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Plaza

Discussion in 'Modding Help Quarter' started by Project_Oz, Aug 11, 2018.

  1. Project_Oz

    Project_Oz Mayor

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    Hi, there is a tutorial for how to create plaza for cities xl?
     
  2. Project_Oz

    Project_Oz Mayor

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    Someone can explain to me what these tags mean in class file (i want to build a plaza mod)

    <Entity>
    what should I write here?
    <Entity>
    =============================================
    </View>
    I understand that only these tags are very important
    <NameKey>&</NameKey> = text displayed above the small menu in game icon and larger panel
    <NameKeySim>&</NameKeySim> = text displayed below the small menu in game icon
    <DescriptionKey>&</DescriptionKey> = description set in larger menu panels
    something else I have to write?
    </View>
    =======================================================
    I think this tag show the icon, in the game.
    I changed XLN_nicko_woodedForestDry_v1.0 mod.


    <Display>
    <Model>""</Model> what does it mean?
    <Thumb>ozwall.dds</Thumb> (ozwall.dds file is located in \data\interface\ddstexture\buildings)
    <Placeholder>""</Placeholder> what does it mean?
    <Display>
    ==========================================================

    <Layouts>
    what should I write here?
    <Layouts>

    ==========================================================
    This tag I copied from the XLN_nicko_woodedForestDry_v1.0 mod. Others do not have this. What he does?
    <Layer>
    <Shape01>
    <LayerName>Greenery</LayerName> here I saw all sorts of names. what is he doing?
    <Radius>100</Radius> what is he doing?
    <InfluenceMin>5</InfluenceMin> what is he doing?
    <InfluenceMax>10</InfluenceMax> what is he doing?
    <Type>CIRCLE</Type> what is he doing? is there a list of what forms I can fill in?
    <GroupID>1223</GroupID> what is he doing?
    </Shape01>
    </Layer>
    ====================================================================
    This tag I copied from the XLN_nicko_woodedForestDry_v1.0 mod. Others modare different. What he does?
    <Placement>
    <Type>PLAZA</Type> here I saw all sorts of names. what is he doing?
    <DelegatePrototype>""</DelegatePrototype> what is he doing?
    <OverPickable>1</OverPickable> what is he doing?
    <Merge>0</Merge> what is he doing?
    <LinkPrototypeFile>""</LinkPrototypeFile> what is he doing?
    <Terraform> what is he doing?
    <Enabled>1</Enabled> what is he doing?
    <UseDefault>0</UseDefault> what is he doing?
    <DigDepth>0.0</DigDepth> what is he doing?
    <LevelWidth>15</LevelWidth> what is he doing?
    <CutWidth>0</CutWidth> what is he doing?
    <AngleMax>50</AngleMax> what is he doing?
    <HeightMax>20</HeightMax> what is he doing?
    </Terraform>
    <GroundType>ANY</GroundType> what is he doing?
    <Placement>
    ===============================================================================
    just like at <Placement>

    <SurfaceOperation>
    <AreaLimits>0,40000</AreaLimits>
    <AreaEfficiency>0,0.8,1</AreaEfficiency>
    <Type>EXPAND</Type>
    <ExpandWidth>200</ExpandWidth>
    <IsPlaza>1</IsPlaza>
    <SelfSource>0</SelfSource>
    <SubOperation>
    <SurfaceOperation>
    <Type>PATTERNFILL</Type>
    <RandomizeLayout>1</RandomizeLayout>
    </SurfaceOperation>
    </SubOperation>
    </SurfaceOperation>

    ========================================================
    this tag, I think it's about price and i can use it for any plaza mod?

    <Conditions>
    <ConditionSet1>
    <ModeName>player_lock_all</ModeName>
    <ConstructionCost>0.22</ConstructionCost>
    <DestructionCost>0.1</DestructionCost>
    </ConditionSet1>
    <ConditionSet2>
    <ModeName>player_lock_achievement</ModeName>
    <ConstructionCost>0.22</ConstructionCost>
    <DestructionCost>0.1</DestructionCost>
    </ConditionSet2>
    </Conditions>
    =================================================================
    something else to add?

    Thanks.
     
  3. Mr.X²

    Mr.X² Moderator
    Staff Member

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    cannot really help you with plazas since ive never done one myself but probably @skullz613 can
    but here some things i know:

     
  4. Project_Oz

    Project_Oz Mayor

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    Thank you, I'll wait for his answer to.

