Terrain

Ploeperpengel said:
Looks really cool. I'll add it in. Any idea what tileboni it should give or should we use it as gfx only?.

no food, but more hammers or more commerce.

I'm not sure about the improvement, maybe a swamp hut?
 
Don't think so . Maybe we should just take it as wasteland but with a chance to generate barbarian monstrosities that AH suggested. To be true I can't think of much use of it as a ressource really. Not all civs use machines and of those it's mostly coal anyway. But it really looks cool and gloomy and with monsters creeping out of it it'll give me some thrill:D
 
Ploeperpengel said:
Don't think so . Maybe we should just take it as wasteland but with a chance to generate barbarian monstrosities that AH suggested. To be true I can't think of much use of it as a ressource really. Not all civs use machines and of those it's mostly coal anyway. But it really looks cool and gloomy and with monsters creeping out of it it'll give me some thrill:D

Hm, a real bad terrain/resource...

...what about noxious terrain: a unit on a tile of noxious terrain get a small damage evey turn.

I don't know if it's possible, but it would be cool for desert, real swamps and other wasteland.
 
that looks awsomly eerie Chamaedrys:D
the Skaven could use it as a resource. IDEA! is it possible to have resources that can only be used once a certain religion is adopted? if so we could make it useable once the Chaos religion is adopted. Think Nurgle and his plagues.
if not, then i agree that it should be a barbarian spawning terrain feature that you cant clear :evil:
 
Okay fellaz.

Could I get some advice?

I'm trying to make deadforest terrainfeature, but I cannot get it to appear in-game.

What I did so far:
-Changed the Nif files to refer to another part of the original forrest-texture.
(exported to obj, edited in wings3d, (re)exported to obj, used NIFscope to swap the model-file with my new obj, saved as deadleafy01_01 to repeated this untill deadleafy15_01.)
-copied these nifs to a new folder: WHFB_f/assets/art/terrain/features/deadwood/
-In CIV4FeaturesInfo.xml: copied and modified a forest entry.
(Changed yields,
type to FEATURE_DEADFOREST,
changed the symbolpath to refer to: Art\terrain\features\Deadwood)
(3x as I only did one tree-type.)
variety button refers to Art\Interface\Buttons\TerrainFeatures\Deadforest.dds)
...
ah
...
-I forgot to add references to CIV4ArtDefines_Features.xml.
doing that now.
testing new game
...
Nope still no dead forrests. :( help.
edit: Am i right in suspecting the NIF/KFM entries are for animations?
-I'd love to introduce a mist effect. Or billowing dustclouds when a unit enters a tile of burnt forest.
 
You should copypaste the changed textentries here. nif is the model, kfm is animation. If you want a mist effect it should be part of the nifscene(attachable in the viewer).

Oh and you could send the nif so I could have a look at it.
 
right.
So pasting a link to swampgas kfm/nif will not give a jungle swampgas effects?

I'll just try to get dead forests in as a feature for now. :)

Probably later I'll go and do a set af new textures for: dead: burnt: enchanted: drowned/swamp etc forrests.
I'll leave the mechanics of forest changing to any of the above up to the code-wizards. It sounds too much like python or SDK to me.

Ok text code.
CIV4FeaturesInfo.xml
Spoiler :

