unique building and city artstyle problem...

cool3a2

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Mar 30, 2007
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My goal was to give Hungary a unique building and city artstyle. For this I reused some of Geomodders, WlaterHawkwoods and my buildings. The cities artstyle itself seems to work, but I encountered starnge problems with some buildings. So far I added these buildings (or at least tried to do so):
- bank
- market
- university
- library
- monument
- harbor

Bank, monument and harbor are working. Library partially. Market and university not at all.

This is and excerpt of my artdefines file for buildings (I skipped the harbor):
Spoiler :
<BuildingArtInfo>
<Type>ART_DEF_BUILDING_UNIVERSITY</Type>
<LSystem>LSYSTEM_UNIVERSITY</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.4</fScale>
<fInterfaceScale>0.5</fInterfaceScale>
<NIF>Art/Structures/Buildings/University/University.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/University.dds,Art/Interface/Buttons/Buildings_Atlas.dds,6,7</Button>
</BuildingArtInfo>

<BuildingArtInfo>
<Type>ART_DEF_BUILDING_MONUMENT</Type>
<LSystem>LSYSTEM_MONUMENT</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.0</fScale>
<fInterfaceScale>0.4</fInterfaceScale>
<NIF>Art/Structures/Buildings/Monument/Monument.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/Obelisk.dds,Art/Interface/Buttons/Warlords_Atlas_1.dds,6,4</Button>
</BuildingArtInfo>

<BuildingArtInfo>
<Type>ART_DEF_BUILDING_LIBRARY</Type>
<LSystem>LSYSTEM_LIBRARY</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.2</fScale>
<fInterfaceScale>0.58</fInterfaceScale>
<NIF>Art/Structures/Buildings/Library/Library.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/Library.dds,Art/Interface/Buttons/Buildings_Atlas.dds,5,4</Button>
</BuildingArtInfo>

<BuildingArtInfo>
<Type>ART_DEF_BUILDING_MARKET</Type>
<LSystem>LSYSTEM_MARKET</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.05</fScale>
<fInterfaceScale>0.6</fInterfaceScale>
<NIF>Art/Structures/Buildings/Market/Market.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/Market.dds,Art/Interface/Buttons/Buildings_Atlas.dds,3,3</Button>
</BuildingArtInfo>

<BuildingArtInfo>
<Type>ART_DEF_BUILDING_BANK</Type>
<LSystem>LSYSTEM_BANK</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.58</fScale>
<fInterfaceScale>0.67</fInterfaceScale>
<NIF>Art/Structures/Buildings/Bank/Bank.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/Bank.dds,Art/Interface/Buttons/Buildings_Atlas.dds,5,1</Button>
</BuildingArtInfo>



These are the definitions in the citylsystem:
Spoiler :

<ArtRef Name="building:LSYSTEM_BANK">
<Attribute Class="Rotation">90,270</Attribute>
<Scale>1.0</Scale>
</ArtRef>
...

<ArtRef Name="building:LSYSTEM_MONUMENT">
<Scale>1.0</Scale>
</ArtRef>
...

<ArtRef Name="building:LSYSTEM_UNIVERSITY">
<Attribute Class="Scalar">szNIF:Art/Structures/Buildings/Egyetem/mta.nif</Attribute>
<Attribute Class="Artstyle">ARTSTYLE_MAGYAR</Attribute>
<Attribute Class="Era">ERA_RENAISSANCE,ERA_INDUSTRIAL,ERA_MODERN,ERA_FUTURE</Attribute>
<Scale>0.9</Scale>
</ArtRef>

<ArtRef Name="building:LSYSTEM_BANK">
<Attribute Class="Scalar">szNIF:Art/Structures/Buildings/Bank/European_Bank_Ind.nif</Attribute>
<Attribute Class="ArtStyle">ARTSTYLE_MAGYAR</Attribute>
<Attribute Class="Era">ERA_INDUSTRIAL,ERA_MODERN</Attribute>
<Scale>0.85</Scale>
</ArtRef>

<ArtRef Name="building:LSYSTEM_MARKET">
<Attribute Class="Scalar">szNIF:Art/Structures/Buildings/Market/HumanMarket.NIF</Attribute>
<Attribute Class="ArtStyle">ARTSTYLE_MAGYAR</Attribute>
<Attribute Class="Era">ERA_CLASSICAL,ERA_MEDIEVAL,ERA_RENAISSANCE</Attribute>
<Scale>0.85</Scale>
</ArtRef>
...

