Magil
Monarch
- Joined
- Sep 26, 2010
- Messages
- 1,622
Can't think of a better place to post this but turns out you can mix and match buildings with districts. Here's my Royal Academy with the Military Academy model in the Campus.
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That's really cool.
Can't think of a better place to post this but turns out you can mix and match buildings with districts. Here's my Royal Academy with the Military Academy model in the Campus.
![]()
Can't think of a better place to post this but turns out you can mix and match buildings with districts. Here's my Royal Academy with the Military Academy model in the Campus.
![]()
Was that a simple copy and replace? (pre summer patch it caused the buildings to be invisible). Also was it the same size building and have you tried different size buildings on the plots? (I thought the wrong size building for the plot size is what caused the buildings to be invisible)
I'm guessing you need to use a building that goes in the same place as another building in the district would go for it to work properly.
So there's no sign of an offset for the location of the buildings?
So I've tried editing the black background files (my theory being that at least they're in the right format) using Gimp 2:the transparent background has become black
<SystemDependencies>
<Element>
<!-- The type of thing you are adding -->
<ConsumerName text="Improvements"/>
<ArtDefDependencyPaths>
<!-- The name of the file you are adding,
seems to have to be the same as a base
file name -->
<Element text="Improvements.artdef"/>
<Element text="Landmarks.artdef"/>
<Element text="StrategicView.artdef"/>
</ArtDefDependencyPaths>
<LibraryDependencies/>
<LoadsLibraries>true</LoadsLibraries>
</Element>
<?xml version="1.0" encoding="UTF-8" ?>
<AssetObjects::ArtDefSet>
<m_Version>
<major>4</major>
<minor>0</minor>
<build>243</build>
<revision>870</revision>
</m_Version>
<m_TemplateName text="Improvements"/>
<m_RootCollections>
<Element>
<m_CollectionName text="Improvement"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
<Element>
<m_Fields>
<m_Values/>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Audio"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
</Element>
<Element>
<m_CollectionName text="StrategicView"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="StaveChurch"/>
<m_RootCollectionName text="Buildings"/>
<m_ArtDefPath text="StrategicView.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="StrategicView"/>
<m_ParamName text="XrefName"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Completed"/>
<m_RootCollectionName text="BuildStates"/>
<m_ArtDefPath text="Buildings.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Buildings"/>
<m_ParamName text="State"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="StrategicView"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="StaveChurch_Pillaged"/>
<m_RootCollectionName text="Improvements"/>
<m_ArtDefPath text="StrategicView.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="StrategicView"/>
<m_ParamName text="XrefName"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Pillaged"/>
<m_RootCollectionName text="BuildStates"/>
<m_ArtDefPath text="Buildings.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Buildings"/>
<m_ParamName text="State"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="StrategicView001"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
</Element>
<Element>
<m_CollectionName text="Clutter"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
</Element>
<Element>
<m_CollectionName text="Landmark"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="LM_STAVE_CHURCH"/>
<m_RootCollectionName text="Landmarks"/>
<m_ArtDefPath text="Landmarks.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Landmarks"/>
<m_ParamName text="Xref"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="SuppressResource"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="ANYTHING"/>
<m_RootCollectionName text=""/>
<m_ArtDefPath text=""/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="WhenAdjacentTo"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="AncientWallSet"/>
<m_RootCollectionName text="WallSet"/>
<m_ArtDefPath text="Walls.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="DynamicGeo"/>
<m_ParamName text="Fence"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="WhenAffectedBy"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
</Element>
</m_ChildCollections>
<m_Name text="Landmark1"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
</Element>
<Element>
<m_CollectionName text="ClutterVariants"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
</Element>
<Element>
<m_CollectionName text="Lighting"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
</Element>
<Element>
<m_CollectionName text="Activity"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
</Element>
<Element>
<m_CollectionName text="GreatWall"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
</Element>
</m_ChildCollections>
<m_Name text="IMPROVEMENT_STAVE_CHURCH"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
</Element>
<Element>
<m_CollectionName text="BuildStates"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
</Element>
</m_RootCollections>
</AssetObjects::ArtDefSet>
<?xml version="1.0" encoding="UTF-8" ?>
<AssetObjects::ArtDefSet>
<m_Version>
<major>4</major>
<minor>0</minor>
<build>245</build>
<revision>187</revision>
</m_Version>
<m_TemplateName text="Landmarks"/>
<m_RootCollections>
<Element>
<m_CollectionName text="Landmarks"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="FlattenTerrain"/>
