problems with space-mods

dalek master

Prince
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Jun 13, 2005
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Depths of the time war
Ive been trying to make a space-mod since I got the game.

naturaly, the first thing I want to do is make a few new terrains (space, earth etc.) I can change or replace old terrains with the new ones (see the first picture), but for some reason I can't simply add a new terrain (look at the second picture, that's what happens.)

If someone has already create new terrains..... help please? :goodjob:
 

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Firsty, I don't know the answer to your question.

Secondly - have you thought about making those planets 3D? That would look amazing!
 
The Great Apple said:
Firsty, I don't know the answer to your question.

Secondly - have you thought about making those planets 3D? That would look amazing!

Since I dowloaded blender I have been very intrested in making 3D planets, that screenshot is quite old. Maybe I could have planets as bonuses or features.

Yeah I think I atleast will have a go at that, but first I want to get this terrain problem aside.
 
I think Kael is having issues adding more than the default number of Terrains as well. You can replace existing ones, but when you get beyond that default number there are problems. Maybe he'll chime in....

That first screenie is awesome btw!
 
dalek master said:
Ive been trying to make a space-mod since I got the game.

naturaly, the first thing I want to do is make a few new terrains (space, earth etc.) I can change or replace old terrains with the new ones (see the first picture), but for some reason I can't simply add a new terrain (look at the second picture, that's what happens.)

If someone has already create new terrains..... help please? :goodjob:


Hmm... You know I think the problem you're having is similar to one I had. I tried to add a 3rd route type. I wanted dirt roads from ancient to renaissance, and cobblestone roads from renaissance to modern where I'd get highways. Well Civ4 doesn't seem to allow for a 3rd route type. Suffice it to say I tried quite a few things and with no luck the game kept crashing. At least for you, you can still run the game. :p

Perhaps there is a way with the SDK to add new terrain. :hmm:

I also agree with Woodelf. :goodjob: Awesome job. I like that first SS. ;)
 
Could we use your the terrain in your first picture in the Star Wars mod?
 
Let me get this straight: Is the problem that there's a hard-coded limit to the number of terrains in the game? Right now there are:

Snow, Tundra, Plains, Grassland, Desert
Coast, Ocean

If "Hill" and "Mountain" count, there are 9; if not, there are 7.

I assume your mod has more than 7?
 
Rabbit Alex said:
Could we use your the terrain in your first picture in the Star Wars mod?

Maybe. Its not that hard, but I suppose you can use it, just remember to put dalek master in the credits. I'll drop the files off maybe on the star wars thread later :) .

Padmewan said:
Let me get this straight: Is the problem that there's a hard-coded limit to the number of terrains in the game? Right now there are:

Snow, Tundra, Plains, Grassland, Desert
Coast, Ocean

If "Hill" and "Mountain" count, there are 9; if not, there are 7.

I assume your mod has more than 7?

there is an extra terrain on the bottom of the XML file, so there is 9....or 10 if you count the hills and peaks.
 
Well, CvEnums.h doesn't seem to have hardcoded terrain limits, the closest is
Code:
enum DllExport PlotTypes							// Exposed to Python
{
	NO_PLOT = -1,

	PLOT_PEAK,
	PLOT_HILLS,
	PLOT_LAND,
	PLOT_OCEAN,

	NUM_PLOT_TYPES,
};
Maybe you broke that?

If you try to add features, others have noticed that problem.

EDIT: however, there is no indication in the SDK that adding features would be a problem, so who knows.
 
talchas said:
If you try to add features, that is a confirmed problem.

Can you say more about this? Do you mean "terrain features" or "software features", and what is the problem if the former?
 
Terrain features, and what I know is that when Kael tried to add a new terrain feature (like forest/jungle) it wouldn't work (it was invisible) if it was named anything other than one of the original features. Its possible he made a mistake though.
 
I posted in that earlier thread. I've been successful in creating a new terrain feature using a different FX (propellor bubbles) paired up with the fallout NIF. However, that FX refuses to scale.
 
Cant you make Cities graphics to look like panets by first Modelling them, and texture them and find a way to randomize them. then create an alpha map as terrain and try to add little white spots to resemble stars, soo the the black will not be seen and the white dots will look like stars. the planets will show as a city. thats the way i would start off and find much better techniques than this (which there has to be)
 
Aha, somebody with the same problem like me...
I experienced exactly the same like shown in the second screen shot. However my feeling is that this additional terrain is treated like PLOT_OCEAN although it should be PLOT_PEAK. If it possible to find out how the plots are assigned to terrain types it might be possible to find a solution...
 
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