P_L's Guild of Architects

Psychic_Llamas said:
Well, i have finished as many Woodelf buildings as i can.
heres the link to Dl the files:

http://forums.civfanatics.com/downloads.php?do=file&id=2765

i tried to put them into the game, but i still cant figure that out :sad: i think all of them have .dds textures applied to them instead of just BMP textures. i hope they work:)

@ woodelf, would you be able to put some ingame againto see if they work, and if not could you, or anyone else direct me to a good tutorial on how to? ta:p

PL, I saw your post asking for Chalid help on setting up models. I fear he isn't on as much as he used to be anymore (:( ) but if you have problems setting up buildings in the citylsystem PM me and I may be able to help.
 
Ploeperpengel said:
Oh please keep the talk here in place. Since the Lsystem is quite complicated I could draw some useful info from it as well.

Thats cool, but PM me and let me know there is an update here if there is something I can help with. I dont always check here very frequently.
 
A request to write a how to may be to general. Is there anything more specifc you need to know? How far have you gotten? What are you stuck at?
 
It's as easy as putting units in in fact it's quite the same until you come to the CLsystem. (How to simply add a building should be plenty of info in the forum it's just the Lsystem that is a bit tricky).
You basically use these files:
CIV4ArtDefines_Building.xml
example:
<BuildingArtInfo>
<Type>ART_DEF_BUILDING_ACADEMY</Type>
<bAnimated>0</bAnimated>
<fScale>0.9</fScale>
<fInterfaceScale>1.5</fInterfaceScale>
<NIF>Art/Structures/Buildings/Academy/Academy.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/Academy.dds,Art/Interface/Buttons/Buildings_Atlas.dds,7,11</Button>
</BuildingArtInfo>

CIV4BuildingClassInfos.xml

<BuildingClassInfo>
<Type>BUILDINGCLASS_ACADEMY</Type>
<Description>TXT_KEY_BUILDING_ACADEMY</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iExtraPlayerInstances>0</iExtraPlayerInstances>
<bNoLimit>0</bNoLimit>
<bMonument>0</bMonument>
<DefaultBuilding>BUILDING_ACADEMY</DefaultBuilding>
<VictoryThresholds/>
</BuildingClassInfo>

CIV4BuildingInfos.xml

<BuildingInfo>
<BuildingClass>BUILDINGCLASS_ACADEMY</BuildingClass>
<Type>BUILDING_ACADEMY</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_ACADEMY</Description>
<Civilopedia>TXT_KEY_BUILDING_ACADEMY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_ACADEMY_STRATEGY</Strategy>
<Advisor>ADVISOR_SCIENCE</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_ACADEMY</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>NONE</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits/>
<HappinessTraits/>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<bDiploVote>0</bDiploVote>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>-1</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>100</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iAsset>6</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>4</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes/>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>50</iCommerce>
</CommerceModifiers>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>1</bCommerceChangeOriginalOwner>
</CommerceChangeOriginalOwners>
<ConstructSound>AS2D_BUILD_LIBRARY</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers/>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs/>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>

Have a look at those files and see how they link.
All lines that should concern you are in bold, the rest you can probably ignore for now;)

The tricky part Kael offered help for is this one:
CIV4CityLSystem.xml

<!-- LEAF 2x1 BUILDINGS -->
<ArtRef Name="building:BUILDING_ACADEMY">
<Attribute Class="Rotation">0,180</Attribute>
<Scale>2.0</Scale>
</ArtRef>

For now you could simply replace existing buildings with your new added ones in that file if they match in size but this won't lead to perfect results so learning more about it is obligatory on long term.
 
Ok, cool, so its all XML work then? thats good, i can handle XML:)
I assume you have to make the modle into a .nif file. thats whats confusing me most now. do you just need to save it as a .nif from MAX or do you need a special program?
i also assume you need the textures to be in .dds format. (which is annoying, because all the detail in my textures is lost when i convert it to .dds.:sad: )
 
Grrrrr i just typed all this out before then dleated it :mad:
try again:

I figured that i might as well start designing new buildings, so i have concocted 11 possible new buldings for the early game to make it a bit less boring:

Watch Tower:
Required Tech: Masonry
Effect: +15% defence

Archery Range:
Required Tech: Archery
Effect: +2 EXP for 'archer' type units

Training Grounds:
Required Tech: ???
Effect: +2 EXP for 'melle' type units

Stables:
Required Tech: Animal Husbandry
Effect: +2 EXP for 'mounted' type units

Tracker's Guild:
Required Tech: Hunting
Effect: +2 EXP for 'recon' type units

Tanners:
Required Tech: Hunting
Effect: + 1 gold, -1 health

Ourfitters:
Required Tech: ???
Effect: + 1 gold and/ or decreased production time for units, if one of the following resources are availiable: Sheep, Cattle, Game, Fur, Silk.