<ArtRef Name="building:LSYSTEM_MARKET">
<Attribute Class="Rotation">0,180</Attribute>
<Scale>1.0</Scale>
</ArtRef>

<ArtRef Name="building:LSYSTEM_LIBRARY">
<Attribute Class="Rotation">0,180</Attribute>
<Scale>1.0</Scale>
</ArtRef>

<ArtRef Name="building:LSYSTEM_UNIVERSITY">
<Attribute Class="Rotation">90,270</Attribute>
<Scale>1.0</Scale>
</ArtRef>

<!-- Hungarian Artstyles -->
<ArtRef Name="building:LSYSTEM_LIBRARY">
<Attribute Class="Scalar">szNIF:Art/Structures/Buildings/Library/Library_Mod/Library_Mod.nif</Attribute>
<Attribute Class="ArtStyle">ARTSTYLE_MAGYAR</Attribute>
<Attribute Class="Era">ERA_INDUSTRIAL,ERA_MODERN</Attribute>
<Attribute Class="Rotation">0,180</Attribute>
<Scale>0.68</Scale>
</ArtRef>

<ArtRef Name="building:LSYSTEM_LIBRARY">
<Attribute Class="Scalar">szNIF:Art/Structures/Buildings/Library/Library_Med/HumanLibrary.NIF</Attribute>
<Attribute Class="ArtStyle">ARTSTYLE_MAGYAR</Attribute>
<Attribute Class="Era">ERA_CLASSICAL,ERA_MEDIEVAL</Attribute>
<Attribute Class="Rotation">0,180</Attribute>
<Scale>0.75</Scale>
</ArtRef>

(I put in the "..." to ymbolize that the definitions are in different leafs).

So, you see that for the library I actually added two unique styles, depending on the era. The libraries problem is, that the modern unique art occurs, but when adding the medieval art via worldbuilder, only an empty "building ground" appears. So, the building itself is invisible, only the ground where it should stand is there. I already checked if there is a typo, but couldn't find any. Also, there should be a red blob if there would be a typo, right?

The university worked earlier. Then, I had specified the artstyles for the default building explicitly and gave the path to the default universities nif. As the path is given in the artdefines files and as I wanted to avoid specifying the artstyles for the default building explicitly, I changed this. Same method worked for bank, monument and harbor, but not for the university. If I try to add the university in worldbuilder I only get the ordinary university. Same for the market. As you see I specified the era for the university, although I wanted this to be the art for all eras. No luck with this either.

All I could think of is that the artdefines for the buildings is in the modular part of the mod, while the citylsystem isn't (can it be?). But as the other buildings are working, I don't think this is the reason...

Any ideas?

EDIT: This is the log file:
Spoiler :

Initial System for XML/Buildings/CIV4CityLSystem.xml:
------------------------------------------------------------------------
Nodes:
Emergency_Overflow: [w=0.5 h=0.5] [0 art, 1 prods]
<T> Leaf_1x1: [w=1.0 h=1.0] [39 art, 0 prods]
Node_2x2: [w=2.0 h=2.0] [0 art, 6 prods]
Node_3x1: [w=3.0 h=1.0] [0 art, 5 prods]
Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
EONode: [w=4.0 h=4.0] [0 art, 5 prods]
<T> Leaf_2x1: [w=2.0 h=1.0] [66 art, 0 prods]
Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
Node_4x1: [w=4.0 h=1.0] [0 art, 4 prods]
<T> Leaf_2x2: [w=2.0 h=2.0] [22 art, 0 prods]
<T> Leaf_3x1: [w=3.0 h=1.0] [14 art, 0 prods]
Node_16x16: [w=16.0 h=16.0] [0 art, 3 prods]
Node_3x3: [w=3.0 h=3.0] [0 art, 3 prods]
Node_4x2: [w=4.0 h=2.0] [0 art, 5 prods]
CITY_ROOT: [w=16.0 h=16.0] [0 art, 1 prods]
<T> Leaf_3x2: [w=3.0 h=2.0] [2 art, 0 prods]
Node_2x1: [w=2.0 h=1.0] [0 art, 3 prods]
Node_5x6: [w=5.0 h=6.0] [0 art, 1 prods]
Node_6x5: [w=6.0 h=5.0] [0 art, 6 prods]
<T> BuildingsUsingCustomLayoutEngines: [w=1.0 h=1.0] [13 art, 0 prods]
<T> Leaf_3x3: [w=3.0 h=3.0] [1 art, 0 prods]
<T> Leaf_4x2: [w=4.0 h=2.0] [2 art, 0 prods]
Node_4x4: [w=4.0 h=4.0] [0 art, 3 prods]
Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
Node_8x8: [w=8.0 h=8.0] [0 art, 1 prods]
<T> Leaf_4x4: [w=4.0 h=4.0] [1 art, 0 prods]
Node_5x5: [w=5.0 h=5.0] [0 art, 6 prods]
Node_8x2: [w=8.0 h=2.0] [0 art, 1 prods]

