도시 그래픽
gfx/map/city_data/indian
스크립트 1
참조 1
- indian_gfxculture_data
mesh_list = {
name = "deccan_bridges"
rotation = bridge
connect_to_road_network = no
clear_map_objects = no
building_deccan_bridge_a_mesh = 1
building_deccan_bridge_b_mesh = 1
}
mesh_list = {
name = "deccan_noble"
scale_settings_small = {
bias = -0.5
min = 1
max = 1
}
building_deccan_noble_a_mesh = 1
building_deccan_noble_b_mesh = 1
building_deccan_noble_c_mesh = 1
material_index = 1
spawn_count = {
curve = "standard_pop_curve"
}
}
mesh_list = {
name = "deccan_burgher"
scale_settings_small = {
bias = 0
min = 1
max = 1.3
}
building_deccan_burgher_diorama_a_mesh = 1
building_deccan_burgher_diorama_b_mesh = 1
building_deccan_burgher_diorama_c_mesh = 1
building_deccan_burgher_diorama_d_mesh = 1
building_deccan_square_a_mesh = 1
building_deccan_square_b_mesh = 1
material_index = 1
spawn_count = {
curve = "standard_pop_curve"
}
}
mesh_list = {
name = "deccan_peasant"
scale_settings_small = {
bias = 0
min = 1
max = 1.2
}
building_deccan_peasant_diorama_a_mesh = 100
building_deccan_peasant_diorama_b_mesh = 100
building_deccan_peasant_diorama_c_mesh = 100
building_deccan_peasant_diorama_d_mesh = 10
material_index = 0
spawn_count = {
curve = "standard_pop_curve"
}
}
mesh_list = {
name = "deccan_peasant_rural_mesh"
scale_settings_small = {
bias = 0
min = 0.9
max = 1.2
}
resource_farmlands_b_mesh = 1
building_deccan_peasant_diorama_a_mesh = 100
building_deccan_peasant_diorama_b_mesh = 100
building_deccan_peasant_diorama_c_mesh = 100
building_deccan_peasant_diorama_d_mesh = 10
material_index = 0
spawn_count = {
curve = "standard_pop_peasants_curve"
}
}
mesh_list = {
name = "deccan_stockade_no_flag"
scale_settings_large = {
bias = 0
min = 1.5
max = 1.5
}
building_deccan_stockade_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "deccan_stockade"
scale_settings_large = {
bias = 0
min = 1.5
max = 1.5
}
building_deccan_stockade_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "deccan_fort"
scale_settings_large = {
bias = -0.5
min = 1
max = 10
}
building_deccan_castle_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "deccan_bastion"
scale_settings_large = {
bias = -0.5
min = 0.8
max = 10
}
building_deccan_bastion_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "deccan_starfort"
scale_settings_large = {
bias = -0.5
min = 0.8
max = 10
}
building_deccan_starfort_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "deccan_fortress"
scale_settings_large = {
bias = -0.5
min = 0.8
max = 10
}
building_deccan_fortress_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "deccan_dock"
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_deccan_dock_mesh = 1
}
mesh_list = {
name = "deccan_dry_dock"
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_deccan_dry_dock_mesh = 1
}
mesh_list = {
name = "deccan_shipyard"
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_deccan_shipyard_mesh = 1
}
mesh_list = {
name = "deccan_grand_shipyard"
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_deccan_gran_shipyard_mesh = 1
}
mesh_list = {
name = "deccan_naval_base"
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_deccan_naval_base_mesh = 1
}
mesh_list = {
name = "deccan_small_clergy"
scale_settings_small = {
bias = 0
min = 0.95
max = 1
}
building_deccan_clergy_small_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "deccan_medium_clergy"
scale_settings_small = {
bias = 0
min = 0.95
max = 1
}
building_deccan_clergy_medium_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "deccan_large_clergy"
scale_settings_large = {
bias = 0
min = 0.95
max = 1
}
scale_settings_small = {
bias = 0-5
min = 0.95
max = 10
}
building_deccan_clergy_large_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_factory"
scale_settings_small = {
bias = -0.5
min = 0.7
max = 10
}
building_deccan_factory_a_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_factory_tier_2_meshes"
scale_settings_small = {
bias = -0.5
min = 0.7
max = 10
}
building_deccan_factory_b_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_factory_tier_3_meshes"
scale_settings_small = {
bias = -0.5
min = 0.6
max = 10
}
building_deccan_factory_c_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_market"
scale_settings_small = {
bias = -0.5
min = 0.6
max = 0.7
}
building_deccan_market_a_mesh = 0.5
building_deccan_market_b_mesh = 0.5
