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[eMOD][v1.8] Tent Building Style

[eMOD][v1.8] Tent Building Style

Almost ready to add a complete new building style. The intention is to give a flavorful look of tents for all buildings. Giving an image of a nomadic city.

So far I've got 92 redesigned buildings. It is modelled after a kingdom empire, but will have to either mod the config for the core races or you custom race you made. There are several buildings being re-used for the moment. I should have a beta version of this building style by Tomorrow (late tonight).

Hope there is interest in such a thing...

Here is a picture of some of it put together. Finally wrote the 2100 lines of code to get this to work out.

I've got lots of work left to do to get this to the point where I'm happy with it.

Extract this in your mods folder... currently the only install method is to make a new faction and edit the xml of that faction by adding the line

<BuildingStyle>TentStyle</BuildingStyle>

To do this with the core races you will need to edit thier raceconfig and look for <BuildingStyle>KingdomStyle</BuildingStyle> and replace KingdomStyle with TentStyle.

Now a file that is ModManager Compatible. It also allows you to install the building style for all kingdom standard races (Note: this does not overwrite any of your core files) It also includes a stormworld faction of Centaurs.

https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/TentStyle/TentStylev1_8.zip

If you want to add it to the empire races feel free, my models all use kingdom generic objects and kingdom pedestrians.

I thinking that all the buildings that I'm going to change are changed in this build. But you never know. Most unique buildings have not been changed and the shards have not been changed. I redesigned previous tent models and I hope you like the newer look.

Still have to add unique thumbnails for everything.

27,460 views 39 replies
Reply #26 Top

Quoting Sentinemodo, reply 25

parrot,

tried to play as centaurs in stormworld, it seems that mod manager does not copy the tiledesign folder, resulting in cities being not displayed on strategic map
End of Sentinemodo's quote

 

uhm...checking now...

Reply #27 Top

Found!

 

<item>
            <id>2</id>
            <type>MODS</type>
            <category>Folder</category>
            <name>TentStyle/TileDesigns</name>
            <destination></destination>
            <required>1</required>
            <requirements></requirements>            
        </item>

Check the red....

On zip, file folder name is TileDesign  :D

 

Reply #28 Top

fixed... making pedestrian centuars is going to be Heavenfalls skills. I don't have any 3d modeling skills. Or tools to do so.

Reply #29 Top

Not something I would spend my time on anyway. While doable, it adds nothing for me personally. I play without those pedestrians anyway.

Reply #30 Top


parrot,

got an issue, that seems to be related to tent mod.

I have a crash on savegame that I try to load.

It has worked yesterday (version 1,1, plus stormoworld + tents + couple of other mods), I've tried to load the game today and it crashes repeatedly upon loading the game, and before finalizing display.

the memory usage goes around 1,2 GB and crashes.

can you please take a loog at the debug.err? https://dl.dropbox.com/u/28216465/debug20121215_2.err

I'd hate to restart this game. It's my fifth approach to centaurs, I got four beatings in row on Sentinemodo diff. level, and I am finally looking healthy enough to win this game.

Reply #31 Top

It was a random thing in the files. I found it in the editor, but nothing showed up and I don't know quite how it got there, unless it was there in the outpost and they fixed it cause it was causing crashes. But in either case here is the fix for you... from your debug it's the offending file. I'm going to check all the other files to see if there is any else that phantomly got in there.

https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/TentStyle/TentStyle/TileDesign/K_Outpost_01_Tent.xml

Reply #32 Top

Update. I fixed all phantom objects. Including that waterfall thing that I don't know where that came from.

Reply #33 Top


Hmm, not working.

The debug.err seems to have unchanged but I;ll post it anyway, maybe you can find something in it https://dl.dropbox.com/u/28216465/debug20121216.err

I updated to 1.6 and put the single file you posted first.

I've tried running the game with admin priviledges.

 

Reply #34 Top

Unfortunately, save games keep all the xml data and don't change them to the new updated versions of the files. Unless you can figure out a way to read a savegame file and edit the xml of the k_outpost_01_tent.xml to not include the r1_waterfall, I think it's going to crash on you. Sorry about that.

Reply #35 Top


Not without the internals of the DataZip :(

Damn

 

...

 

Oh well, time to start another game :)

Reply #36 Top


parrot - fire altar (build in progress) display on cloth map as black rectangle

Reply #37 Top

Thanks for letting me know.. it's a typo in the xml

<DrawnIconConstruction>Improvement_FireAltar_C</DrawnIconConstruction>

should be

<DrawnIconConstruction>Improvement_FireAltar_C.png</DrawnIconConstruction>

I'll search through and see if that is the only one that has that problem.

Edit: I found that the AirTemple and the Almshouse also have an issue with the constructin icon.

Reply #38 Top


Update... fixed a few icon issues.

Reply #39 Top

Updated. Fixed a few construction icon designs for the cloth map.