Reworking Hell

roads are ready too :)

i first tried corpses and skulls but the road is too small, so it just looks weird. i went with blood/fire instead:

Spoiler :
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with the basic terrain fully set up, i will no go and make some doodads.
 

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you can add as many route types to the game, as you want. for example the mazatl trails are a new route type
sephi, are you sure about this? i looked at the mazatl xml and the trail does not even reference a art define. this is really strange, how does the trail know what it is supposed to look without an artdefine reference?

here is the code:
Spoiler :
Code:
<Civ4RouteInfos xmlns="x-schema:MAZATL_CIV4MiscSchema.xml">
	<RouteInfos>
		<RouteInfo>
			<Type>ROUTE_TRAIL</Type>
			<Description>TXT_KEY_ROUTE_TRAIL</Description>
			<iValue>1</iValue>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMovement>60</iMovement>
			<iFlatMovement>60</iFlatMovement>
			<BonusType>NONE</BonusType>
			<PrereqOrBonuses/>
			<Yields/>
			<TechMovementChanges>
				<TechMovementChange>
					<PrereqTech>TECH_SWAMPDWELLING</PrereqTech>
					<iMovementChange>-30</iMovementChange>
				</TechMovementChange>
			</TechMovementChanges>
			<Button>Art/Interface/Buttons/Builds/BuildRoad.dds</Button>
		</RouteInfo>
	</RouteInfos>
</Civ4RouteInfos>

i could still use the railroads if roads can not vary in art. on the other hand this is not really important. in a pinch regular roads will do just as fine.
 
For some reason, unlike all other artdefines, Firaxis decided that for routes the art should reference the route, rather than the route referencing the art.

Check Civ4RouteModelInfos. The only real limitation is that you need a tech allowing you to use it as a route (IE, exploration, or swampdwelling for trails, etc), but that can be done away with if Sephi does it. May already have, I dont' keep up with it. :lol:
 
eh, tesb, I don't mind with one or two rows of moving mountains... we can renamed it as Mountain of Sorrow or something to fits the lore better ;)

actually, the moving mountains are very very nice... me like. A lot. The hellish blackwater or lavaoceans sounds good, too.
 
there is the same problem with water than with rivers afaik. i could make a different terrain graphic, but is only the water on ground afaik. there is still the shadered blue water on top of it. i may try and see what is possible.
 
Check Civ4RouteModelInfos.
i did and what is really strange that within this file there is no ROUTE_TRAIL, but i did not find another modular Civ4RouteModelInfos.

but i guess it will work :)


actually, the moving mountains are very very nice
you say that now, but if you see it, you will freak out :D
 
I still think moving mountains look freaking cool
no they are too distracting.


regarding the oceans, i think the only texture that really matters is the coast. other ocean tiles get too much interference from the shadered water (which can not be changed).


coast:
Spoiler :
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first doodad is ready, the lost souls who cry out against fate. they appear in a flash, fly towards the sky only to disappear:

Spoiler :
attachment.php


edit: since they look best on burning sands, perhaps they replace the flame feature (the original flame feature is then still used as flames in forests).
 

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feature or improvement?
i don't know. i just create art assets primarily, what i will do with them comes later.

anyways, in shallows grows evil shrubs:

Spoiler :
attachment.php
 

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please keep in mind that i want to create a hell terrain that has its own stuff, i.e. it will not just replace certain features/terrain/improvements of normal terrain, but create its own sphere. (at least that is planned according to sephi)
 
please keep in mind that i want to create a hell terrain that has its own stuff, i.e. it will not just replace certain features/terrain/improvements of normal terrain, but create its own sphere. (at least that is planned according to sephi)

whoow, I didn't really got this. More details, please!!!
 
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