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blikbleek

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I am currently working on a mod that will make use of building icons.

1. I am looking for contributors who can make icons for some buildings

2. also looking for feedback on appearance of holdings and layout

NOTE: For anyone who wants to try this, it is worth noting that this is highly incompatible with other building mods. Just 1 extra building unaccounted for will shift all icons out of place.
 

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Last edited:

Arko

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I am curious on how you coded this.
I've tried something like this with no success ages ago, in regard to the remaining vanilla code and graphic stuff.
How do you link the icon and the buildings ?
 

Arko

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I have a theory it's lineal; the first building in the first alphanumeric building file uses the first icon. I haven't tested it yet though.
using the buildview_building_strip_small.dds file i guess then. it could be, and be a nice news, i always to make something better than a txt list for buildings, without going into the CK1 style though.
 

LeSingeAffame

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That looks very nice !
Would you share the files you're using ? I'd like to test that a bit and see what I could add
 

blikbleek

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I am curious on how you coded this.
I've tried something like this with no success ages ago, in regard to the remaining vanilla code and graphic stuff.
How do you link the icon and the buildings ?

I replaced buildview_building_strip_small.dds with a custom strip I made in tga format.

the first building gets frame 2, 2nd building gets frame 4, etc

I would be glad to post the 3 files I used for this. Is it allowed?
 
Last edited:

Arko

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yup i tested it a bit this afternoon.
That makes a huge amount of buildings to illustrate.
 

Korbah

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I would be glad to post the 3 files I used for this. Is it allowed?

There's no issue posting modded vanilla files (if there was, we're all screwed!); the only time you'd get in trouble is if you posted content from the DLC .zips.
 

Maal

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I am curious on how you coded this.
I've tried something like this with no success ages ago, in regard to the remaining vanilla code and graphic stuff.
How do you link the icon and the buildings ?

Why am I not surprised to see you all over this thread, it seem to be massively linked to your 2 mods.

And to blikbleek, neat findings.
 

Arko

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Why am I not surprised to see you all over this thread, it seem to be massively linked to your 2 mods.

And to blikbleek, neat findings.
Not surprising yes :p

@blikbleek just in case you didn't found out it yet, the building ID list can be found in the setup.log file.
I'd guess it would be tricky to get something taking into account vanilla and various mods combinations the way it work :/
Code:
[building.cpp:775]: Building #0 tag = nobuilding name = un évènement pour être construit
[building.cpp:775]: Building #1 tag = ca_culture_saxon_english_1 name = Archerie d'arc long
[building.cpp:775]: Building #2 tag = ca_culture_saxon_english_2 name = Archerie d'arc long
[building.cpp:775]: Building #3 tag = ca_culture_saxon_english_3 name = Archerie d'arc long
[building.cpp:775]: Building #4 tag = ca_culture_saxon_english_4 name = Archerie d'arc long
[building.cpp:775]: Building #5 tag = ca_culture_scottish_1 name = Camp schiltron
[building.cpp:775]: Building #6 tag = ca_culture_scottish_2 name = Camp schiltron
[building.cpp:775]: Building #7 tag = ca_culture_scottish_3 name = Camp schiltron
[building.cpp:775]: Building #8 tag = ca_culture_scottish_4 name = Camp schiltron
[building.cpp:775]: Building #9 tag = ca_culture_group_baltic_1 name = Lieu de rassemblement guerrier
[building.cpp:775]: Building #10 tag = ca_culture_group_baltic_2 name = Lieu de rassemblement guerrier
[building.cpp:775]: Building #11 tag = ca_culture_group_baltic_3 name = Lieu de rassemblement guerrier
[building.cpp:775]: Building #12 tag = ca_culture_group_baltic_4 name = Lieu de rassemblement guerrier
[building.cpp:775]: Building #13 tag = ca_culture_group_altaic_1 name = Manège
[building.cpp:775]: Building #14 tag = ca_culture_group_altaic_2 name = Manège
[building.cpp:775]: Building #15 tag = ca_culture_group_altaic_3 name = Manège
[building.cpp:775]: Building #16 tag = ca_culture_group_altaic_4 name = Manège
[building.cpp:775]: Building #17 tag = ca_culture_frank_norman_german_1 name = Lice de joutes
[building.cpp:775]: Building #18 tag = ca_culture_frank_norman_german_2 name = Lice de joutes
[building.cpp:775]: Building #19 tag = ca_culture_frank_norman_german_3 name = Lice de joutes
[building.cpp:775]: Building #20 tag = ca_culture_frank_norman_german_4 name = Lice de joutes
[building.cpp:775]: Building #21 tag = ca_culture_group_iberian_1 name = Camp de caballeros
[building.cpp:775]: Building #22 tag = ca_culture_group_iberian_2 name = Camp de caballeros
[building.cpp:775]: Building #23 tag = ca_culture_group_iberian_3 name = Camp de caballeros
[building.cpp:775]: Building #24 tag = ca_culture_group_iberian_4 name = Camp de caballeros
 

ngppgn

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From my limited test a couple weeks ago, it would seem that building ID 1 gets the second frame, and building ID n gets the n+1th frame so no extra dummy buildings should be needed really...

