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Ck2 modding a coat of arms change
Ck2 modding a coat of arms change









ck2 modding a coat of arms change

The Designer may be intuitively easier to use than, for example, manually coding a CoA, but the Designer cannot be used to inherit or subdivide the CoA. As the category name is displayed as text there should also added a new loc entry for a new category (COA_DESIGNER_CATEGORY_: 0 "").ĭesigner weaknesses If another string is used the game will add a new selectable category for the user. The original game supports as category on of the following: animals, circles_spirals, crosses_and_knots, faiths, manmade, nature, patterns, tribal_seal, writing & figures. However, if the modder specifies too small a number of colors in the text file, the automatic correction will either try to reduce the too many colors to one color if they are similar enough, or simply set the unknown color to a reddish-brown hue, which cannot be changed by the designer user. If you set a value in the corresponding file that is larger than the number of colors actually used, the user has one more color display, but can't do anything wrong. However, this correction is not perfect and cannot be relied upon the modder should always make sure to use the right colors. CK has a certain tolerance and tries to match other deviating colors according to one of these color values. The game automatically recognizes the color value 0x000084 (blue) as color 1, the color value 0x00FF94 (light green) as color 2 & the color value 0xFF0084 (magenta) as color 3. The underlying dds image file is decisive for this. This specifies how many colors the user can set for the chosen emblem. You can specify 1,2 or 3 as the color option. The name of the image must char exactly match the image file in the same folder.

ck2 modding a coat of arms change

Given as a 2-dim float, has default value The coat of arms' background pattern can be used as a clipping mask for emblems.

ck2 modding a coat of arms change

The path to the file for the emblem (usually located in /Crusader Kings III/game/gfx/coat_of_arms/textured_emblems/). Each is itself a scripting object with the following valid keywords: Multiple textured emblems can be specified. Usually refers to a color defined in /Crusader Kings III/game/common/named_colors.Ĭan also explicitly define RGB, HSV and 8-Digit Hexadecimal values. Specifies a color, to be used in the pattern or as a color reference in colored_emblems. The path to the file for the background pattern (usually located in /Crusader Kings III/game/gfx/coat_of_arms/patterns/.Ī pattern should be included to avoid graphical issues with the masking textures when using textured emblems. 4 Easy going by using the IN-Game Designer.











Ck2 modding a coat of arms change