Civ4PlotLSystem: Difference between revisions
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<Scale>0.5</Scale> | <Scale>0.5</Scale> | ||
</ArtRef> | </ArtRef> | ||
|- | |||
!LProduction | |||
|Unknown; appears after LNode entries | |||
<LProduction From="GNode_4x4"> | |||
<To Name="GLeaf_4x2"> | |||
<Translate>0,1</Translate> | |||
</To> | |||
<To Name="GLeaf_4x2"> | |||
<Translate>0,-1</Translate> | |||
</To> | |||
</LProduction> | |||
|} | |} | ||
==Example== | ==Example== |
Latest revision as of 20:11, 14 January 2013
The Civ4PlotLSystem file defines how models are displayed on terrain.
All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.
This page is missing information. Do not remove this notice until it is complete.
Tags
Headers
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.
Tag Name | Description |
---|---|
LNode | Main bracket for each entry; the attribute Name defines the name used in other files |
Integers
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.
Tag Name | Description |
---|---|
Width | Width of the leaf block |
Height | Height of the leaf block |
Attribute | Unknown |
Lists (Multi-line)
All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the "s" (i.e. singular, rather than plural).
Tag Name | Description |
---|---|
ArtRef | Defines various art settings to be used
<ArtRef Name="art:crop"> <Attribute Class="Scalar"> NIF:Art/Structures/Improvements/Farm/crops_w.nif::2x1 </Attribute> <Attribute Class="Improvement">IMPROVEMENT_FARM</Attribute> <Attribute Class="Bonus">NO_BONUS,BONUS_ALL,!BONUS_WHEAT</Attribute> <Attribute Class="Scalar">bApplyRotation:1</Attribute> <Attribute Class="Scalar">bZMode_Ground:1</Attribute> <Attribute Class="Scalar">bCutTrees:1</Attribute> <Attribute Class="Scalar">bForceGround:1</Attribute> <Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute> <Attribute Class="Scalar">bIrrigatedOnly:0</Attribute> <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute> <Scale>0.5</Scale> </ArtRef> |
LProduction | Unknown; appears after LNode entries
<LProduction From="GNode_4x4"> <To Name="GLeaf_4x2"> <Translate>0,1</Translate> </To> <To Name="GLeaf_4x2"> <Translate>0,-1</Translate> </To> </LProduction> |
Example
In the following example of code, please note that there is a specific order of all of the tags. You must list the tags in this order for the game to properly interpret your file.
<LNode Name="GLeaf_2x1"> <Width>2</Width> <Height>1</Height> <Attribute Class="RegionTest">0</Attribute> <ArtRef Name="art:crop"> <Attribute Class="Scalar"> NIF:Art/Structures/Improvements/Farm/crops_w.nif::2x1 </Attribute> <Attribute Class="Improvement">IMPROVEMENT_FARM</Attribute> <Attribute Class="Bonus">NO_BONUS,BONUS_ALL,!BONUS_WHEAT</Attribute> <Attribute Class="Scalar">bApplyRotation:1</Attribute> <Attribute Class="Scalar">bZMode_Ground:1</Attribute> <Attribute Class="Scalar">bCutTrees:1</Attribute> <Attribute Class="Scalar">bForceGround:1</Attribute> <Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute> <Attribute Class="Scalar">bIrrigatedOnly:0</Attribute> <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute> <Scale>0.5</Scale> </ArtRef> <ArtRef Name="art:crop"> <Attribute Class="Scalar"> NIF:Art/Structures/Improvements/Farm/crops_uw.nif::2x1 </Attribute> <Attribute Class="Improvement">IMPROVEMENT_FARM</Attribute> <Attribute Class="Bonus">NO_BONUS,BONUS_ALL,!BONUS_WHEAT</Attribute> <Attribute Class="Scalar">bApplyRotation:1</Attribute> <Attribute Class="Scalar">bZMode_Ground:1</Attribute> <Attribute Class="Scalar">bCutTrees:1</Attribute> <Attribute Class="Scalar">bForceGround:1</Attribute> <Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute> <Attribute Class="Scalar">bIrrigatedOnly:0</Attribute> <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute> <Scale>0.5</Scale> </ArtRef> <ArtRef Name="art:crop"> <Attribute Class="Scalar"> NIF:Art/Structures/Improvements/Farm/crops_i_w.nif::2x1 </Attribute> <Attribute Class="Improvement">IMPROVEMENT_FARM</Attribute> <Attribute Class="Bonus">NO_BONUS,BONUS_ALL,!BONUS_WHEAT</Attribute> <Attribute Class="Scalar">bApplyRotation:1</Attribute> <Attribute Class="Scalar">bZMode_Ground:1</Attribute> <Attribute Class="Scalar">bCutTrees:1</Attribute> <Attribute Class="Scalar">bForceGround:1</Attribute> <Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute> <Attribute Class="Scalar">bIrrigatedOnly:1</Attribute> <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute> <Scale>0.5</Scale> </ArtRef> <ArtRef Name="art:crop"> <Attribute Class="Scalar"> NIF:Art/Structures/Improvements/Farm/crops_i_uw.nif::2x1 </Attribute> <Attribute Class="Improvement">IMPROVEMENT_FARM</Attribute> <Attribute Class="Bonus">NO_BONUS,BONUS_ALL,!BONUS_WHEAT</Attribute> <Attribute Class="Scalar">bApplyRotation:1</Attribute> <Attribute Class="Scalar">bZMode_Ground:1</Attribute> <Attribute Class="Scalar">bCutTrees:1</Attribute> <Attribute Class="Scalar">bForceGround:1</Attribute> <Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute> <Attribute Class="Scalar">bIrrigatedOnly:1</Attribute> <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute> <Scale>0.5</Scale> </ArtRef> </LNode>