Civ4PlotLSystem

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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>


GlobalDefinesGlobalDefinesAltGlobalTypesPythonCallbackDefines

Art:

Civ4ArtDefines_BonusCiv4ArtDefines_BuildingCiv4ArtDefines_CivilizationCiv4ArtDefines_FeatureCiv4ArtDefines_ImprovementCiv4ArtDefines_InterfaceCiv4ArtDefines_LeaderheadCiv4ArtDefines_MiscCiv4ArtDefines_MovieCiv4ArtDefines_TerrainCiv4ArtDefines_UnitCiv4MainMenusCiv4RiverModelInfosCiv4RouteModelInfos

Audio; Buildings:

Audio2DScriptsAudio3DScriptsAudioDefinesAudioSoundscapeScriptsCiv4BuildingClassInfosCiv4BuildingInfosCiv4CityLSystemCiv4PlotLSystemCiv4SpecialBuildingInfos

BasicInfos:

Civ4AttitudeInfosCiv4BasicInfosCiv4CalendarInfosCiv4CityTabInfosCiv4DenialInfosCiv4DomainInfosCiv4InvisibleInfosCiv4MemoryInfosCiv4MonthInfosCiv4NewConceptInfosCiv4SeasonInfosCiv4UnitAIInfosCiv4UnitCombatInfos

Civilizations; Events:

Civ4CivilizationInfosCiv4LeaderHeadInfosCiv4TraitInfosCiv4UnitArtStyleTypeInfosCiv4EventInfosCiv4EventTriggerInfos

GameInfo:

Civ4CivicInfosCiv4CivicOptionInfosCiv4ClimateInfoCiv4CommerceInfoCiv4CorporationInfoCiv4CultureLevelInfoCiv4CursorInfoCiv4DiplomacyInfosCiv4EmphasizeInfosCiv4EspionageMissionInfoCiv4EraInfosCiv4ForceControlInfosCiv4GameOptionInfosCiv4GameSpeedInfoCiv4GoodyInfoCiv4GraphicOptionInfosCiv4HandicapInfoCiv4HintsCiv4MPOptionInfosCiv4PlayerOptionInfosCiv4ProcessInfoCiv4ReligionInfoCiv4SeaLevelInfoCiv4SpecialistInfosCiv4TurnTimerInfoCiv4UpKeepInfoCiv4VictoryInfoCiv4VoteInfoCiv4VoteSourceInfosCiv4WorldInfo

Interface:

Civ4AdvisorInfosCiv4CameraInfosCiv4ColorValsCiv4InterfaceModeInfosCiv4PlayerColorInfosCiv4SlideShowInfosCiv4SlideShowRandomInfosCiv4SpaceShipInfosCiv4ThroneRoomeInfosCiv4ThroneRoomCameraInfosCiv4ThroneRoomStyleInfosCiv4WorldPickerInfos

Misc:

Civ4AttachableInfosCiv4CameraOverlayInfosCiv4DetailManagerCiv4EffectInfosCiv4QuestInfosCiv4RiverInfosCiv4RouteInfosCiv4TerrainPlainInfosCiv4TutorialInfosCiv4WaterPlaneInfos

Technologies:

Civ4TechInfos

Terrain:

Civ4BonusClassInfosCiv4BonusInfosCiv4FeatureInfosCiv4ImprovementInfosCiv4SymbolMeshPathsCiv4TerrainInfosCiv4TerrainSettingsCiv4YieldInfos

Units:

Civ4AnimationInfosCiv4AnimationPathInfosCiv4AutomateInfosCiv4BuildInfosCiv4CommandInfosCiv4ControlInfosCiv4EntityEventInfosCiv4FormationInfosCiv4MissionInfosCiv4PromotionInfosCiv4SpecialUnitInfosCiv4UnitClassInfosCiv4UnitInfos

Schemas:

Civ4GlobalDefinesSchemaCiv4GlobalTypesSchemaCiv4ArtDefinesSchemaAudioDefinesSchemaAudioScriptSchemaCiv4BasicInfoSchemaCiv4BuildingSchemaCiv4LSystemSchemaCiv4CivilizationSchemaCiv4EventSchemaCiv4GameInfoSchemaCiv4InterfaceSchemaCiv4MiscSchemaCiv4TutorialSchemaCiv4DetailManagerSchemaCiv4TechnologiesSchemaCiv4TerrainSchemaCiv4FormationSchemaCiv4UnitSchema

Italics: Beyond the Sword only