resources models editing

Teodosio

Warlord
Joined
Mar 3, 2002
Messages
292
I have attached the new texture for the sugar model, to be used for the brown algae in place of horses. I have included the entire folder, but the only file I actually modified is sugar.dds.
To make it work I modified the CIV4ArtDefines_Bonus.xml file replacing the brown algae section with:
Code:
<BonusArtInfo>
	<Type>ART_DEF_BONUS_ALGAE_BROWN</Type>
	<fScale>0.5</fScale>
	<fInterfaceScale>1.3</fInterfaceScale>
	<NIF>Art/Terrain/Resources/AlgaeBrown/Sugar.nif</NIF>
	<KFM>Art/Terrain/Resources/AlgaeBrown/Sugar.kfm</KFM>
	<Button>Art/Interface/Buttons/WorldBuilder/AlgaeBrown.dds</Button>
	<FontButtonIndex>3</FontButtonIndex>
</BonusArtInfo>

The other algae will soon follow. Regards!
 

Attachments

Sorry there was an error, the button index is not 29. but:
Code:
<FontButtonIndex>3</FontButtonIndex>
 
The withe algae texture is ready too.

What needs to be changed in CIV4ArtDefines_Bonus.xml:
Code:
<BonusArtInfo>
	<Type>ART_DEF_BONUS_ALGAE_WHITE</Type>
	<fScale>0.5</fScale>
	<fInterfaceScale>1.3</fInterfaceScale>
	<NIF>Art/Terrain/Resources/AlgaeWhite/Sugar.nif</NIF>
	<KFM>Art/Terrain/Resources/AlgaeWhite/Sugar.kfm</KFM>
	<Button>Art/Interface/Buttons/WorldBuilder/AlgaeWhite.dds</Button>
	<FontButtonIndex>21</FontButtonIndex>
</BonusArtInfo>
 

Attachments

Thanks again. :)

I have attached the new texture for the sugar model, to be used for the brown algae in place of horses. I have included the entire folder, but the only file I actually modified is sugar.dds.

It is possible for nifs to use the same files if the nifs are placed in the same folder. Every bit helps to keep the mod size down.

Therefore I was wondering, would it be possible to give the AlgaeX nifs each a unique name, and also (something above my knowledge) link those nifs each to their own renamed sugar.dds file? In that case only eight files need to be included in the Resources/Sugar folder, instead of copying the whole Sugar folder four times.

No big problem if that isn't possible though.
 
It is possible for nifs to use the same files if the nifs are placed in the same folder. Every bit helps to keep the mod size down.

I strongly suspect it can be done, but it would be probably necessary to modify the model itself. I am sure there is a reference in the model file where the texture file name is written.
Unfortunately, I am unable at the moment to open and edit models. Maybe in the future! :p
 
Maniac, if you use a "shared" folder, you can put textures that different nifs use in a single spot. That will save on size too.
 
I strongly suspect it can be done, but it would be probably necessary to modify the model itself. I am sure there is a reference in the model file where the texture file name is written.
Unfortunately, I am unable at the moment to open and edit models. Maybe in the future! :p

Ah ok thanks. Will include the full sugar folders then (hopefully, for now).

Maniac, if you use a "shared" folder, you can put textures that different nifs use in a single spot. That will save on size too.

Regardless of what it says in the nif about where the texture is?? Or don't nifs include the folder path of a texture, only the name perhaps, and does it look in its own folder or the shared folder for the required texture??

Regardless, the issue here is the opposite. The algae files are completely the same, EXCEPT for the texture.

Do you know how to change the texture file name in a nif?
 
Regardless of what it says in the nif about where the texture is?? Or don't nifs include the folder path of a texture, only the name perhaps, and does it look in its own folder or the shared folder for the required texture??

From my experience, Firaxis set things up so that it first looks for a "shared" folder and uses the correctly named texture files there, as long as no other similar named texture file overrules it in the nif folder. Actually, the best example I can give you is the tree texture file.

Do you know how to change the texture file name in a nif?

I've done it before, but rarely. I needed to search for the proper procedure every time I've done it. It's a bit of a pain, but it's possible for sure with SceneViewer.
 
Thanks! So I'd have to change the Sugar.dds reference in each of the twenty parts of the model?? No way to do it all in once?

Anyway, I realized there are actually five nif files in the Sugar folder. Those would have all have to be edited and included in the mod download. So basically the only files which could be kept out of the mod by editing the nifs, are the three unedited dds files. By putting those three dds files in the Shared folder, the extra mod size can be reduced to 100kb. So it's probably not worth doing all that editing for such a minimal gain.


I put the brown and white algae graphics in the mod btw. Will be in the next patch! :)
 
New textures for red and cyan algae are attached.

There is only a small issue now: when a greenhouse is built to exploit the resource, the algae become very difficult to see because hidden by the greenhouse.
Could it be possible to modify the greenhouse model in order to show four small greenhouses instead of a single big one (as has been done for the Field Lab model)? In this way it would be easy to spot the resource even after the improvement has been built.
 