------------------------------------------------------------------------
Initial System for XML/Buildings/CIV4PlotLSystem.xml:
------------------------------------------------------------------------
Nodes:
<T> BLeaf_4x4: [w=4.0 h=4.0] [2 art, 0 prods]
<T> GLeaf_2x1: [w=2.0 h=1.0] [4 art, 0 prods]
Node_2x2: [w=2.0 h=2.0] [0 art, 5 prods]
Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
<T> GLeaf_2x2: [w=2.0 h=2.0] [4 art, 0 prods]
Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
PLOT_ROOT: [w=12.0 h=12.0] [0 art, 10 prods]
Water_Worked_4x4: [w=6.0 h=6.0] [0 art, 4 prods]
<T> BLeaf_1x1: [w=1.0 h=1.0] [41 art, 0 prods]
<T> GLeaf_3x2: [w=3.0 h=2.0] [4 art, 0 prods]
<T> Leaf_Water_Worked_4x4: [w=4.0 h=4.0] [1 art, 0 prods]
Node_12x12: [w=12.0 h=12.0] [0 art, 10 prods]
Node_4x2: [w=4.0 h=2.0] [0 art, 7 prods]
<T> BLeaf_2x1: [w=2.0 h=1.0] [71 art, 0 prods]
<T> BLeaf_4x3: [w=6.0 h=6.0] [1 art, 0 prods]
<T> GLeaf_4x2: [w=4.0 h=2.0] [4 art, 0 prods]
GNode_4x4: [w=4.0 h=4.0] [0 art, 1 prods]
<T> Leaf_Farm_4x4: [w=4.0 h=4.0] [10 art, 0 prods]
<T> Leaf_LandImprovement_4x4: [w=4.0 h=4.0] [11 art, 0 prods]
<T> Leaf_Water_Improvement_4x4: [w=4.0 h=4.0] [2 art, 0 prods]
Node_2x1: [w=2.0 h=1.0] [0 art, 4 prods]
<T> BLeaf_2x2: [w=2.0 h=2.0] [51 art, 0 prods]
Farm_4x4: [w=4.0 h=4.2] [0 art, 1 prods]
Node_4x4: [w=4.0 h=4.0] [0 art, 5 prods]
Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
<T> BLeaf_3x2: [w=3.0 h=2.0] [55 art, 0 prods]
<T> Leaf_Farm_1x1: [w=1.0 h=1.0] [7 art, 0 prods]
<T> BLeaf_4x2: [w=4.0 h=2.0] [7 art, 0 prods]

------------------------------------------------------------------------
 
Well, if the patch of ground appears, but not the building there's definitely a wrong reference. Btw, buildings don't show as red blobs like units do.

For the university and market, I see there's a space in both the era lines in citylsystem. That will definitely cause a blanco (era_mod ern and era_renaiss ance).

In the Library I don't see anything wrong at first glance, but double check the art path in your folder structure. A simple letter wrong there will cause a blanco too.

Something else that could cause a blanco for the university and market is that you put in cityLSystem the artdefines_building reference entries AFTER you tagged the magyar specific entry. You can solve that by typing a "!artstyle_magyar" in those entries. Also, your library doesn't has a artstyle reference for the Renaissance era so will probably switch to the artdefines_building reference too for that era.
 
Thank you guys for your hints, I'll give them a go. The whitespaces aren't there in the xml, even if I edit the post, they aren't there. Must be a problem with the spoiler.
The renaissance era is already refered by default entries, though. But I'll give it a go.
 
From what i see, is that you have TWO definitions that are different, the Market and University, you have two different NIF's referenced? One for the BuildingInfo and a different one in the cityL one for each.
 
Walter Hawkwoods and GeoModders hints were right, I solved the problem. ERA_RENAISSANCE doesn't seems to be a problem so far. Don't know if this got changed by the patch, but I actually don't care if it is only working. Thank you, guys!

@strategy: Thank you for replying, but the double-definition is okay. The one in the buildings artdefines is for the default building art, then there is also no other definition in the citylsystem that points to a nif. If there is such a definition, then the default building gets replaced, according to what the era and artstyle definition says. At least, this is how it seems to work.
 
From what i see, is that you have TWO definitions that are different, the Market and University, you have two different NIF's referenced? One for the BuildingInfo and a different one in the cityL one for each.

