How to add more land artworks for a planet to the galactic conquest (GC) user interface?

In order to add more planet land artworks to you galactic UI, you'll need modify the model

i_galactic_organize.ALO

which uses the following texture files for the artwork

i_galactic_organize_land.DDS and i_galactic_organize_land2.DDS

In your modeling tool, just copy one of the "land_art_alt(X)" meshes (0-7 use "i_galactic_organize.ALO" texture, 8 is blank probably for systems without a ground and 9-12 use "i_galactic_organize2.ALO") into your new ones.

The texture stores images for 8 different land arts so "land_art_alt0" is the upper left image in the "i_galactic_organize_land.DDS" while "land_art_alt9" uses the same space in "i_galactic_organize_land2.DDS". The same equivalency applies to all meshes, 0-9, 1-10, 2-11, 3-12...etc

The easiest way to add new ones is to clone the mesh that uses the same texture coordinates as your newly added one (be it in one of the four empty spaces in "i_galactic_organize_land2.DDS" or a brand new texture file eg. "i_galactic_organize_land3.DDS") and then just replace the clone's default texture with your new one.

Say you've added your new art to the first empty space in "i_galactic_organize_land2.DDS", you'll need to clone the mesh "land_art_alt4" into a new one called "land_art_alt13" and then change the texture of your new mesh from "i_galactic_organize_land.DDS" to "i_galactic_organize_land2.DDS", just be careful not to change both *alt4 and *alt13.

After you've finished your modifications and have copied the new texture and model into your mod's "Art" folder, you will need to change the planet's  value In your "Planets.XML" to be 13 so that it uses the new mesh. 13

Downloadable 16 slots setup

How it works:

The engine loads .\Data\Art\Models\I_Galactic_Organize.alo Which contains 12 Objects that contain _ALT? at the end of their name (for Vanilla game) Or 16 image faces inside of the I_Galactic_Organize.alo patched by Regret.

Theoretically you could import I_Galactic_Organize.alo into your 3D program and add even more.

The Texture uses a MeshAlpha.fx shader with Emmisive Value of 505, 505, 505 Diffuse = 0, 0, 0 Specular = 0 Gloss = 32

The engine hides/unhides these _ALT models and they access the terrain images on the Texture using their UV map coordinates.

That shader would load a I_Galactic_Organize_Land.dds modified by you if you create own ones.

Ingame each Planet calls then his own Terrain texture using the value inside of  (0-16).