Sostratus
Deity
Hello fellow fanatics. I realize Art can get a bit complex.
I've read the Beginner's Guide to Art Assets by esosorcdc, and followed it along until adding custom textures.
In it he goes through importing art from civ6 to blender, exporting, the whole deal.
However, there's a big section on texturing etc.
If I only seek to wholesale use an existing building's art, is there a much cleaner method?
I am seeking to reuse the factory as it is in game for a building which replaces the factory.
He mentions, from the standpoint of editing a base game building,
-a building asset file. In this case I have DIS_PRD_Factory.ast.
-A building base file. I'm not sure if this is it, but DIS_PRD_Industrial_Base_03Factory_.ast is my best guess.
Then there's a few things that he imports from civ_nexus6. namely, material and texture files, and obstruction files. But I've no clue how to just use what's already there. (I understand, from his guide, that i can use the .fgx in the SDK pantry already, and I can get the geometryset file from civ nexus 6 from the base files too.)
Then, the .xlp's and ArtDefs.
hero_buildings and tilebases I get, those would use the existing files. But again, materials, textures, etc- are these just being inferred if you don't set them?
Is there a simpler guide or something similar of the few things to tweak to totally recycle an in game asset like this?
I've read the Beginner's Guide to Art Assets by esosorcdc, and followed it along until adding custom textures.
In it he goes through importing art from civ6 to blender, exporting, the whole deal.
However, there's a big section on texturing etc.
If I only seek to wholesale use an existing building's art, is there a much cleaner method?
I am seeking to reuse the factory as it is in game for a building which replaces the factory.
He mentions, from the standpoint of editing a base game building,
-a building asset file. In this case I have DIS_PRD_Factory.ast.
-A building base file. I'm not sure if this is it, but DIS_PRD_Industrial_Base_03Factory_.ast is my best guess.
Then there's a few things that he imports from civ_nexus6. namely, material and texture files, and obstruction files. But I've no clue how to just use what's already there. (I understand, from his guide, that i can use the .fgx in the SDK pantry already, and I can get the geometryset file from civ nexus 6 from the base files too.)
Then, the .xlp's and ArtDefs.
hero_buildings and tilebases I get, those would use the existing files. But again, materials, textures, etc- are these just being inferred if you don't set them?
Is there a simpler guide or something similar of the few things to tweak to totally recycle an in game asset like this?