Knights, peasant revolts, pilgrimages, Viking raiders.experience the drama and pageantry of the Middle Ages.Be a pious king to bring the religious powers to your side, or strike out on your own, designing your own splinter religion and earning everlasting fame or eternal damnation.Gather new lands and titles to cement your legacy. Guide a dynasty through the centuries, ensuring the security and power of each new generation.Choose a royal or noble house from a number of realms on a map that stretches from Iceland to India, from the Arctic Circle to Central Africa.This syntax works the same for cities and castles just use graphical_cultures in the place of graphical_faiths. They reference to a graphical_region in map_data/geographical_regions.txt, where you can add new ones too. different materials so they blend in with different locales. It can be used if you have several versions of the same model, using e.g. And here graphical_faiths references one or multiple graphical_faiths that you can define for your new religion.įinally, graphical_region is a fully optional way to restrict the geographic usage of the model. soundeffect references ambient sound you hear when you hover over the holding in the game. illustration specifies the art forming the background of the holding UI (in vanilla a variable is used instead, with the underlying path at the top of the file). In name you reference the mesh tag from your asset file. It is unclear what all the settings do here, but you can just follow the pattern and add a locator and attach-block for each of your new holding models, e.g. To make holding buildings for your modded religion or culture, you must first make sure they are considered as entities to be placed on the map: you will need to reference them by editing the vanilla file all_buildings.asset, under gfx/models/buildings. You'll want to reference either the mesh or the entity in different places. You'll want to make building models appear in the game this requires editing a few other files.įirst off, the asset file for a building must contain an entity-block and a pdxmesh-block, the former essentially containing just a reference to the latter. Use Maya’s Mesh Cleanup tool (with default settings) to solve Error! Mesh contains broken normals, tangents and/or bitangents.
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