CulturalCitiesMod.zip
Well, hello. It's been a while
I've decided to release a small update. However, I decided to make this version smaller and more compatible with future updates and mods.
It has the downside of the persians not having their own, but it's a simple fix, I'll explain below.
I haven't released updates for a while because I was playing other games, doing work for university, etc. So I decided to release a version that is more compatible (it has no cultures.txt), so even if I'm not around here to support the mod, you all can easily update (though I guess that more experienced modders already know how to update it).
So I'm also going to explain some elements of the mod, so that you know why something is wrong in the mod.
First, always make an backup, whenever creating an mod.
gfx/models/settlements/*folder* are where the textures and models are. the textures are easy to mod, just use GIMP. it has to be in .dds, so you must have the GIMP dds plugin.
It's also there that we have the models, that are in .xac format. you can't change the 3D model itself (just use the ones the game already have), but you can change the texture the model uses. to do that you must use an Hex editor (I use notepad++ with plugin) and change, for example, "Eastern_Buildings_Diffuse" to "Norther_Buildings_Diffuse". why not northern? Because it must have the
same number of characters as the original, otherwise it doesn't work. remember to name your texture file the same as this, like "Norther_buildings_diffuse.dds".
As for the models, Paradox created, it seems, 3 models for Castle, City and Church, for both Christians and Muslims (dunno if Sunset Invasion has new buildings). you also have the "buildings" models, that are houses, as well as the port.
interface/settlements.gfx open with notepad ++. this is the file that connects the buildings with the cultures.
Code:
EMFXActorType = {
name = "easterngfx_castle_1"
actorfile = "gfx\models\Settlements\Eastern\Eastern_Castle_03.xac"
scale = 1.3f
use_animation = no
cull_distance = 550.0f
}
We have:
name = "easterngfx_castle_1": this means that it is for the easterngfx culture, and a castle. IIRC, you have to have the _1. the game only uses caslte_1, church_1, etc. this is different for houses and ports. just copy and paste from a existing culture if you are creating another, it's easier this way.
actorfile = "gfx\models\Settlements\Eastern\Eastern_Castle_03.xac": The link with the model. it doesn't need to have the same name as the culture, and you can, for example, link two cultures to a same model, like I did for the byzantines and italians.
scale = 1.3f: the scale as it appears on the map. change it to what you prefer.
the other values have no pratical uses, I think (though I guess that cull_distance is when the buildings disappear from view depending on zoom, so if you want you can change that).
If you want to create new buildings, just copy an already existing building set, and change the files references(if also created new textures) and culturegfx.
Sometimes you may also want to mod the
common/cultures and
common/graphicalculturetypes, to link a certain culture with an specific gfx. Unfortunately, a "culturegfx" has lots of things attached, So perhaps changing the saxongfx to something else may change how the soldiers look, I think. It is more problematic with portrait mods, as they also use gfx.
in cultures.txt, you can change, for example, the bedouin to use arabicgfx instead of muslimgfx.
in graphicalculturetypes.txt you can add some new gfx, so that you can specify the Croatians shall use mediterranean buildings (remember to make a another bunch of building with "croatiangfx" in settlements.gfx, copying the already existant byzantine/italian).
So, if you want to change the Persians:
you can make the other muslims use arabicgfx, instead of muslim gfx, which I've changed to use the old persian building. Change this in cultures.txt.
or you can make an persiangfx in graphicalculturetypes, copy the "muslimgfx" buildings parts in settlements.gfx, and change the references in these new buildings from "muslimgfx" to "persiangfx". Then, go to cultures.txt and change the "muslimgfx" of the Persian culture to "persiangfx".
I think that's it. Any questions?