Civ4ArtDefines Improvement: Difference between revisions

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The '''Civ4ArtDefines_Improvement''' file declares art files and properties for all of the terrain improvements.
The '''Civ4ArtDefines_Improvement''' file declares art files and properties for all of the terrain improvements.
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.


<font color=red>This page is missing information.
<font color=red>This page is missing information.
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==Tags==
==Tags==
===Text===
===Headers===
 
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
|-
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! style="background:#efefef;" | Description
! style="background:#efefef;" | Description
|-
|-
!Type
! ImprovementArtInfo
| This is the main bracket that encases each entry.
|-
! Type
| Label that is used throughout all other XML files
| Label that is used throughout all other XML files
|-
!NIF
| Location of .nif file
|-
!KFM
| Location of .kfm file
|-
!Button
| World Builder Icon.<br>
,path to icon,path to corresponding Atlas,#,#<br>
numbers are x,y location in the atlas.<br>
|}
|}




===Boolean===
===Boolean===
All of these can either be 1 (on, or true) or 0 (off, or false).  Be careful, as you can wind up with a double-negative, which the game will interpret as "True".
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
|-
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===Art===
===Art===
These tags are directly related to the rendering of art for the entry.
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
|-
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!fInterfaceScale
!fInterfaceScale
| multiply by fScale to get scale in Civilopedia
| multiply by fScale to get scale in Civilopedia
|-
!NIF
| Location of .nif file
|-
!KFM
| Location of .kfm file
|-
!Button
| World Builder Icon.<br>
,path to icon,path to corresponding Atlas,#,#<br>
numbers are x,y location in the atlas.<br>
|}
|}




==Example==
==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.
  <ImprovementArtInfo>
  <ImprovementArtInfo>
     <Type>ART_DEF_IMPROVEMENT_FARM</Type>
     <Type>ART_DEF_IMPROVEMENT_FARM</Type>

Revision as of 19:58, 17 May 2009

The Civ4ArtDefines_Improvement file declares art files and properties for all of the terrain improvements.

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
ImprovementArtInfo This is the main bracket that encases each entry.
Type Label that is used throughout all other XML files


Boolean

All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".

Tag Name Description
bExtraAnimations unknown


Art

These tags are directly related to the rendering of art for the entry.

Tag Name Description
fScale Scale on Map
fInterfaceScale multiply by fScale to get scale in Civilopedia
NIF Location of .nif file
KFM Location of .kfm file
Button World Builder Icon.

,path to icon,path to corresponding Atlas,#,#
numbers are x,y location in the atlas.


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.

<ImprovementArtInfo>
   <Type>ART_DEF_IMPROVEMENT_FARM</Type>
   <bExtraAnimations>1</bExtraAnimations>
   <fScale>1.0</fScale>
   <fInterfaceScale>1.0</fInterfaceScale>
   <NIF>Art/Structures/Improvements/Farm/an_eu_farm01.nif</NIF>
   <KFM>Art/Structures/Improvements/Farm/an_eu_farm01.kfm</KFM>
   <Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,7</Button>
</ImprovementArtInfo>