That's not a problem. Infact, without this feature Cultural Citystyles wouldn't be possible. ;)
 
Uhm... I've got two more questions:
1. is it possible to make the forts also depend on the artstyle? I found some entries in the plot file and modded them. All I reached is, that the forts got a big bitter, but still using the same art. Actually I wondered that the fort looks like it does now. But it looks like that for all civs. Maybe it's only my memory or I am getting old... Anyways, I found the improvement artdefines and it doesn't refer to something like the leafs or similar (well, if I didn't miss anything). So, can I define a unique art for forts?

2. I never noticed that before, but it may be due to I never took a that close look at it. So, the problem is, that the military academy seems to be to big, independent from the extra artstyle as other civs seem to have the same problem. Practically, this means the military academy overlaps with other buildings. Is that normal? I guess I take a look at this tomorow by trying it out with unmodded civ4... I'm just curious.

Besides of the problem described in the other thread (large building in the 4x4 leaf overlaps with hills - I am playing around with that value, but at the building doesn't show up anymore) everything works, so thank you, guys!

BTW: I'll scaled down the texture of the MTA, the building you, GeoModder, are using as european university, and it looks way better now if used in a smaller leaf. So, you may stay tuned if you like to use it that ways as I plan to upload the updated version tomorow.
 
1. is it possible to make the forts also depend on the artstyle?

Yes, it is possible. Check out the PlotLSystem from Cultural Citystyles (do a search for " fort " (spaces included)) and you'll see I made about a dozen graphic switches according to artstyle and era.

I found some entries in the plot file and modded them. All I reached is, that the forts got a big bitter, but still using the same art. Actually I wondered that the fort looks like it does now. But it looks like that for all civs. Maybe it's only my memory or I am getting old... Anyways, I found the improvement artdefines and it doesn't refer to something like the leafs or similar (well, if I didn't miss anything). So, can I define a unique art for forts?

Perhaps you place your changed entries ABOVE the vanilla fort entry? Remember, Firaxis made its entries to include every artstyle and every era. So anything that attempts to change a graphic will be overriden if the Firaxis entry comes later in the file (at least, usually, their are exceptions).

2. I never noticed that before, but it may be due to I never took a that close look at it. So, the problem is, that the military academy seems to be to big, independent from the extra artstyle as other civs seem to have the same problem. Practically, this means the military academy overlaps with other buildings. Is that normal? I guess I take a look at this tomorow by trying it out with unmodded civ4... I'm just curious.

That's because Firaxis placed the graphic in a too small node. IIRC it must sit in at least node 3x3. There are other buildings too which were put in a too small node for their scale/size. The Mall comes to mind, and the Madrassa. These are corrected in Cultural Citystyles as I come across them.

BTW: I'll scaled down the texture of the MTA, the building you, GeoModder, are using as european university, and it looks way better now if used in a smaller leaf. So, you may stay tuned if you like to use it that ways as I plan to upload the updated version tomorow.

If you would upload the texture I'll sure check it out. And a screenshot of the MTA ingame in this new node would be nice too. I thought that for the scale I put on it the building already was in the perfect node.
 
Hmmm... it seems to me, that I've done the exact same thing as you when moding the plot file...

listing:
<!-- fort -->
<ArtRef Name="goal:IMPROVEMENT_FORT">
<Attribute Class="Improvement">IMPROVEMENT_FORT</Attribute>
<Attribute Class="Era">ERA_ANCIENT,ERA_CLASSICAL</Attribute>
<Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Improvements/Fort/eu_an_fort.nif</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">fCenterCut:70</Attribute>
<Attribute Class="Scalar">fTwist:-0.7853981633</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">szForceContourGeometry:shadow</Attribute>
</ArtRef>
<ArtRef Name="goal:IMPROVEMENT_FORT">
<Attribute Class="Improvement">IMPROVEMENT_FORT</Attribute>
<Attribute Class="Era">ERA_MEDIEVAL,ERA_RENAISSANCE</Attribute>
<Attribute Class="Artstyle">!ARTSTYLE_MAGYAR</Attribute>
<Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Improvements/Fort/eu_med_fort.nif</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">fCenterCut:70</Attribute>
<Attribute Class="Scalar">fTwist:-0.7853981633</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">szForceContourGeometry:shadow</Attribute>
</ArtRef>
<ArtRef Name="goal:IMPROVEMENT_FORT">
<Attribute Class="Improvement">IMPROVEMENT_FORT</Attribute>
<Attribute Class="Era">ERA_INDUSTRIAL,ERA_MODERN,ERA_FUTURE</Attribute>
<Attribute Class="Artstyle">!ARTSTYLE_MAGYAR</Attribute>
<Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Improvements/Fort/eu_mod_fort.nif</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">fCenterCut:70</Attribute>
<Attribute Class="Scalar">fTwist:-0.7853981633</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">szForceContourGeometry:shadow</Attribute>
</ArtRef>

