Ryika
Lazy Wannabe Artista
- Joined
- Aug 30, 2013
- Messages
- 9,393
I'm currently trying to "convert" my Frozen Wonderland Mod from a mod that just overrides a biome to one that creates a completely new one. Stuff worked fine so far, custom planetspec, blah blah blah - works.
Everything worked fine until I got to the part where I need to create a custom forest.
This is the file I'm currently using:
(I created a custom model for the forest, which it seems I didn't need to, but it's there now, so whatever)
The result is this:
No, not the oversaturated forests are the problem, the color-texture is just a placeholder and I tuned up the saturation to make sure I see if/that the file is loaded properly - the problem are those other forests that are NOT custom-colored, but instead use the standard colors. The code above establishes forest_frozenwonderland.dds as the color-mask that is meant to be used... and if I use an invalid texture, then ALL forests turn into an untextured red... so... I'm not quite sure how the game can still have standard-colored forests. What am I missing?
/edit: Alright, turns out the model itself is the problem. Will need to read the Nexus Buddy 2 Tutorial Stuff and see if I find a solution~
Everything worked fine until I got to the part where I need to create a custom forest.
This is the file I'm currently using:
Code:
<Global num_tiles="4" overlay_alpha="1">
<TreeSet type="forest" biome="generic" model="forest_frozenwonderland.gr2" effect="ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01" colorize="forest_frozenwonderland.dds" tree_density="2" space_between="1.33"/>
<TreeSet type="forest" biome="alfa" model="forest_frozenwonderland.gr2" effect="ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01" colorize="forest_frozenwonderland.dds" tree_density="2" space_between="1.33"/>
<TreeSet type="forest" biome="bravo" model="forest_frozenwonderland.gr2" effect="ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01" colorize="forest_frozenwonderland.dds" tree_density="2" space_between="1.33"/>
<TreeSet type="forest" biome="charlie" model="forest_frozenwonderland.gr2" effect="ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01" colorize="forest_frozenwonderland.dds" tree_density="2" space_between="1.33"/>
<TreeSet type="forest" biome="delta" model="forest_frozenwonderland.gr2" effect="ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01" colorize="forest_frozenwonderland.dds" tree_density="2" space_between="1.33"/>
<TreeSet type="grassland" biome="generic" model="grassland_alfa.gr2" effect="ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01" colorize="grassland_overlay_frozenwonderland.dds" tree_density="3" space_between="1.33"/>
<TreeSet type="grassland" biome="alfa" model="grassland_alfa.gr2" effect="ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01" colorize="grassland_overlay_frozenwonderland.dds" tree_density="3" space_between="1.33"/>
<TreeSet type="grassland" biome="bravo" model="grassland_alfa.gr2" effect="ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01" colorize="grassland_overlay_frozenwonderland.dds" tree_density="3" space_between="1.33"/>
<TreeSet type="grassland" biome="charlie" model="grassland_alfa.gr2" effect="ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01" colorize="grassland_overlay_frozenwonderland.dds" tree_density="3" space_between="1.33"/>
<TreeSet type="grassland" biome="delta" model="grassland_alfa.gr2" effect="ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01" colorize="grassland_overlay_frozenwonderland.dds" tree_density="3" space_between="1.33"/>
</Global>
The result is this:
Spoiler :
No, not the oversaturated forests are the problem, the color-texture is just a placeholder and I tuned up the saturation to make sure I see if/that the file is loaded properly - the problem are those other forests that are NOT custom-colored, but instead use the standard colors. The code above establishes forest_frozenwonderland.dds as the color-mask that is meant to be used... and if I use an invalid texture, then ALL forests turn into an untextured red... so... I'm not quite sure how the game can still have standard-colored forests. What am I missing?
/edit: Alright, turns out the model itself is the problem. Will need to read the Nexus Buddy 2 Tutorial Stuff and see if I find a solution~