![]() I’ve decided to have John Howard as the leader for the Australians, mainly because he was the easiest to get a picture for. So, doing the same thing we did with the flag, make/get a base image that is 384x512 and then resize it to 512x512. The only difference is that the texture is a 512x512. The Leaderheads also have the same problem of being a square texture, but showing in a rectangle that is 25% smaller horizontally. in the midterm we will use static images much in the same way we did with the flag. The original Leaderheads are actual 3D Meshes which can be an involved process. I added a border to the top, giving these (better) final results that can be seen here and here. With that flag, the in game the flag turned out like this. Navigate to YourCiv\Assets\Art\Interface\TeamColor\ and save the file, making sure you change save type to DDS DXT 3. Bucket fill it all black, save it and click on the 3rd icon (white arrow up) to reload the edited Alpha channel. We want to change the Alpha channel to all black.ĭouble click on the white part and it will load the Alpha channel in your default image editor. In our case, all white pixels are transparent, and will show the default colour of the civilization. The Alpha Channel is a map that tells the game what pixels of the texture are transparent, and which aren’t. Over to the right hand side of the window it that ’Alpha Channel’ box. You now should be looking at something like this. This would be YourCiv\Assets\Art\Interface\TeamColor\ bmp somewhere, I usually put it where the end. Then I added some boarders to the side to make it 96 pixels in width. I got my source image from here, rotated it right 90 degrees, and resized it so the height was 128. The easiest way I can think of making the flag is creating a 96x128 image and then stretching the horizontal 25% to 128. The texture we have to create is 128x128 in size, but in game the flag is scaled down about 25% horizontally to fit on the flag model. ![]() The flag is displayed at the bottom right, near the minimap and near each of your units. The files come from \\Firaxis Games Civilization 4 and go into \\Firaxis Games Civilization 4\Mods and the same structure.Īssets\XML\Art\CIV4ArtDefines_Civilization.xmlĪssets\XML\Art\CIV4ArtDefines_Leaderhead.xmlĪssets\XML\Civilizations\CIV4LeaderHeadInfos.xmlĪssets\XML\Civilizations\CIV4CivilizationInfos.xmlĪssets\XML\GameInfo\CIV4DiplomacyInfos.xmlĪssets\XML\Interface\CIV4PlayerColorInfos.xml Now you’re going to need to copy some of the XML files from the original game into your mod directory, as we’ll need to edit them later. YourCiv\Assets\Art\Interface\Leaderheads\ YourCiv\Assets\Art\Interface\Buttons\Units\ YourCiv\Assets\Art\Interface\Buttons\Civilizations\ You are going to need to set up a structure like this, in the \\Firaxis Games\Sid Meier's Civilization 4\Mods folder As with the Starting Techs and The Unique units, you can have more than what the Civs in the original game had, but again, beware of unbalancing the game (unless that’s what you’re planning on doing)Ĭiv4 has a very strict directory and file structure for mods. Leaders: Each leader has their own Traits and favoured civic. ![]() Each Civ can have more than one unique unit, but this can unbalance the game if you’re not careful. These units are slightly better versions of other units in the game, and actually replace them for that Civ. Unique Units: All the original Civs have one unique unit. But unless you want to unbalance the game, stick with just having two from the starting six The Starting Techs can be any techs that are available, and you can have more than two. Starting Techs: In the game all the original Civs have 2 starting techs from the first 6 available (Mining, Mysticism, Fishing, The Wheel, Agriculture and Hunting). You could only have one city name, but after that it’ll start pulling random names for your new towns. After that is decided, you have to think about a few other things:Ĭity Names: Fairly obvious here. For this tutorial I’m going to make Australia. dds.įirst off you’re going to need to know what Civilization you’re going to make. Luckily there is DXTbmp, a stand alone program that will take in most image files and save them as any flavour of. There are plugins for Photoshop, Paint Shop Pro and The GIMP that will output. This stands for Direct Draw Surface, and is a texture format for DirectX. For image editing you can use Paint Shop Pro, Adobe Photoshop, or a free alternative known as The GIMP. There is also going to be some Image editing and converting. This can be done in window’s notepad, but I find that notepad++ is better, as it provides find and replace tools, as well as a few tools for working with XML files. Before you start anything, you need to make sure you have the right tools.
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