</Element>
<Element class="AssetObjects::StringValue">
<m_Value text="ONLY_FIRST_60"/>
<m_ParamName text="RotationType"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Eras"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="DEFAULT"/>
<m_RootCollectionName text="ArtEra"/>
<m_ArtDefPath text="Eras.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Tag_Era"/>
</Element>
<Element class="AssetObjects::BLPEntryValue">
<m_EntryName text="DIS_REL_StaveChurch"/>
<m_XLPClass text="TileBase"/>
<m_XLPPath text="hero_buildings.xlp"/>
<m_BLPPackage text="landmarks/hero_buildings"/>
<m_LibraryName text="TileBase"/>
<m_ParamName text="Asset"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="DEFAULT"/>
<m_RootCollectionName text="Culture"/>
<m_ArtDefPath text="Cultures.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Tag_Culture"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="ANY"/>
<m_RootCollectionName text="AppealTags"/>
<m_ArtDefPath text="Appeal.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Tag_Appeal"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Eras001"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
</Element>
</m_ChildCollections>
<m_Name text="LM_STAVE_CHURCH"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
</Element>
</m_RootCollections>
</AssetObjects::ArtDefSet>
I'm trying to understand it, at least most part of it looks comprehensive to me. But it's not quite clear to me what is the use of Index value under IconDefinitions. Could you explain a little?We can add our own Icons without the use of BLP's. You add the dds files to the Import part of the ModInfo:
Create the Icon Atlas and Icon Definitions in a new XML:Code:<ImportFiles id="HS_Import"> <Items> <File>Art/Icons/Tech/Haj1Tech30.dds</File> <File>Art/Icons/Tech/Haj1Tech38.dds</File> <File>Art/Icons/Tech/Haj1Tech42.dds</File> <File>Art/Icons/Tech/Haj1Tech42_FOW.dds</File> <File>Art/Icons/Tech/Haj1Tech128.dds</File> <File>Art/Icons/Tech/Haj1Tech160.dds</File> <File>Art/Icons/Districts/financeatlas32.dds</File> <File>Art/Icons/Districts/financeatlas38.dds</File> <File>Art/Icons/Districts/financeatlas50.dds</File> <File>Art/Icons/Districts/financeatlas80.dds</File> <File>Art/Icons/Districts/financeatlas128.dds</File> <File>Art/Icons/Districts/financeatlas256.dds</File> </Items> </ImportFiles>
Then you add this to the Icon part of the ModInfo:Code:<?xml version="1.0" encoding="utf-8"?> <GameInfo> <IconTextureAtlases> <Row Name="ICON_HS_ATLAS_DISTRICTS" IconSize="32" IconsPerRow="8" IconsPerColumn="8" Filename="financeatlas32.dds"/> <Row Name="ICON_HS_ATLAS_DISTRICTS" IconSize="38" IconsPerRow="8" IconsPerColumn="8" Filename="financeatlas38.dds"/> <Row Name="ICON_HS_ATLAS_DISTRICTS" IconSize="50" IconsPerRow="8" IconsPerColumn="8" Filename="financeatlas50.dds"/> <Row Name="ICON_HS_ATLAS_DISTRICTS" IconSize="80" IconsPerRow="8" IconsPerColumn="8" Filename="financeatlas80.dds"/> <Row Name="ICON_HS_ATLAS_DISTRICTS" IconSize="128" IconsPerRow="8" IconsPerColumn="8" Filename="financeatlas128.dds"/> <Row Name="ICON_HS_ATLAS_DISTRICTS" IconSize="256" IconsPerRow="8" IconsPerColumn="8" Filename="financeatlas256.dds"/> <Row Name="ICON_HS_ATLAS_DISTRICTS_FOW" IconSize="256" IconsPerRow="8" IconsPerColumn="8" Filename="financeatlas256.dds"/> </IconTextureAtlases> <IconDefinitions> <Row Name="ICON_DISTRICT_SHOPPING_COMPLEX" Atlas="ICON_HS_ATLAS_DISTRICTS" Index="0"/> <Row Name="ICON_DISTRICT_SOUQ" Atlas="ICON_HS_ATLAS_DISTRICTS" Index="1"/> <Row Name="ICON_DISTRICT_SHOPPING_COMPLEX_FOW" Atlas="ICON_HS_ATLAS_DISTRICTS_FOW" Index="0"/> <Row Name="ICON_DISTRICT_SOUQ_FOW" Atlas="ICON_HS_ATLAS_DISTRICTS_FOW" Index="1"/> </IconDefinitions> </GameInfo>
Code:<Icons id="HS_Icons_Component"> <Items> <File>Art/Data/HS_Icons_Districts.xml</File> <File>Art/Data/HS_Icons_Tech.xml</File> </Items> </Icons>
I have a same issue, and more weird I got Alexander appeared as my leader icon! Me and my "modbuddies" are now joking that Alexander is practicing "To Mods end"...So I've tried editing the black background files (my theory being that at least they're in the right format) using Gimp 2:
When I open Civ and click Create a game my new civilization icon still does not appear.
- Drag a file into Gimp 2 to open it.
- Use the color picker to select the black.
- Hit delete.
- At this point the black disappears and I seem to have successfully created the image I need, white with a transparent background.
- From the File menu I use "Overwrite…"
- Rinse and repeat for all the other sized files, 22, 30, 36, 44, 45, 48, 50, 64, 80, 200, 256.
- Finally I use Add\Existing Item… in ModBuddy to pick up all the .dds and .tex files (which were already in the right place thanks to Asset Editor).
I wonder if the file format was changed when I overwrote it, but I don't know how to tell the format.
It might be easier if I knew how to save directly into the correct format from Gimp 2 or Paint.net — Anyone know how to do that please?
A bit late, but based off my work for the Rock-Hewn Church, the building is offset within the model itself (So the temple isn't located at 0,0,0 of the model for example).I'm not certain. My testing was somewhat quick and limited.
When setting up the building artdefs I found some building base parameters, I bet that's where we tell the game to locate the building in a tile. I wonder what if we tell it to locate a building next to river/mountain while there's no such adjacent feature?A bit late, but based off my work for the Rock-Hewn Church, the building is offset within the model itself (So the temple isn't located at 0,0,0 of the model for example).