Question

I downloaded the Coruscant planet mod to use with my custom race and ive found a small annoying problem.

 

Ive noticed that the "useable" terrain squares are all in a line horizontally along the middle of the planet. Which normally would be fine but it appears to be the case on every planet i colonise as my custom race.

 

Its weird.

 

Anyone know how to fix this?

5,930 views 6 replies
Reply #1 Top

Wow, theres a mod i hadn't seen in a while. Is it updated for TA?

Better yet, what are you playing it on, DA? Gee....it's been that long i dont quite recall whats in it but versions may not even matter. Worked fine on DA when i used, but that was some time ago.

You running any other mods, or played at all with the customplanets.xml?

Sorry i can't be of more help. I'll go check out the mod again and see whats doin. In the morning though, sleep time now.

:)

Reply #2 Top

Well im using it in TA so that COULD be the problem.

 

But I dont really see how... Im running it in the HiRes Graphics mod... I had to do a bit of editing to copy it over. But it should be ok.

I mean the planets and system come up ok but its the selectable/buildable squares all being in a line along the middle thats weird. If I remember right this has always vexed me about this mod. I eventually got rid of it because of it I think. LOL.

 

Not sure tho was ages ago on my old computer...

Reply #3 Top

Does it have a Raw file (384x192, Interleaved, RGB, grey-scale) that defines where ground and ocean (B/W sort of situation in TA)? And if so, does it also attach itself to a TCS.xml definition listed in a CP.xml file?

That must be it.

Reply #4 Top

Just re-downloaded it and it has two Raw files in the heightmaps folder which seem ok as i loaded the mod into DA and went fine.

Could it be an issue with a conflict with the HR mod, or even TA itself?

 

Reply #5 Top

Yep, i went to get it too... just to make sure.

So here goes the only 'modder_proofed' solution;

-- TA picks ocean tiling from the pure black color found on any Raws, and everything else is considered ground for surface tiles processing. Height gaps are discarded for this B/W principle in TA only, but since DA could recolor any of these greys, devs probably kept such feature for backwards compatibility.

-- TA "paints" the surface image with the usual png (declared in a CP.xml or pulling it at random with LogicSequence work on defaults variety) rather than using the DA process of recoloring height gaps according to values declared in its own PD & TCS files, be it in a mod folder or not.

The easiest way to figure this whole "reasoning" is to simply read reply #65 in the following thread; https://forums.galciv2.com/170646/page/3

AFAIC, if nobody at SD (or any other modders) contradicts my theory directly, it must true.

 

So in order for Coruscant (Raw) to show tiles in different locations, you'd need to modify it (with shades of grey & ocean blacks) such as what you can find in my CoSH mod; for a clear example of this stuff, the Tron bikes background only served as a template to "mimic" squarelike polygons in specific areas. There was no way i would let PIs built obstruct with the electrifying reds & blues!

Reply #6 Top

Makes sense.

Hope all that helps you scotgaymer. :)