Btw, maybe there is a dedicated mod for Coat of Arm editing from UI already.Provide details and share your research But avoid Asking for help, clarification, or responding to other answers.Making statements based on opinion; back them up with references or personal experience.Not the answer youre looking for Browse other questions tagged crusader-kings-3 or ask your own question.
Ck2 Coat Of Arms Designer Mod For CoatYou will need to go to the textures section youre interested in (western or Muslim) and add a new texture declaration to the end. If you agree to our use of cookies, please continue to use our site. Or Learn more Continue The Citadel: A Game of Thrones Mod Login HOME The Citadel: A Game of Thrones Mod A User Modification for Crusader Kings II FORUMS DISCUSSIONS GALLERY MESSAGES NOTIFICATIONS The Citadel: A Game of Thrones Mod A Game of Thrones for Crusader Kings II Graphics and Art TUTORIAL-How-to-Add-Custom-Coats-of-Arms Share Share with: Link: Copy link Switch to Print View -. Ck2 Coat Of Arms Designer How To Leverage EmblemsThis thread does not discuss how to leverage emblems and patterns to create of custom coat of arms. These instructions rely on posts from Arko, enderbr, and others. Step 1: Get Organized This may sound obvious, but make sure you have a plan in place before you start amending files. Think about the scope of the changes you want to make and begin to gather raw images you want to use to build your CoAs. ![]() At the top of the mod folder, create a new text file with the extension.mod, i.e. Write the following two lines in it: Code: name path mod Replace the text within the with the text you want displayed in the load screen and the directory you just created. Step 2: Create Your tga File You will need to create a tga-formatted image for your coat of arm(s). There are many fine graphics editors out there, and I dont want to go into the details of how to perform graphics work. Check the provinces tutorial if you want a bit more guidance here. While you can create one tga file per coat, I recommend that you consolidate all the graphics into a single file. Lay them out in a grid that looks something like this: Bear in mind that if you wish to expand this image in the future, adding rows is relatively easy, but adding columns creates coding complications that I will discuss later. Upon completion, save your tga file in your mods gfxcoatofarms directory. How big should each CoA be The Dynasty DLC pack allots 128x128 pixels for each coat of arms. Ive been using that in my mod, but I do not believe that this a requirement. You could potentially go bigger to give yourself additional resolution, but ultimately, your graphics are going to get shrunk into a space thats 80x84 pixels. Youll have no control over the resizing process if you let the game handle it, so things may look not to your liking. It gets even worse for the mini CoA icon in character lists and the like. Im not exactly sure how many pixels big that thing is, but youll probably want to consider your CoAs appearance in that tiny space. If you look in the games gfxcoatofarms folder, youll see the files plain.tga and plainmuslim.tga. Open them up and you can see the shield overlay size and shape in the game. Your square CoA in your tga file will be placed underneath these shapes. So any work you do outside the center 80 of the grid will show up in the game. Step 3: Add Your Graphics to the Game Go to the games interface folder and find coatofarms.txt. Copy this file to your mods interface folder. When you load your mod, your custom coatofarms.txt file will be loaded instead of the games default. Ck2 Coat Of Arms Designer Code Tells TheOpen your mods copy of the file up and look through it for a declaration called textures: Code: textures texture file gfxcoatsofarmspattern.tga size x 10 y 3 noOfFrames 27 color 2 WHEN ADDING NEW, ALWAYS ADD AT THE END 11111 This code tells the game to load imagery from tga files.
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