CrazyAce
Prince
Depends on the file format structure of the models them self’s, I would say if possible a nif importer/exporter and Photoshop. I don’t do code.
I wonder if nif files will be used again to place the models
Also i have come to create a bit simpler models, these for example range from 2000 to 20000 polygons. But even if 5000 polygon models are realistic in civ5 i can recreate such work with not very much noticable difference:
I guess i will not have enough time for a sticky...bah.
Ekmek, that 3D format does civ5 use, what plugins does Blender need?
Add Tile Improvement
-Tried to do a Yert. Imported yert nif I got from Varietas Delectat
-FBX exported
-imported through nexus but the 3D model viewer button was grayed out. I assume the issue is that a tile imp doesnt have a bone.
- creating a new vertex and assigning all of it worked
- 3d viewer opened with pink yerts
- opened material editor
--Add Material
--- set to building shader
--- set diffuse to the yert dds
-- assign material to yert_A
-- again no next or apply function
- skipped animation manager
- model manager
-- edited $(FILENAME) removed need for animation
-- added group00, removed animation
-- Added Yert to All groups
-- what else do i need to do for this?
- clicked next on the popup
-- every time i need to find the directory?
-- exported to yert.fxsxml
- closed all windows
- now trying to view yert.fxsxml - just click open to go to previous folder instead of open by file for the main
- It showed up all black though in 3D view
- mesh is yert.gr2
- texture yert.dds shows up
- what is assign model popup - its grayed uout
- can we get the option to rename files in asset viewer in case we just want to have it go and redo th ewhole process just for a reskin?
- does black mean an error?
- next to test in game...
- found improvements.xml but no artdefines.xml (its in the fpk)
- used nexus script to extract the xml I needed from fpj it extracts everything into the common folder not even remembering folders
- found civ5artdefines_improvements.xml - its blank
- found civ5artdefines_landmark.xml only files with size to it and it says things have to bein order?
- plan to replace all goody huts with yert graphic. so replaced path for the art/
- placing file in Steam\steamapps\common\sid meier's civilization v beta - frankenstein\Resource\Common hopingi t replaces the fpk - will we get a custom assets folder?
- had create the building folder in asets
- copied yert there
- copied over all entries and GRAPHIC DID NOT SHOW
Eh, cut'em some slack, it's still the first day. In my experience (not only with Civ, but with NWN1/2, Dragon Age and Sins of a Solar Empire), modding usually really picks up after a couple of months or around the first expansion pack - since that's usually the time fans need to get familiar with what is possible and what isn't etc. - Rome wasn't build in one day. It's just the contrast to a very mature modding scene in CivIV, where everybody knows the ropes (or has fantastic tutorials as an aid) and where two expansion packs have illustrated how parts of the game *can* be modded.This does at all not sound very promising at the moment.
With Kael's 0-day mod, CiV is probably one of the games with the fastest mod release ever!
Cheers, LT.
Doesnt sound very good tbh. I expected something a lot simpler, what with the "more moddable than ever before" line. This does not translate well to 5+ programs to use so as to create a single building for this game.
I know there's a DDS plugin for Photoshop, but it's made by NVIDIA and I don't know if it'd have a problem with my ATI graphics card.