都市グラフィックこのバージョンで変更

gfx/map/city_data/default

gfx/map/city_data/default

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mesh_list = {
name = "final_fallback_meshes"
scale_settings_small = {
bias = 0.0
min = 0.5
max = 1.0
}
scale_settings_large = {
bias = 0.0
min = 1.0
max = 2.0
}
building_northgerman_burgher_diorama_a_mesh = 1
building_northgerman_burgher_diorama_b_mesh = 1
}
mesh_list = {
name = "capital_flag_meshes"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
spawn_count = {
max = 1
}
tag = fort
capital_flag_mesh = 1
should_spawn_flags = yes
connect_to_road_network = no
clear_map_objects = no
}
mesh_list = {
name = "seagulls_meshes"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
spawn_count = {
max = 1
}
tag = port
seagull_port_schematic = 1
should_spawn_flags = yes
connect_to_road_network = no
clear_map_objects = no
}
mesh_list = {
name = "default_bridge_meshes"
rotation = bridge
connect_to_road_network = no
clear_map_objects = no
building_northgerman_bridge_small_mesh = 1
building_northgerman_bridge_medium_mesh = 1
}
mesh_list = {
name = "stockade_meshes"
scale_settings_large = {
bias = 0
min = 1.5
max = 1.5
}
building_northgerman_stockade_a_mesh = 1
should_spawn_flags = yes
tag = fort
}
mesh_list = {
name = "stockade_no_flag_meshes"
scale_settings_large = {
bias = 0
min = 1.5
max = 1.5
}
building_northgerman_stockade_a_mesh = 1
tag = fort
}
mesh_list = {
name = "fort_meshes"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
building_northgerman_castle_a_mesh = 1
building_northgerman_castle_a_2_mesh = 1
building_northgerman_castle_a_3_mesh = 1
building_northgerman_castle_a_4_mesh = 1
building_northgerman_castle_a_brown_mesh = 1
building_northgerman_castle_a_2_brown_mesh = 1
building_northgerman_castle_a_3_brown_mesh = 1
building_northgerman_castle_a_4_brown_mesh = 1
tag = fort
should_spawn_flags = yes
material_index = 1
}
mesh_list = {
name = "bastion_meshes"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
tag = fort
building_northgerman_bastion_a_mesh = 1
building_northgerman_bastion_a_2_mesh = 1
building_northgerman_bastion_a_3_mesh = 1
building_northgerman_bastion_a_brown_mesh = 1
building_northgerman_bastion_a_2_brown_mesh = 1
building_northgerman_bastion_a_3_brown_mesh = 1
material_index = 1
should_spawn_flags = yes
}
mesh_list = {
name = "starfort_meshes"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
tag = fort
building_northgerman_starfort_a_mesh = 1
building_northgerman_starfort_a_brown_mesh = 1
material_index = 1
should_spawn_flags = yes
}
mesh_list = {
name = "fortress_meshes"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
tag = fort
building_northgerman_fortress_a_mesh = 1
building_northgerman_fortress_a_brown_mesh = 1
material_index = 1
should_spawn_flags = yes
}
mesh_list = {
name = "port_meshes"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 2.0
max = 3.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
sm_port_tier_0_mesh = 1
}
mesh_list = {
name = "dock_meshes"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 1.0
max = 1.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
building_northgerman_port_tier2_a_mesh = 1
}
mesh_list = {
name = "dry_dock_meshes"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 2.0
max = 3.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
building_northgerman_port_tier3_a_mesh = 1
}
mesh_list = {
name = "shipyard_meshes"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 2.0
max = 3.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
building_northgerman_port_tier4_a_mesh = 1
}
mesh_list = {
name = "grand_shipyard_meshes"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 2.0
max = 3.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
building_northgerman_port_tier5_a_mesh = 1
}
mesh_list = {
name = "naval_base_meshes"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 2.0
max = 3.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
building_northgerman_port_tier6_a_mesh = 1
}
mesh_list = {
name = "factory_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_northgerman_factory_a_np = 0.5
building_northgerman_factory_a = 0.5
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "factory_tier_2_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_european_factory_tier2_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "factory_tier_3_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_european_factory_tier3_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "large_clergy_meshes"
scale_settings_large = {
bias = -0.0
min = 0.8
max = 1
}
building_northgerman_cathedral_mesh = 1
rotation = smart
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "medium_clergy_meshes"
scale_settings_small = {
bias = -0
min = 0.7
max = 1
}
building_northgerman_clergy_medium_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "small_clergy_meshes"
scale_settings_small = {
bias = 0
min = 0.7
max = 1
}
building_northgerman_clergy_small_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "market_meshes"
scale_settings_small = {
bias = 0
min = 0.6
max = 0.7
}
building_northgerman_market_a_mesh = 1
building_northgerman_market_b_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "peasants_gathering_meshes"
scale_settings_small = {
bias = 0
min = 0.6
max = 0.7
}
building_northgerman_peasants_industry_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "medium_military_meshes"
scale_settings_small = {
bias = 0
min = 0.8
max = 0.7
}
building_northgerman_noble_military_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "culture_meshes"
scale_settings_small = {
bias = 0
min = 0.6
max = 0.7
}
building_northgerman_culture_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "regimental_camp_meshes"
scale_settings_large = {
bias = 0
min = 0.6
max = 0.7
}
building_northgerman_regimental_camps_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "small_burgher_meshes"
scale_settings_small = {
bias = 0
min = 1.0
max = 1.0
}
building_northgerman_burgher_small_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "medium_burgher_meshes"
scale_settings_small = {
bias = 0
min = 1.0
max = 1.0
}
building_northgerman_burgher_medium_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "noble_military_meshes"
scale_settings_small = {
bias = -0.5
min = 0.9
max = 1.0
}
building_northgerman_noble_military_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "clergy_military_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_european_monastery_001_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "republican_assembly_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_northgerman_republic_assembly_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "pirate_haven_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_northgerman_piratehaven_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "armory_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_northgerman_armory_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "barracks_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_northgerman_barracks_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "training_fields_meshes"
scale_settings_small = {
bias = 0
min = 1.0
max = 1.0
}
building_northgerman_training_grounds_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "under_contruction_meshes"
scale_settings_small = {
bias = 0
min = 1.0
max = 1.0
}
scale_settings_large = {
bias = 0
min = 1.0
max = 1.0
}
building_northgerman_underconstruction_medium_schematic = 1
}
mesh_list = {
name = "under_construction_port_meshes"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 2.0
max = 3.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
building_northgerman_underconstruction_medium_schematic = 1
}
mesh_list = {
name = "under_construction_fort_meshes"
scale_settings_large = {
bias = -0.5
min = 1
max = 1
}
building_northgerman_underconstruction_large_schematic = 1
tag = fort
should_spawn_flags = yes
}
mesh_list = {
name = "building_unique_sitges_church_mesh"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
should_spawn_flags = no
building_unique_sitges_church_mesh = 1
}
mesh_list = {
name = "tre_kronor_mesh"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
should_spawn_flags = no
building_northgerman_tre_kronor_mesh = 1
}

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