Reliquary
Chieftain
- Joined
- Jun 2, 2017
- Messages
- 29
I've been extensively reading through a lot of these threads and slooowly understanding more of the technical stuff that comes up, but I've mostly been seeing people focusing on units and buildings.
I did see @Amatheria 's resourceful mod, which I've been using as a reference to try and make my own improvement tile, but that only goes so far since compiled mods hide most of the files.
I also didn't want to interrupt his own thread on that just to ask this lol. But anyhow, I'm having a hard time getting new improvements to show up in the game and I have zero concept of what I'm missing. Thought maybe someone out there could clarify ^^
Right now I only have an XML file that outlines all the improvement info (yields, tech reqs, bonuses, etc), modeled after the one in the pantry and Amatheria's mod; and another XML that has all the text information for it.
Pretty sure this is irrelevant for now, since all I'm trying to achieve at the moment is to make the improvement show up and be buildable in the game, but in case it's necessary: I also have a .ast file with all it's .fgx/anm/geo files, materials and textures. I think that's properly setup since they all work just fine in the asset editor and in theory should be able to go right into the game as soon as I learn how to tell the mod to use it. I have a .artdef and a .xlp as well but those I'm not sure are set up right, but again idk if that's relevant at this stage.
Any help on this would be appreciated. Thanks a lot my dudes ^^
I did see @Amatheria 's resourceful mod, which I've been using as a reference to try and make my own improvement tile, but that only goes so far since compiled mods hide most of the files.
I also didn't want to interrupt his own thread on that just to ask this lol. But anyhow, I'm having a hard time getting new improvements to show up in the game and I have zero concept of what I'm missing. Thought maybe someone out there could clarify ^^
Right now I only have an XML file that outlines all the improvement info (yields, tech reqs, bonuses, etc), modeled after the one in the pantry and Amatheria's mod; and another XML that has all the text information for it.
Pretty sure this is irrelevant for now, since all I'm trying to achieve at the moment is to make the improvement show up and be buildable in the game, but in case it's necessary: I also have a .ast file with all it's .fgx/anm/geo files, materials and textures. I think that's properly setup since they all work just fine in the asset editor and in theory should be able to go right into the game as soon as I learn how to tell the mod to use it. I have a .artdef and a .xlp as well but those I'm not sure are set up right, but again idk if that's relevant at this stage.
Any help on this would be appreciated. Thanks a lot my dudes ^^