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_peasants_gathering"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_deccan_industry_peasant_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_culture"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_deccan_cultural_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_small_burgher"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_deccan_industry_burgher_small_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_medium_burgher"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_deccan_industry_burgher_medium_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_republic_assembly"
scale_settings_large = {
bias = 0
min = 0.95
max = 1
}
scale_settings_small = {
bias = 0-5
min = 0.95
max = 10
}
building_deccan_republic_assembly_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_regimental_camp"
scale_settings_large = {
bias = 0-5
min = 0.6
max = 0.7
}
building_deccan_regimental_camp_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "deccan_medium_military"
scale_settings_small = {
bias = 0
min = 0.6
max = 0.7
}
building_deccan_military_medium_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "deccan_noble_military"
scale_settings_small = {
bias = 0
min = 0.9
max = 1.0
}
building_deccan_noble_tower_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_armory"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_deccan_armory_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_barracks"
scale_settings_small = {
bias = 0-5
min = 1
max = 1
}
building_deccan_barracks_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "deccan_training_fields"
scale_settings_small = {
bias = 0-5
min = 0.6
max = 10
}
building_deccan_training_fields_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "indian_farming_mesh_list"
scale_settings_small = {
bias = 0
min = 1.0
max = 1.0
}
spawn_count = {
curve = "standard_rgo_curve"
}
building_deccan_peasant_diorama_a_mesh = 1
building_deccan_peasant_diorama_b_mesh = 1
building_deccan_peasant_diorama_c_mesh = 1
building_deccan_peasant_diorama_d_mesh = 1
}
mesh_list = {
name = "deccan_wall"
building_deccan_walls_main_mesh = 1
}
mesh_list = {
name = "deccan_wall_tower"
building_deccan_walls_tower_mesh = 1
}
mesh_list = {
name = "deccan_wall_gate"
building_deccan_walls_door_mesh = 1
}
mesh_list = {
name = "deccan_wall_underconstruction"
building_deccan_walls_underconstruction_mesh = 1
}
@noble_mesh_list = deccan_noble
@burgher_mesh_list = deccan_burgher
@peasant_mesh_list = deccan_peasant
@peasant_rural_mesh = deccan_peasant_rural_mesh
@farming_mesh_list = indian_farming_mesh_list
culture_data = {
load_template
player_buildings = {
default_bridge_meshes = deccan_bridges
dock_meshes = deccan_dock
dry_dock_meshes = deccan_dry_dock
shipyard_meshes = deccan_shipyard
grand_shipyard_meshes = deccan_grand_shipyard
naval_base_meshes = deccan_naval_base
stockade_no_flag_meshes = deccan_stockade_no_flag
stockade_meshes = deccan_stockade
fort_meshes = deccan_fort
bastion_meshes = deccan_bastion
starfort_meshes = deccan_starfort
fortress_meshes = deccan_fortress
factory_meshes = deccan_factory
factory_tier_2_meshes = deccan_factory_tier_2_meshes
factory_tier_3_meshes = deccan_factory_tier_3_meshes
market_meshes = deccan_market
peasants_gathering_meshes = deccan_peasants_gathering
culture_meshes = deccan_culture
small_burgher_meshes = deccan_small_burgher
medium_burgher_meshes = deccan_medium_burgher
republican_assembly_meshes = deccan_republic_assembly
medium_military_meshes = deccan_medium_military
regimental_camp_meshes = deccan_regimental_camp
noble_military_meshes = deccan_noble_military
armory_meshes = deccan_armory
barracks_meshes = deccan_barracks
training_fields_meshes = deccan_training_fields
}
load_template
religius_buildings = {
small_clergy_meshes = deccan_small_clergy
medium_clergy_meshes = deccan_medium_clergy
large_clergy_meshes = deccan_large_clergy
}
load_template
nobles = {
mesh_list = @noble_mesh_list
}
load_template
burghers = {
mesh_list = @burgher_mesh_list
}
load_template
peasants = {
mesh_list = @peasant_mesh_list
}
load_template
peasant_rural = {
mesh_list = @peasant_rural_mesh
}
load_template
rgo_all = {
farming_mesh_list = @farming_mesh_list
}
load_template
unique_buildings = {
large_clergy_meshes = deccan_large_clergy
fort_meshes = deccan_fort
bastion_meshes = deccan_bastion
}
load_template
large_city_walls = {
wall_mesh_list = deccan_wall
tower_mesh_list = deccan_wall_tower
gate_mesh_list = deccan_wall_gate
}
load_template
small_city_walls = {
wall_mesh_list = deccan_wall
tower_mesh_list = deccan_wall_tower
gate_mesh_list = deccan_wall_gate
}
load_template
large_city_walls_under_construction = {
wall_mesh_list = deccan_wall_underconstruction
gate_mesh_list = deccan_wall_gate
}
load_template
small_city_walls_under_construction = {
wall_mesh_list = deccan_wall_underconstruction
gate_mesh_list = deccan_wall_gate
}
}