Results 1 to 5 of 5

Thread: Creating a World - Editable Settlement Faction Symbols

  1. #1
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,125
    Blog Entries
    35

    Default Creating a World - Editable Settlement Faction Symbols

    This is simply a set of faction symbols in 4 different sizes.

    Instructions:

    • Open symbol in Milkshape
    • Change the faction name in the models comment (#banner_symbol_[faction name])
    • Save as symbol_[faction name]
    • Convert to CAS with the included converter (requires Python, preferably version 2.6.6)


    • Use the included texture template for the graphics, save as #banner_symbol_[faction name]
    • Change the 'symbol' and 'rebel_symbol' entry in descr_sm_factions to match your new CAS's name


    Remarks:

    • It is recommended to use a larger then default size TGA file for the texture when using the larger symbols to avoid pixelation.
    • To avoid the 'frills' of the vanilla flag, do not use texture below the 110 coordinates of the graphic. Using the remaining space fully will still result in a square display.
    • As you have unlimited symbols now at your disposal you may want to think about giving each faction their own rebel symbol as well (implemented in 1648).


    Sample:



    Texture:





    Download Link

    .
    Last edited by Gigantus; June 30, 2017 at 07:05 AM. Reason: media updated










  2. #2
    juve80's Avatar Foederatus
    Join Date
    Aug 2011
    Location
    kuwait
    Posts
    32

    Default Re: Creating a World - Editable Settlement Faction Symbols

    Thank you very much forward

  3. #3

    Default Re: Creating a World - Editable Settlement Faction Symbols

    Thanks man, I had searched all over for this. It's great that I can now not only change the settlement flags, but also their size =)A hint for 3D-newbies like me: in Milkshape, make sure you change the MODEL COMMENT and not the GROUP COMMENT (switch to the right tab!). And you can just delete the "tails" of the flag if you don't wanna use them anyway, it works fine.

    "To achieve everything that is possible, we must try to do the impossible." (H. Hesse)

  4. #4

    Default Re: Creating a World - Editable Settlement Faction Symbols

    Can this be used to switch a factions symbol mid campaign? Say for example England has the Plantagenet coat of arms, but after 100 turns it switches to the new historical royal house arms, without the need to use extra faction slots?
    Last edited by Zantorian; September 02, 2018 at 09:26 PM.



  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,125
    Blog Entries
    35

    Default Re: Creating a World - Editable Settlement Faction Symbols

    I am afraid not. That is still done via script and requires a spare faction. This simply enables 'unlimited' settlement symbols, before this modders were restricted by the number of default CAS files available.










Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •