Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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Dead_Jesse Apr 25, 2017 @ 11:14pm
Map icon editing
Hi all, couple of questions.
First, is there anyway to tie specific faction groups to unique city sprites? so for example:
Greeks have a unique sprite on the 2d map
While gauls have a unique and seperate sprite?

Secondly, to change all resources and building sprites on the 2d map/editor, what files are invloved and how do you successfully change them?
Last edited by Dead_Jesse; Apr 25, 2017 @ 11:18pm
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Fristi61 10 Apr 28, 2017 @ 2:11am 
I'm fairly sure they're not sprites but 3d models. You can find their textures in Resources/Images/UV/Miniatures.

You can definitely tie specific faction groups to certain city models, here's an example from my Iberia mod:

<entity modtechnique="merge" class="city" type="citycommon"> <miniatureent state="0" factiongroup="iberian" class="objectmesh" type="mesh_mini_city_gaul"/> <miniatureent state="1" factiongroup="iberian" class="objectmesh" type="mesh_mini_city_gaul"/> <miniatureent state="2" factiongroup="iberian" class="objectmesh" type="mesh_mini_city_gaul"/> <miniatureent state="0" factiongroup="celtiberian" class="objectmesh" type="mesh_mini_city_gaul"/> <miniatureent state="1" factiongroup="celtiberian" class="objectmesh" type="mesh_mini_city_gaul"/> <miniatureent state="2" factiongroup="celtiberian" class="objectmesh" type="mesh_mini_city_gaul"/> <miniatureent state="0" factiongroup="aquitanian" class="objectmesh" type="mesh_mini_city_gaul"/> <miniatureent state="1" factiongroup="aquitanian" class="objectmesh" type="mesh_mini_city_gaul"/> <miniatureent state="2" factiongroup="aquitanian" class="objectmesh" type="mesh_mini_city_gaul"/> <miniatureent state="0" factiongroup="phoenician" class="objectmesh" type="mesh_mini_city_latin"/> <miniatureent state="1" factiongroup="phoenician" class="objectmesh" type="mesh_mini_city_latin"/> <miniatureent state="2" factiongroup="phoenician" class="objectmesh" type="mesh_mini_city_latin"/> <miniatureent state="0" factiongroup="tartessian" class="objectmesh" type="mesh_mini_city_etruscan"/> <miniatureent state="1" factiongroup="tartessian" class="objectmesh" type="mesh_mini_city_etruscan"/> <miniatureent state="2" factiongroup="tartessian" class="objectmesh" type="mesh_mini_city_etruscan"/> <miniatureent state="0" factiongroup="greekiberia" class="objectmesh" type="mesh_mini_city_greek"/> <miniatureent state="1" factiongroup="greekiberia" class="objectmesh" type="mesh_mini_city_greek"/> <miniatureent state="2" factiongroup="greekiberia" class="objectmesh" type="mesh_mini_city_greek"/> <miniatureent state="0" factiongroup="latiniberia" class="objectmesh" type="mesh_mini_city_latin"/> <miniatureent state="1" factiongroup="latiniberia" class="objectmesh" type="mesh_mini_city_latin"/> <miniatureent state="2" factiongroup="latiniberia" class="objectmesh" type="mesh_mini_city_latin"/> <miniatureent state="0" factiongroup="berber" class="objectmesh" type="mesh_mini_city_gaul"/> <miniatureent state="1" factiongroup="berber" class="objectmesh" type="mesh_mini_city_gaul"/> <miniatureent state="2" factiongroup="berber" class="objectmesh" type="mesh_mini_city_gaul"/> <portrait factiongroup="iberian" atlas="objportraits" sprite="citygallic"/> <portrait factiongroup="celtiberian" atlas="objportraits" sprite="citygallic"/> <portrait factiongroup="aquitanian" atlas="objportraits" sprite="citygallic"/> <portrait factiongroup="phoenician" atlas="objportraits" sprite="citylatin"/> <portrait factiongroup="tartessian" atlas="objportraits" sprite="cityetruscan"/> <portrait factiongroup="greekiberia" atlas="objportraits" sprite="citygreek"/> <portrait factiongroup="latiniberia" atlas="objportraits" sprite="citylatin"/> <portrait factiongroup="berber" atlas="objportraits" sprite="citygallic"/> </entity>

This sets the various custom faction groups in my mod to use the specified city model (and also the city portrait that you see in the menu when selecting the city).

I'm not sure how to add new, custom city models though. Sorry. At any rate it'd probably involve the currently poorly understood process of modding in new models.

EDIT: Oh, and for the second part of your question, download the entities_buildings.zip from pub.longbowgames.com and you'll see each building has a 'miniaturemesh' line.
Last edited by Fristi61; Apr 28, 2017 @ 2:13am
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