    Until then can you explain what you meant here? For me localization is: /data/localization/en/myLocalModFile.en
    /data/localization/es/myLocalModFile.es



    you can also add references to you localization files here e.g.
    <Param1Key>&B_ldmR_karlstor_t2_PARAM1</Param1Key>
    <Value1Key>&B_ldmR_karlstor_t2_VALUE1</Value1Key>
    <Param2Key>&B_ldmR_karlstor_t2_PARAM2</Param2Key>
    <Value2Key>&B_ldmR_karlstor_t2_VALUE2</Value2Key>
    <Param3Key>&B_ldmR_karlstor_t2_PARAM3</Param3Key>
    <Value3Key>&B_ldmR_karlstor_t2_VALUE3</Value3Key>


    and

    <DigDepth>0.0</DigDepth> what is he doing? - 0 means this mod will not dig under the surface. it will stay on original ground level

    Can i set this parameter to -0.9 so i can build below the water level? (I already dream of a sandy beach where the water goes over a sand plaza):giggle:.
     
  5. skullz613

    skullz613 Administrator
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    Its a bit late here in kiwi land so I will go over all the things you need to change tomorrow. I will be working on a water plaza so it will refresh my memory on what some of those tags do. There not many you need to change and the rest can stay default. Think my template for a plaza was based of a simple one Nicko made years ago.
     
  6. Project_Oz

    Project_Oz Mayor

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    That's what I managed to do. I find the mod in the game but when i select the plaza and place it on the ground nothing appears and neither can build anything in that place after that.
     

    Attached Files:

  7. skullz613

    skullz613 Administrator
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    Sorry for the delay. Been pretty busy.

    See attached patch. There were to areas in the layout I adjusted. First one was the cause of it not showing. It was the prototype tag. This has to be one of the ground com class files in the main game directory (data/design/decoration/ground/)
    <PrototypeFile>data/design/decoration/ground/ground_minerais.class</PrototypeFile>
    You can make your own if you want and just make the folder structure the same in your patch file.

    I left you old tag in the layout file but commented it out .

    The second was adding the diffuse tag. I just used the diffuse_medieval_04.png file but you can use your own diffuse file if you want.
    <Diffuse>data/gfx/landscape/textures/ground/diffuse_medieval_04.png</Diffuse>
     

    Attached Files:

  8. Project_Oz

    Project_Oz Mayor

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    <!-- <PrototypeFile>data/design/buildings/construction/plaza/salt.class</PrototypeFile> -->


    <!-- this is commented out? the program not take this tag into account?
     
  9. Project_Oz

    Project_Oz Mayor

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    @skullz613 tested another plaza and I have these problems

    1. why is it different from near and away?
    cxl_screenshot_test_15.jpg

    2. In this picture i tried to place the plaza between the road and white plaza, but was also placed between the forest and white plaza. At the bottom of the picture it was a road that I deleted (that is the back of plaza).
    The problems are:
    - there are black spots on the plaza;
    - the texture is positioned in 2 direction (1 between road and white plaza and the second between white plaza and forest plaza);
    - i want my front plaza to be vertical like the back.

    cxl_screenshot_test_14.jpg
    I attached the patch file used
     

    Attached Files:

  10. skullz613

    skullz613 Administrator
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    Regarding what each tag does, I
    You had it pointing to the wrong class file. The class file in data/design/buildings/construction/plaza/ only gets called upon by the game once. You don't need to point to it.
    The class file in data/design/decoration/ground/ is needed by the game to control the ground detail. It's a totally different class file than the one in data/design/buildings/construction/plaza/
     
  11. skullz613

    skullz613 Administrator
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    Your texture might be getting rotated somehow. Could be the forest plaza that made it go that direction. Try building a road along side the wooded forest then fill in with the wall texture. Remove the road afterwards.
    Also it might look better if you texture is seamless. You could make them seamless using photoshop or some other software.

    As for the white or dark spots, they can be from the other files being called upon in the ground class file. There are default game ones to choose from or you can make your own. I have made mine in the past and called upon the same texture I was using so in a way it was doubled up. It stopped the white areas from showing though.
    Can also be the diffuse file called upon in the layout file. Make your own or choose a default ingame one that suits.

    The issue with the texture changing size can be controlled with a tag

    Open you layout file and in the <Texture> section add
    <DetailLodDistanceNearFar>0,0</DetailLodDistanceNearFar>

    This will keep the texture the same size when zooming in and out.
     
    kipate likes this.

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