't really need this now -- so I won't for the time being.)

My tests definitely weren't "controlled experiments" (their main purpose wasn't to test the reload landmark system crashes, but to test other things), so my impression about the crashes should be taken with a grain of salt.
 
Do you have to set Reload Landmark System for the replacement to work? If not, that is an interesting find. If it gets loaded as a replacement (without Reload Landmark System checked), I can't see why it won't be loaded as a "new" improvement, or why we can't load any new improvement art. (Perhaps the Reload Landmark System check box doesn't do anything anymore except generate random crashes.)

IIRC, you can use the old trading post graphics without using "reload landmark system", since (again IIRC), they remain as existing art defines in the game.
 
IIRC, you can use the old trading post graphics without using "reload landmark system", since (again IIRC), they remain as existing art defines in the game.

I haven't seen any such art defines in the database. And it's unlikely that such thing can exist, because, as I wrote earlier, the needed files are overwritten in the VFS.
 
I know there are some unused building icons (grocer, supermarket, and a "smoky factory"), also I think you can find something interesting in unit and tech icons...
 
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