Karatekid5
Warlord
I am making a somewhat silly Civ for my friend at his request, and after three years of modding I decided to try and tackle making a Unique Improvement. Since I do not know how to make and import custom improvement models, I thought I'd retexture one. Since this UI is a garden, I decided to try and make a simple retexture of the polder, changing the green rims to look like walls and changing the greenery to flowery bushes. However, in this attempt it isn't as easy as it seems, and it easily fell apart on top of me.
Firstly, the improvement is fully functional on the code side, that I was able to do easily. I was able to retexture the improvement construction graphics to a dirt brown, which looked surprisingly nice, but I couldn't properly retexture the normal or pillaged textures at all, even though I got all of the Polder defines straight from their base defines in the assets folder, along with all of the proper FXSXML files and GR2 files. The pillaged graphics don't show any change at all (even though the Pillaged GR2 file is pointed to vanilla Polder textures), just an undamaged polder with smoke coming off of it. The normal graphics either show no change, put my modified texture or the default polder "greenery squares" as a decal under the improvement as well as on top, or (what I'm currently stuck on despite swapping out the files for clean ones) giant grey blocks and streaks covering the screen and making most of the map graphics blink like crazy. I've been studying the base game Polder files alongside Unique Improvement code and assets in other mods as references and I thought I had a firm grasp on what to do.
The mod is attached, art files for the improvement are in the art > GardenModel folder and the art defines are in "Homescapes_Improvements.sql". All I want to do is make "Gardenscape_DIFF.dds" the main graphic for the improvement and to make the pillaged graphics show up properly.Thanks in advance to anyone who can help out with this.
Firstly, the improvement is fully functional on the code side, that I was able to do easily. I was able to retexture the improvement construction graphics to a dirt brown, which looked surprisingly nice, but I couldn't properly retexture the normal or pillaged textures at all, even though I got all of the Polder defines straight from their base defines in the assets folder, along with all of the proper FXSXML files and GR2 files. The pillaged graphics don't show any change at all (even though the Pillaged GR2 file is pointed to vanilla Polder textures), just an undamaged polder with smoke coming off of it. The normal graphics either show no change, put my modified texture or the default polder "greenery squares" as a decal under the improvement as well as on top, or (what I'm currently stuck on despite swapping out the files for clean ones) giant grey blocks and streaks covering the screen and making most of the map graphics blink like crazy. I've been studying the base game Polder files alongside Unique Improvement code and assets in other mods as references and I thought I had a firm grasp on what to do.
The mod is attached, art files for the improvement are in the art > GardenModel folder and the art defines are in "Homescapes_Improvements.sql". All I want to do is make "Gardenscape_DIFF.dds" the main graphic for the improvement and to make the pillaged graphics show up properly.Thanks in advance to anyone who can help out with this.
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