<FeatureInfo>
<Type>FEATURE_DEADFOREST</Type>
<Description>TXT_KEY_FEATURE_DEADFOREST</Description>
<Civilopedia>TXT_KEY_FEATURE_DEADFOREST_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_FEATURE_DEADFOREST</ArtDefineTag>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<RiverYieldChange/>
<HillsYieldChange/>
<iMovement>2</iMovement>
<iSeeThrough>1</iSeeThrough>
<iHealthPercent>25</iHealthPercent>
<iDefense>15</iDefense>
<iAppearance>0</iAppearance>
<iDisappearance>0</iDisappearance>
<iGrowth>0</iGrowth>
<bNoCoast>0</bNoCoast>
<bNoRiver>0</bNoRiver>
<bNoAdjacent>0</bNoAdjacent>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiver>0</bRequiresRiver>
<bAddsFreshWater>0</bAddsFreshWater>
<bImpassable>0</bImpassable>
<bNoCity>0</bNoCity>
<bNoImprovement>0</bNoImprovement>
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
<SymbolPaths>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
</SymbolPaths>
<VarietyButtons>
<VarietyButton>Art/Interface/Buttons/TerrainFeatures/Deadforest.dds</VarietyButton>
<VarietyButton>Art/Interface/Buttons/TerrainFeatures/Deadforest.dds</VarietyButton>
<VarietyButton>Art/Interface/Buttons/TerrainFeatures/Deadforest.dds</VarietyButton>
</VarietyButtons>
<FootstepSounds>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SNOW</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
</FootstepSounds>
<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
<EffectType>EFFECT_BIRDSCATTER</EffectType>
<iEffectProbability>10</iEffectProbability>
</FeatureInfo>
<FeatureInfo>
<Type>FEATURE_SWAMP</Type>
<Description>TXT_KEY_FEATURE_SWAMP</Description>
<Civilopedia>TXT_KEY_FEATURE_SWAMP_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_FEATURE_SWAMP</ArtDefineTag>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<RiverYieldChange/>
<HillsYieldChange/>
<iMovement>2</iMovement>
<iSeeThrough>1</iSeeThrough>
<iHealthPercent>-25</iHealthPercent>
<iDefense>75</iDefense>
<iAppearance>1</iAppearance>
<iDisappearance>1</iDisappearance>
<iGrowth>20</iGrowth>
<bNoCoast>0</bNoCoast>
<bNoRiver>0</bNoRiver>
<bNoAdjacent>0</bNoAdjacent>
<bRequiresFlatlands>1</bRequiresFlatlands>
<bRequiresRiver>1</bRequiresRiver>
<bAddsFreshWater>0</bAddsFreshWater>
<bImpassable>0</bImpassable>
<bNoCity>1</bNoCity>
<bNoImprovement>1</bNoImprovement>
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<!-- For mangroves -->
<TerrainBoolean>
<TerrainType>TERRAIN_COAST</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<!-- -->
<TerrainBoolean>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
<SymbolPaths>
<SymbolPath>Art/Terrain/Features/Jungle/Jungle</SymbolPath>
</SymbolPaths>
<VarietyButtons>
<VarietyButton>Art/Interface/Buttons/TerrainFeatures/Jungle.dds</VarietyButton>
</VarietyButtons>
<FootstepSounds>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
</FootstepSound>
</FootstepSounds>
<WorldSoundscapeAudioScript>ASSS_JUNGLE_SELECT_AMB</WorldSoundscapeAudioScript>
<EffectType>EFFECT_BIRDSCATTER</EffectType>
<iEffectProbability>10</iEffectProbability>
</FeatureInfo>


For CIV4ArtDefinesFeature.xml:
Spoiler :

<FeatureArtInfo>
<Type>ART_DEF_FEATURE_DEADFOREST</Type>
<bAnimated>0</bAnimated>
<bRiverArt>0</bRiverArt>
<bTileArt>1</bTileArt>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF/>
<KFM/>
<Button>Art/Interface/Buttons/TerrainFeatures/DeadForest.dds</Button>
</FeatureArtInfo>
<FeatureArtInfo>
<Type>ART_DEF_FEATURE_SWAMP</Type>
<bAnimated>0</bAnimated>
<bRiverArt>0</bRiverArt>
<bTileArt>1</bTileArt>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/terrain/features/Swampgas/oil.nif</NIF>
<KFM>Art/terrain/features/Swampgas/oil.kmf</KFM>
<Button>,Art/Interface/Buttons/TerrainFeatures/Jungle.dds,Art/Interface/Buttons/BaseTerrain_TerrainFeatures_Atlas.dds,5,3</Button>
</FeatureArtInfo>


maybe I should add a terrain-type (tundracopy) called wasteland to put the new feature on?
 
No wonder you didn't put the path to the model into the artdefines!

<NIF/>
<KFM/>

got to look like this:
<NIF>Art/terrain/features/deadwood/deadwood.nif</NIF>
<KFM>Art/terrain/features/deadwood/deadwood.kfm</KFM>

here's a typo:
<KFM>Art/terrain/features/Swampgas/oil.kmf</KFM>
must be
<KFM>Art/terrain/features/Swampgas/oil.kfm</KFM>
 
Oh wait sorry just saw forest is handled diffently:

<SymbolPaths>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
</SymbolPaths>

seems to be right but you need to alter:
CIV4SymbolMeshPaths.xml to include the nifs!

This is for forests in vanilla:
<SymbolMeshPath>Art/Terrain/Features/TreeEvergreen/EvergreenA.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeEvergreen/EvergreenB.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeEvergreen/EvergreenC.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyA.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyB.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyC.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyA.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyB.nif</SymbolMeshPath>
<SymbolMeshPath>Art/Terrain/Features/TreeLeafy/LeafyC.nif</SymbolMeshPath>

Looks really weird if you ask me. Since this file is totally missing the snowy trees but has doubleentries for leafy trees...

Btw: didn't play vanilla in a while: are there snowy trees?
 
Ah.

yes, forests are handled differently.
That is why I thought I could use the NIF/KFM entries for gas animations.
(i'll remove those)

I'll add a symbolmeshpath for deadleafyA/B/C.nif to the meshdefines.

I guess A/B/C is refering to the 3 base-terrains, Grass/Plains/tundra ?

Is that second set of Leafy a typo? I expected to see Jungle.nif there.
 
Edited the text above. Thiese doubleentries are in vanilla. I suppose they've forgotten about their snowy trees(maybe we should play with this?)
ABC seems to refer to I don't know what.

I just hope that we can work with it and it's not hardcoded in the gameengine. You should also have a look at FFH how they put their ancient forests in.
 
hmm Jungle has tree repeats of the same set of entries a bit earlier in the vanilla file.
I'm totally confused by this file.
Why repaet the same meshpaths so many times?
What is thei *A.nif , *B.nif or *C.nif about?
Todo with the pltL system? (cant find any reference to forest there)


I'll just copy the file into WHFB-f and add reference to deadforest A/B/C.nif
:crosses fingers:


If that fails I'll add paths for all *.nif files I made. to the defines file.

edit:
The Oasis and fallout are just 9x repeats of the same file though. That makes sense as there is only one nif in those dir, but why (For Baal's sake!) repeat them 3, 6 or 9 times?

edit2:
Modifying the meshes- file does not get me any deadwood tiles. :(
Going to try to add multiple NIF's now.
 
yeah. I noticed that with a Hedera helix vine I was using an edited 1024 texture for.
Im using the part between the trunks and the leafy textures.
It textures for bare branches, which are afaik are not used in vanilla.
I extended the trunks into a pointed tip.

edit:
Can't define more than one NIF in ArtDefines. :(
Can't find a good reference to how to change the features either.
Sounds like FFH they just used one NIF for all ancient forests. (which explains why they looked so artificial)
 
My guess is you can start with the artdefines like you had them when you posted here(without assigning a nif) but try to assign your models just in the symbolpaths in featureinfos(maybe assigning 3 three symbolpaths willl work too).

Instead of:
<SymbolPaths>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood</SymbolPath>
</SymbolPaths>

try
<SymbolPaths>
<SymbolPath>Art\terrain\features\Deadwood1.nif</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood2.nif</SymbolPath>
<SymbolPath>Art\terrain\features\Deadwood3.nif</SymbolPath>
</SymbolPaths>

and reset your artdef to
<FeatureArtInfo>
<Type>ART_DEF_FEATURE_DEADFOREST</Type>
<bAnimated>0</bAnimated>
<bRiverArt>0</bRiverArt>
<bTileArt>1</bTileArt>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF/>
<KFM/>

<Button>Art/Interface/Buttons/TerrainFeatures/DeadForest.dds</Button>
</FeatureArtInfo>

Maybe...
 
like this you mean?

Code:
<SymbolPaths>
	<SymbolPath>Art\terrain\features\Deadwood\Deadleafy01_01.nif</SymbolPath>
	<SymbolPath>Art\terrain\features\Deadwood\Deadleafy02_01.nif</SymbolPath>
	<SymbolPath>Art\terrain\features\Deadwood\Deadleafy03_01.nif</SymbolPath>
</SymbolPaths>

doesn't work either.
will try a single nif tomorrow.

Could it have something todo with a checksum?
(this thread says something like that; http://forums.civfanatics.com/showthread.php?t=153584)
Well I can't find any references I missed, even in a hexeditor.

Or maybe the worldbuilder just doesn't pick the new features.
It does see the references, but just won't place them. (Manually I can see the Icons. Actually the ones I replaced are purple.)

(heh, placing bloodbowl tickets crashes the builder)
 
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