Rallying call for all interested: Colonisation of the Moon mod!

dsquared said:
yeah starting worldbuilder with a broken KFM will crash

maybe i should take a whack at my own XML and see if i can get it to work

With my wife bringing company home for dinner you'd be my hero if you gave it a shot. Even if you don't finish it you could send me what you get done.
 
i am having no luck, i define it in the artdefines xml and its properly referenced to that art def tag in the bonus xml but it shows up as gems in the game i dont see what i have wrong here..

why does it default to gems graphic, is this something matthew did that he hasnt told us about, i dont want to use the customassets folder, is that my only option, i want it to run from the mods folder hmm
 
dsquared said:
i am having no luck, i define it in the artdefines xml and its properly referenced to that art def tag in the bonus xml but it shows up as gems in the game i dont see what i have wrong here..

why does it default to gems graphic, is this something matthew did that he hasnt told us about, i dont want to use the customassets folder, is that my only option, i want it to run from the mods folder hmm

The only thing I ever got to show up was Helium3, if it's a bluish blob. I wasn't fairing well either. If matthew doesn't have time I'll give it another go later on. Right now I'm XML burnt. :confused:
 
haha its bluish but it should look like wheat not a blob!

i think the problem is taht they were defined and had an art tag but the art tag was missing in the art defines xml so civ defaulted them, that would explain helium3 showing up as it is new and wasnt defined in matthews xml why was it a blob i will try to add it in
 
dsquared said:
haha its bluish but it should look like wheat not a blob!

i think the problem is taht they were defined and had an art tag but the art tag was missing in the art defines xml so civ defaulted them, that would explain helium3 showing up as it is new and wasnt defined in matthews xml why was it a blob i will try to add it in

It could have been wheat. :blush: I'll admit that blue wheat wasn't what I was looking for!

Yeah, that was the only one I could get to work. Odd.
 
OH YEAH! i got He3 to show up, its definitely something in matthews predefined resources XML that civ filled in art def tags somewhere, and now wont accept the art that we define hmm i guess we have to start over with those files....

he3.JPG


I think it looks pretty good, its a nice splash of color on the moon, in reality you wouldnt be able to see it at all

I also get crashes on game load with a blank KFM line so we have to make sure that if they HAD it they have it in our art defines file
 
RESPECT THE BLUE WHEAT, i thought it was doubly appropriate as wheat is a food resource and it is initially a food bonus in our mod, subliminal and all
 
Okay I have the map script file and terrain done for now.
I sent you woodelf, dsquared and JBG a pm with the link to all the files I updated on filegone.

Edit:you will not want to use the art defines xml file bonuses that I posted as I only added He3 as a resource to it and yours likely already has that.

Let me know if you have any problems.(plz explain them as good as possible so I can figure out the problem)

Also, any comments, suggestions, criticisms, etc. welcome.
 
Well the problem is the BONUSINFO XML file contained ART DEF tags for all our resources but ART DEFINES didnt have those ART DEF tags in them, when we corrected this the game did NOT pick up the new art tags and continued using the gems graphic the only one that worked was the He3 one which was added in and was not present in the XML file, that took awhile to figure out, civ assigns a graphic when teh ART DEF tag is not present in the artdefines file and for some reason it is permanent
 
Okay, I just tried changing the art define for helium and it worked for me.
I think I will try and do all of them since you guys seem to be having trouble.(or did you figure it out?)
 
matthewv said:
Okay, I just tried changing the art define for helium and it worked for me.
I think I will try and do all of them since you guys seem to be having trouble.(or did you figure it out?)

Between my ISP giving me fits and me hitting my head on the wall about these resources I gave up for now. I'd be eternally thankful if you did them. I don't know if dsquared figured it out.

edit - what dsquared said. We got He3 to work, no others. Damn bizarre
 
OK, so its not just us that are having problems, its an XML issue im 90% sure i will try adding them to a new mod XML file and see what happens
 
I think there it has something to do with the way the skins are attached to the .nif file since I am doing it all the same way in the XML and some work and some do not. I will send a complete list of what works and what is pink shortly.
 
well I get crashes from some KFM problems... sigh that list would help narrow it down

before i got a crash i saw a regular aluminum on the moon, is your script spawning non-moon resources on the moon? if it is it will be confusing as we have separate resource art for the moon, ie gold and aluminum
 
Ok, hers the list
Pink resourses include:
gold
uranium
Aluminum
carbon
palladium
gemstones
silicon


Working resouses:
He3
copper
titanium
carbon ice
oxygen
nutrients


Half pink resourses:(around resourse is pink)
plutonium
water ice
hydrogen
crystal

Only moon resources should appear that aluminum is lunar alunium(still called just Aluminum)

all the kfm tags should be set to be <kfm/>
 
you should not be putting those files in your customassets folder they should be in teh main civ4 directory under mods/lunar mod

this may be what is causing civ to be unable to find skins

Also, your XML files DO NOT differentiate uranium and lunar uranium, there is only one uranium and one aluminum, gold etc. this is causing me headaches
 
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