Polder Diffuse texture issues - Polder Retexturing for UI

Karatekid5

Warlord
Joined
Nov 11, 2012
Messages
198
Location
Pennsylvania
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.
 
Last edited:
My apologies for the double post!

So I decided to roll down my sleeves and re-implement the art defines and Polder-based files from scratch. So far most of the issues above have been fixed. The pillaged and In-construction graphics are working as they should, and display the textures I pointed them to in the GR2 files. However, I am still having issues with the diffuse textures on the main Polder models:

Ze3TPSl.jpg



The polders aren't grabbing some of the textures I am pointing them to. The texture for the decal below the improvement, which turns the grass lush green underneath the polder normally, is now a nice sand color, which is a texture I pointed it to myself in the GR2 files. However, the Diffuse textures are refusing to show up and the improvement is still showing the default polder textures. I changed the entries for the Diffuse textures in both the FXSXML and GR2 files, every instance should be pointing towards the correct textures, but the game just won't use them. Are they hardcoded or am I simply missing a step?
 

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