But yeah, that's a lot of frames regardless, specially in situations like if one would want to have all buildings in a chain share the same icon, for example
 

blikbleek

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@blikbleek just in case you didn't found out it yet, the building ID list can be found in the setup.log file.
I'd guess it would be tricky to get something taking into account vanilla and various mods combinations the way it work :/
Code:
[building.cpp:775]: Building #0 tag = nobuilding name = un évènement pour être construit
[building.cpp:775]: Building #1 tag = ca_culture_saxon_english_1 name = Archerie d'arc long
[building.cpp:775]: Building #2 tag = ca_culture_saxon_english_2 name = Archerie d'arc long
[building.cpp:775]: Building #3 tag = ca_culture_saxon_english_3 name = Archerie d'arc long
[building.cpp:775]: Building #4 tag = ca_culture_saxon_english_4 name = Archerie d'arc long
[building.cpp:775]: Building #5 tag = ca_culture_scottish_1 name = Camp schiltron
[building.cpp:775]: Building #6 tag = ca_culture_scottish_2 name = Camp schiltron
[building.cpp:775]: Building #7 tag = ca_culture_scottish_3 name = Camp schiltron
[building.cpp:775]: Building #8 tag = ca_culture_scottish_4 name = Camp schiltron
[building.cpp:775]: Building #9 tag = ca_culture_group_baltic_1 name = Lieu de rassemblement guerrier
[building.cpp:775]: Building #10 tag = ca_culture_group_baltic_2 name = Lieu de rassemblement guerrier
[building.cpp:775]: Building #11 tag = ca_culture_group_baltic_3 name = Lieu de rassemblement guerrier
[building.cpp:775]: Building #12 tag = ca_culture_group_baltic_4 name = Lieu de rassemblement guerrier
[building.cpp:775]: Building #13 tag = ca_culture_group_altaic_1 name = Manège
[building.cpp:775]: Building #14 tag = ca_culture_group_altaic_2 name = Manège
[building.cpp:775]: Building #15 tag = ca_culture_group_altaic_3 name = Manège
[building.cpp:775]: Building #16 tag = ca_culture_group_altaic_4 name = Manège
[building.cpp:775]: Building #17 tag = ca_culture_frank_norman_german_1 name = Lice de joutes
[building.cpp:775]: Building #18 tag = ca_culture_frank_norman_german_2 name = Lice de joutes
[building.cpp:775]: Building #19 tag = ca_culture_frank_norman_german_3 name = Lice de joutes
[building.cpp:775]: Building #20 tag = ca_culture_frank_norman_german_4 name = Lice de joutes
[building.cpp:775]: Building #21 tag = ca_culture_group_iberian_1 name = Camp de caballeros
[building.cpp:775]: Building #22 tag = ca_culture_group_iberian_2 name = Camp de caballeros
[building.cpp:775]: Building #23 tag = ca_culture_group_iberian_3 name = Camp de caballeros
[building.cpp:775]: Building #24 tag = ca_culture_group_iberian_4 name = Camp de caballeros
[/QUOTE]

Yea its going to help a lot. Thanks
 

blikbleek

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From my limited test a couple weeks ago, it would seem that building ID 1 gets the second frame, and building ID n gets the n+1th frame so no extra dummy buildings should be needed really...

But yeah, that's a lot of frames regardless, specially in situations like if one would want to have all buildings in a chain share the same icon, for example

Not sure what you mean. is "n" an upgrade? Ive had upgrades crossover into the first frame for building ID 2. Am I missing something?
 

Arko

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Not sure what you mean. is "n" an upgrade? Ive had upgrades crossover into the first frame for building ID 2. Am I missing something?
I guess the conclusion is that ID count starts at ID#0 , so building with ID#0 gets the first icon, building with Id#1 gets second icon etc.
 

blikbleek

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I guess the conclusion is that ID count starts at ID#0 , so building with ID#0 gets the first icon, building with Id#1 gets second icon etc.

He is referring to this:

Its a little nuanced, but heres how it works:

1. In buildview.gfx, create a new spritetype:

spriteType = {
name = "GFX_buildview_my_strip"
texturefile = "gfx\\interface\\buildview_my_strip.tga"
noOfFrames = 200
}

2. In buildview.gui, replace "GFX_buildview_building_strip_small" with GFX_buildview_my_strip

*NOTE: if your strip is not long enough, you will see a black box. So if you have a strip with 10 frames, it will cover 5 buildings. (or 4 buildings + 5th building will lose icon on 2nd upgrade)
To cover every holding you will need a lot of frames.

3. The result is that each subsequent building will skip 2 frames at level 1.

*This means that building 1 gets the icon in frame 2, building 2 gets the icon in frame 4

**But this causes an issue which can be solved. Namely, if building 1 has 3 upgrades, it will crossover into frame 4.

To solve this, you can put in a dummy building:
ca_dummy_1 = { potential = { FROMFROM = { always = no }}

Thus, the dummy would never show but would allow you more frames before interfering with the next building.

Its an extremely tedious and exhaustive process, but this seems to be the only possible way to display unique icons for buildings.


Basically, if a building has 3 upgrades, it will end on the same frame as the next building begins.
 

Arko

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He is referring to this:




Basically, if a building has 3 upgrades, it will end on the same frame as the next building begins.
oki, seems it acts a bit weirdly then