GC3 appearance changed to Civilization V Beyond Sol.

Civilization V Beyond Sol artistic themed conversion.

So im modding as much of appearance assets to look like as if Sid Meier made Civilization in space. I got all the image replacements, banners, unfortunately no in-game title unless I want to fork up money for Bink2... Anyways.

For hours of searching though all the .xml files that deals with the colors, and or tech tree related files, I just cannot find a solution to get rid of the eye bleeding tint in the tech tree. For as much of open code they are allowing us to adjust, surly its not hard coded, right? 

I am using my own configuration mod folder under documents/Crusade. So if I change the FOW uncharted color in the colorref.xml file, changes would be applied. But no where I cant find the setting within these .xml files to get rid of this tint. Any help would be much appreciated.

Tech Tree ugly backround art tint overlay

Is this a Civilization 5 conversion? Might as well be from the mechanics of the game! Nice! (Custom pause banner)

Custom Civ5 mockup banner

13,269 views 5 replies
Reply #1 Top

Fixed. So it was right under my nose the whole time.

Basically within my mods folder (as each file and structure is exactly the same as in the main game's dictionary for overwriting any data I seek. The Tech Tree background art color tint is defined under (Core/ColorDefs.xml). The images are defined under (Screens/MenuArtDefines.xml)

What is very strange, is if I define the color tint under MenuArtDefines.xml under line 395ColorDefine>DarkOrange</ColorDefine lets say "Red" as the tag is defined in ColorDefs.xml, the game will ignore that command. It might be a bug hidden deep in the code that is hard coded. But a work around for this is to change every defined Tech Tree backround art color under the ColorDefs.xml alone, that will be DarkOrange, DarkGreen, DarkRed, DarkCyan, changing the color value's to "225". Ex.  

<Color>

    <InternalName>DarkGreen</InternalName>

    <Red>225</Red>

    <Green>225</Green>

    <Blue>225</Blue>

  </Color>

So by doing this, all the backround art for the tech tree will be clear and very easy on the eyes. Now how do you swap an image?

 

Under the Gfx/Events folder, the following files are defined as such...

Colonizing_Event_High-GAnimalRacing.dds - Engineering Tech background art.

Event_Colonization.dds - Colonization Tech background art.

Event_Diplomacy.dds - Culture Tech background art.

Galaxtic_Event_Debris.dds - Warfare Tech background art.

Defining the image under this code found in (Screens/MenuArtDefines.xml); Texture>Event_Diplomacy.png</Texture will not change the image. Whats strange is the image type is .dds but under the code it is defined as .png, probably something im missing. So how do we go about changing it without writing code?

(Remember the folder structure under MyDocuments/GC3Crusade/Mods/YourModFolder and file names MUST match exactly as within the game's original instillation for the game to overwrite any data you need) 

Assuming you have your mods folder ready to go with (Screens/MenuArtDefines.xml) and (Core/ColorDefs.xml) with the image files and Gfx/Events folders that houses the background images (see orange .dds names as above for the tech BG files)...

You need to open each file up within your image editing program that opens .dds files (GIMP is free and you can find the .dds file support online too).

Once you opened the stock image, you need to drag over a downloaded image of your choice onto the image editing program's image area, that way it will be layered on, you may need to also merge down to overwrite as one layer. After that, simply overwrite the save file.

If all is done correctly, the new image will be applied and be clear if you defined the colors that are tagged for these images up to 225 of red,blue, and green.

 

Reply #2 Top

Finally found a way to add a custom title! Using Rad Video Tools (Binkit) (Changing extention to .bk2)

Also using reshade program for extended graphical effects.

Reply #3 Top

1. Screens (The UI) are not moddable. The only thigs moddable are contained with in the Data folder (Vanilla, and the corrosponding folders for the Expansions/DLC).

2. I guess you did not fancy searching the forums.

Reply #4 Top

Ok... I am not trying to do a total conversion here. Just as much as the game will let me to get that Civ 5 appearance.