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The Art's Gone Mental...Help?

nutnut

Budding Modder
Joined
Feb 3, 2009
Messages
489
Location
Spain
I've been planning to experiment with having a large number of players (29 to be precise) and few religions (3, in fact) to see how the power blocks form. I decided to create a Scenario set in Europe 1939 and try it out there. I created mostof the scenario and then added three new religions to the game: Democracy, Fascism and Communism, with the art stolen from Road to War. I have not deleted the previous religions, merely made it impossible for them to be founded (Founding tech is changed to a new tech that's unresearchable). When I loaded up the mod the art had gone crazy, with food and golden ag icons appearing above the city name bars. I realised this was bad and so changed the new religion art files, figuring they had caused the problem. Democracy now has the same art as Taoism, Fascism has Confucianism and Communism has Hinduism. When I loaded the scenario again the art files were still wrong. What do I do?
 
You've added 3 new religions -> you have to change the res\fonts\gamefont.tga and _75.tga files.

These files have an alpha channel like the buttons, and it has to be changed carefully.
Mistakes in single pixels can also cause your problems again or even bring the game to crash -> make copies of working versions before you edit, save often, check it often.
 
What do I need to edit within the file?

Is it just add in three new art files? If so, where?

(sorry about this, I've never been into the graphical side of the game)
 
Look at the files ;).

There are symbols for the 7 religions and their holy cities, afterwards are the corporations.
You have to add your new "religion" symbols after the old religion symbols, in the direction like in the XML -> you have to move the corporations to the right/in the next line.

alpha channel: This is the "background" of a 2D picture, which tells civ, what will be shown ingame, what not/what is transparent.
It's more or less a black/white picture of the image borders -> you also have to edit them.
To see the alpha channel, use DXTBmp.

And look at this tutorial.
 
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