Aesthetic changes to game.

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gnleugim
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Joined: 15 Jun 2015, 11:24

Aesthetic changes to game.

Post by gnleugim »

Hi!

I have been making some studies and changes on some of the added units in ver 1.5, purely aesthetic, no game changing, which I believe they would be beneficial for everyone, namely for (but not only) for CB games.

For example, I have changed the Well in some aspects:

Code: Select all

properties {
		rps = Building
		SizeX = 1.5
		SizeY = 1.5
		FootprintSizeX = 3
		FootprintSizeY = 3
		OffsetX = 0.75
		OffsetY = 0.75
		UndertextureSizeX = 1.5
		UndertextureSizeY = 1.5
		mass = 1
            displayName = tx_utn_well_name
		DisplayNameScenEdit = tx_utn_well_sname
		VerboseTooltip = vtt_unit_well1
            HitPoints = 2000
            
	}
This way, we are able to place the well just like a house and create more "tidy" setups:



as well as

Code: Select all

{
	parent		= BaseBuilding
      DefaultModel 	= Bld_waterwell1.nif
	ChildNames	= [ UnderHouse HugeGlow ExplSelectorBuild_Big ]      

}
Resulting is omething like this:
ExampleEE2_1.jpg
ExampleEE2_1.jpg (159.98 KiB) Viewed 3284 times
I'm looking for other things to make small changes like this too, if it would be worth it, maybe could be included in a future patch? :P

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Dr.MonaLisa
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Re: Aesthetic changes to game.

Post by Dr.MonaLisa »

Looks good (very realistic that the well is higher than houses by the way).
But the questions are:
- How does it look for the Water Tower?
- What would happen with game saves, if unit size changed. Hopefully wouldn't cause crashes.

Anyway yes, I added those buildings and didn't really focus on under-texture details, etc. Would be nice to rework it, but the priority is compatibility with older saves/playbacks.
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gnleugim
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Re: Aesthetic changes to game.

Post by gnleugim »

First, the well model was not changed, it remains the same size as you can see bellow

What I did change was the footprint and the underlay texture, in such way it is easier to place next to existing buildings. basically, it behaves just like a house.

On opposition to the present case where the same layout is impossible:
ExampleEE2_2.jpg
ExampleEE2_2.jpg (150.86 KiB) Viewed 3279 times
and although the model size is the same:
ExampleEE2_3.jpg
ExampleEE2_3.jpg (173.28 KiB) Viewed 3279 times
It requires much more free space around it.
ExampleEE2_4.jpg
ExampleEE2_4.jpg (168.52 KiB) Viewed 3279 times
I find my edit better looking and easier to manage in space inside the territory :)

Regarding the water tower:
ExampleEE2_5.jpg
ExampleEE2_5.jpg (99.2 KiB) Viewed 3279 times
ExampleEE2_6.jpg
ExampleEE2_6.jpg (121 KiB) Viewed 3279 times
No issues for what I can see.

Regarding savefiles, I can't give you an answer yet.
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Dr.MonaLisa
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Re: Aesthetic changes to game.

Post by Dr.MonaLisa »

Thanks for extra screenshots.
It's good to discuss such things before adding them, to minimize any risk.
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gnleugim
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Re: Aesthetic changes to game.

Post by gnleugim »

SO I have turned my attention to granary:
ExampleEE2_Gran1.jpg
ExampleEE2_Gran1.jpg (158.12 KiB) Viewed 3272 times
ExampleEE2_Gran2.jpg
ExampleEE2_Gran2.jpg (281.78 KiB) Viewed 3272 times
ExampleEE2_Gran3.jpg
ExampleEE2_Gran3.jpg (316.25 KiB) Viewed 3272 times
ExampleEE2_Gran4.jpg
ExampleEE2_Gran4.jpg (420.08 KiB) Viewed 3272 times
What do you think?

The last model I think could get some tweeks I believe

also, I had a save file with the granary unmoded, added the mod, and no issues were found. but this is a simple mod of adding the underlaying texture, no more. maybe that's why.
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Re: Aesthetic changes to game.

Post by Dr.MonaLisa »

I never wanted to add textures under Windmills, because I wanted to make it look like a "farm" instead of some city structure. But that would be much easier to build farms around it.
I need to think about it, and maybe listen to opinion of others. Thanks for posting screenshots, it's very helpful to see.

I think we can make some update where all 1.5 buildings could be improved. But that all must be done in 1 update, to not ruin playbacks/game saves compatibility totally.
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gnleugim
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Re: Aesthetic changes to game.

Post by gnleugim »

Dr.MonaLisa wrote: 28 Oct 2018, 11:07 I think we can make some update where all 1.5 buildings could be improved. But that all must be done in 1 update, to not ruin playbacks/game saves compatibility totally.
I totally agree with you on that.

Regarding undertextures of mills, I understand your point. maybe other textures can be found that lessens the effect. but on the third one I think it actually looks very good.
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Re: Aesthetic changes to game.

Post by Dr.MonaLisa »

Unfortunately, I never really was interested in "graphics" things, so I'm not sure how undertextures work. Seems like there are files for each climate, but they automatically change depending on epoch, etc. Maybe some new "Decal" could be added to the same file as Units. Really hard decisions to make. Thinking about all of this makes me want to forget about it, but I always knew it should be fixed one day...
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Loewenherz
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Re: Aesthetic changes to game.

Post by Loewenherz »

To integrate a new underground textures for Units, there need a entry in follow files:

dbsprite_overlay.csv
visual_decals.ddf or a other ddf file.

and than as "ChildNames" in a unit entry. A lot of work for that, but than it works. Maybe is later needful to seperate the terrain folder for the patch.
List of tutorials, useful threads and utilities (look here before posting): Here

Add Pics to Map: viewtopic.php?f=54&p=25184#p25184

Loews Work: viewtopic.php?f=54&t=5160
gnleugim
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Joined: 15 Jun 2015, 11:24

Re: Aesthetic changes to game.

Post by gnleugim »

thanks for pointing out which files to look for, I was doing the decal search the hard way, that way is easier ;)

EDIT:

I am trying to make a new zip folder within Zips_EE2X, currently named "EE2X_db_158", to add the new changes on game, so to make it easy to swap mod in and out for multiplayer compatibility. but it gives out an error or simply just crashes.

What is the process of adding one of these new zip folders?
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