<!-- ARTSTYLE MAGYAR-->
<ArtRef Name="goal:IMPROVEMENT_FORT">
<Attribute Class="Improvement">IMPROVEMENT_FORT</Attribute>
<Attribute Class="Era">ERA_MEDIEVAL</Attribute>
<Attribute Class="Artstyle">ARTSTYLE_MAGYAR</Attribute>
<Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Improvements/Fort/eu_med_fort.nif</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">fCenterCut:70</Attribute>
<Attribute Class="Scalar">fTwist:-0.7853981633</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">szForceContourGeometry:shadow</Attribute>
</ArtRef>
<ArtRef Name="goal:IMPROVEMENT_FORT">
<Attribute Class="Improvement">IMPROVEMENT_FORT</Attribute>
<Attribute Class="Era">ERA_RENAISSANCE,ERA_INDUSTRIAL,ERA_MODERN,ERA_FUTURE</Attribute>
<Attribute Class="Artstyle">ARTSTYLE_MAGYAR</Attribute>
<Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">szNIF:Art/Structures/Improvements/Magyar_fort/forteuro5.nif</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">fCenterCut:70</Attribute>
<Attribute Class="Scalar">fTwist:-0.7853981633</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">szForceContourGeometry:shadow</Attribute>
</ArtRef>
As I said, the only difference is, that the forts are larger then for other civs. Not enough there is only one art for all eras, no matter which civ.
 
I keep misunderstanding your posts. Sorry, but your sentences are sometimes difficult to follow.

To adjust the scale of your fort improvement, use the <Scale>[insert a number like 1.0 for instance]</Scale> tag.
 
Now you misunderstood me ;). That may be due to the too few comma I write... I'd like to add unique graphics for the forts, but that does not work yet. I get the usually art with the solely difference that it is larger. I don't want that one scaled normally, I'd like the unique art (see last entry of the listing from the last post). The reason why I put in the usual art for medieval times (where it is okay, but not for from renaissance on) is, that, well, I like to use it for medieval times. As I typed in !ARTSTYLE_MAGYAR, as you told me, for the default definition (to see if this helps solving my problem), that one will stop working for Hungary. Therefore I copied it for medieval Hungary. That's all.

BTW: I found some files in your mod called "Kopie von...". Do I guess correctly, that you are from Germany or Austria? If so, we could have this problem discussed in German via pm (I was born and live in / near Dresden). That may solve the understanding problem...

BTW2: I uploaded a screeny of the MTA in its thread.
 
Ganz nicht!
And I don't know much more German besides that.
Uhm... okay. Still, do you see any error in my listing? This should be the new fort, but still doesn't work (somehow kaputt, you know :D):
Spoiler :
</ArtRef>
<ArtRef Name="goal:IMPROVEMENT_FORT">
<Attribute Class="Improvement">IMPROVEMENT_FORT</Attribute>
<Attribute Class="Era">ERA_RENAISSANCE,ERA_INDUSTRIAL,ERA_MOD ERN,ERA_FUTURE</Attribute>
<Attribute Class="Artstyle">ARTSTYLE_MAGYAR</Attribute>
<Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">szNIF:Art/Structures/Improvements/Magyar_fort/forteuro5.nif</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">fCenterCut:70</Attribute>
<Attribute Class="Scalar">fTwist:-0.7853981633</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">szForceContourGeometry:shadow</Attribute>
</ArtRef>

It's the last entry in that sequence, not to mention that the other entries are still marked with !ARTSTYLE_MAGYAR, so no overriding. As mentioned the default fort occurs instead of the unique art. It's just bigger. So it does something, but not the right thing. I guess the entry in the improvement artdef xml overrides the art that should be used. On the other side the scale still seems to be affected by the entry above. I saw that you included the CIV4ArtDefines_Improvement.xml, but didn't see any changes in it about the fort. Therefore I didn't include that file into my mod. Could this be the problem somehow? Sorry, that I annoy you with this thing, but I really don't see any difference between what you did in your mod and I did in mine... At least none in the plot file.

Someone finally needs to write a tutorial about this...
 
Try changing the ">szNIF:Art/..." thing to ">NIF:Art/...".

None of my fort entries, and none of the Firaxis fort entries uses szNIF.
 
Sh... You are most probably right! I think I copied that line from the citylsystems file and never looked that close at it... :wallbash: :blush:

Thank you!

EDIT: Problem fixed!
 
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