Courier's Post:
Required Tech: The Wheel
Effect: + 1 trade route

Herbalist:
Required Tech: ???
Effect: +1 health

Town Square:
Required Tech: ???
Effect: + 10% gold, +1 Culture

Council Hall:
Required Tech: ???
Effect: + 1 Science

What do ya think?
 
I think a good portion can be borrowed from FfH if you want and I see at least one that I made for this mod.

I'll run down the list P_L with what I know, which is limited anymore....

Watchtower - I made a Guard tower that C Roland reskinned, might be good enough.

Archery Range - the one in FfH is nice. I made a CandyLand one. :p

Training Grounds - not sure, but there are similar buildings out there.

Stables - again in FfH

Tracker's Guild - No idea how to make this look like that, but to my knowledge it isn't made yet.

Tanners - My Trading post is close to that I think. You could steal my hides or the one from the Camp improvement (like I did) and add a building.

As I'm sick of typing (:)) I'll just say that the rest most likely have a building that could be used, but a new graphic would work.

The actual list of buildings is good and most are very needed IMO.
 
I go with:
Tanners
Archery Range
Stables(also in Warlords)
Elder Council(Chronicles-TECH_WRITING)

The rest is good to think about but I don't have much time now. But i.e. no Guild in ancient era-if you find another name that fits a building for better reconunits would be ok though.
 
yeh, it would be easyer to borrow buildings from FFH, but i enjoy modling, so im going to make new ones anyway:p
we can decide which modles to use later;)

@ ploe: do you only want those 4? i think we need way more than 4 to make the ancient ea interesting, at least 8.
 
@PL
I need to know now if you're going to do the xml or concentrate on models. To be true I'd prefer you do modeling and provide me with the nifs asap. The woodelfhouses look great it's just that I need the skins and the models as nifs to make any use of them.:p
Or have you already started?
 
well i have started, the woodelf houses are in nifs and i just keep forgetting to upload them. i will do that now:)
my 3DS Max free trial has run out though so there wont be any more modles untill i can get my hands on the real thing or find a crack (i cant find any that will work, (either that or i am doing it wrong:sad: )

Ploe, please make a list of buildings you want, and, if you can, find some example to work from. although that dosnt matter. i have a good imagination:)
 
:mad::mad::mad: GRRRR! Why-wont-you-upload!?!?!

argg!i have been trying all morning to get these damned building to upload, it took 2 hours the first time for it to finish 'uploading' and then it decided i "didnt select a file"...sod... this is what has been happening all week ploe:sad: im really sorry. I even tried to use filegone, but that didnt work either. then i thought, "hey, maybe the files corrupt..." so i deleated it then repacked it.

Im trying to upload it as a zip file, i also tried 7-zip, but to no avail:(

Im currently trying to see if it will go via email, but i doubt it.

I will try again now, but dont be surprised if its not there but next easter...



OOOH! wait! the nifs just attatched to the email! im gonna send them to you now ploe, i hope its what you need. Nifs and textures right? cross fingers...


EDIT: im also sending you the Woodelf nifs, textures and modles, as well as the highelf ones, via Yousendit.com. i just discovered it, so i hope i works:p it should be done in 1 and a half hours.
 
Thx received the first. I know it will be a pain but please try to send me ddsversions as well. I want to see what I can do about the details.

Oak of ages is missing oakof ages texture.dds and building floor.dds

I didn't receive anything from yousendit!

Btw why not burn everything on CD and upload all the nifs in all different versions from an internetcafe or public internet access? Might save you a lot of time;)
As alternative you also can just send the texture as jpg + plus nifs that support the dds. Maybe detail gets lost just because you are doing something wrong with the compression to dds or use the wrong program. I experienced something similar with dxtbmp many times.
 
Ok, cool. have you tried the ones without dds's yet? do they work? i put them all in seperately and they worked fine on mine so i see no need for dds versions, but, i will do it anyway.

Im using DXTBmp to make the dds files. i open the photoshop texture with DXTBmp, then save it as a .dds texture as DDS DXT1 (no alpha)
could you suggest a different dds making program that dosnt kill details?

Dont worry about the Oak of ages one. im going to redo that modle anywho, its too much like the other buildings and i want it more unique :p

Hmmm, i think yousendit didnt work because my comp may have gone into hybernate mode while i was having lunch, it must have done that before it was sent. :sad:
ill just email everything to you as separate files then. sorry about that.

(I also dont have any access to a nearby intenet cafe, so thats not much help, iv kept my eye out but haven seen any.)
 
Hm ok maybe better sending small files then. You can also send them as single buildings. Ok about dds. Currently your textures take more than 1.25 MB of memory each a dds compressed to dxt1 (with alpha if you want transperancy like for leaves!) would take much less-something like 9-33 KB and it can be altered with a paintprogram while your niftextures won't open by anything I have. It would be better though if I or anyone can work on them.
Dxtbmp can be a real texturekiller! With photoshopplugins you should be able to save your texture as dds right out of photoshop, were you can also deselect the creation of mipmaps which make gfx blurry at greater distance.
 
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