Attachments

New textures for red and cyan algae are attached.

Thanks! :)

There is only a small issue now: when a greenhouse is built to exploit the resource, the algae become very difficult to see because hidden by the greenhouse.
Could it be possible to modify the greenhouse model in order to show four small greenhouses instead of a single big one (as has been done for the Field Lab model)? In this way it would be easy to spot the resource even after the improvement has been built.

Hmm, my first impression is I wouldn't really like four smaller greenhouses.
But perhaps the opposite could be done? Instead of one sugar model, the nif could instead be a couple sugar canes, including some at the sides of the plot, so some would still be visible even with a greenhouse on the plot?
 
Hmm, my first impression is I wouldn't really like four smaller greenhouses.
But perhaps the opposite could be done? Instead of one sugar model, the nif could instead be a couple sugar canes, including some at the sides of the plot, so some would still be visible even with a greenhouse on the plot?
That could work too.
But are you sure you would not like multiple smaller greenhouses? They don't need to be put in a fixed square, but they could be put in a casual way like the field labs, that are nice enough.
 
are you sure?

I am.
1) interface reason: it's easier to instantly recognize one bigger object than several small ones.
2) several greenhouse models would require somewhat more graphical memory. Not worth changing the look of every greenhouse improvement if there isn't a clear esthetic bonus.
3) Having nif models at the sides of a plot instead of in the center, makes them look like they're floating in the air, when placed on a Ridge.

GeoModder had another idea though. He proposes keeping the one-model nif for normal greenhouses, but on plots with algae resources, display two smaller greenhouses, one at each side of the resource. This would make the difference between algae and non-algae plots even more visible.

But this would actually require adding a new improvement for the sole purpose of connecting algae. And a new improvement requires a new name, to avoid confusion. Do you have any ideas? It's best not to just call it a synonym of Greenhouse,, such as Glasshouse or Hothouse. Bioreactor is already used as a building name. No idea for a name...
 
But this would actually require adding a new improvement for the sole purpose of connecting algae. And a new improvement requires a new name, to avoid confusion. Do you have any ideas? It's best not to just call it a synonym of Greenhouse,, such as Glasshouse or Hothouse. Bioreactor is already used as a building name. No idea for a name...
I don't quite like the idea, because having two similar-looking improvements with the same name would create confusion... at least if I didn't know all the story I would be confused.

Another idea: is it possible to make the model somewhat transparent??
As a greenhouse should be anyway. Let's put a 30% or so transparency at the blue/glass parts of the model and we are done! :D
Geomodder will know if is it possible to do so...
 
looked at this and in this case it doesn´t make sense. The model has an inner structure that imo disturbs if the glass has transparency - perhaps a complete new model would be better

The problem is finding someone with the experience and desire to do so

@maniac
even if this is the wrong place (is there a unit thread here?), beside the locust and finishing the isle of deep is there a unit you want to be remade? Hopeful in one or two weeks i will have again the time to model something
 
even if this is the wrong place (is there a unit thread here?)

If you want, you can start one.

beside the locust and finishing the isle of deep is there a unit you want to be remade Hopeful in one or two weeks i will have again the time to model something

Awesome! :goodjob:
You mean units I'd like remade, or created?

I recently created an updated version of the Graphics Task List. It can be found here.

Below is the unit-related stuff. If you don't have the graphic files or movies nearby to which I'm referring, I can always provide them.

* Locust of Chiron unit model

Should explain more...

* Fungal Tower unit model

Example images available on request if you don't have them nearby yourself.

* Spore Launcher & Sealurk textures

Refinements, animations etc for these unit models also always welcome.

* Cloudbase unit model

See Cloudbase Academy secret project movie. Though should not be as detailed as on the movie (which shows like half a city on the cloudbase), to save poly's.

* Battle Ogre unit model

As per SMAC Battle Ogre Mk1.

* Spider unit model

Something like the StarCraft Dragoon.

* Progenitor Scoutship unit model

The Progenitor ship which appears in the SMAX intro movie and the Progenitor victory movie.

The Battle Ogre and Spider are currently not included in Planetfall, but if I had such models, I'd create a Walker->Spider->Battle Ogre unit line.

No idea how the following should look like myself:

* Unit Models for all five religions' Missionaries


Certain futuristic infantry models would also be useful. For instance Planetfall currently has three flamethrower type units: the Flamethrower, the Plasma Thrower and the Helion. The Flamethrower has a good model, but the Plasma Thrower just uses a WW2 flamethrower model, and the Helion uses the same model as the Plasma Thrower...


Btw, in case you would be interested in doing non-unit nifs, highest on my non-unit wishlist are nifs for a trench feature. See the task list for more information. Though I realize this is probably rather boring to do. :(
 
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