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wgabrie
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New York, USA
Oct 2001 time: 00:37
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No one ever does terrain graphics mods, or none that I have been able to find. So, I did my own. I guess the best description is that its a Desert based, Coloring book style that's bright like in a Civ game.
I didn't mean for it to look like a coloring book. It just happened when I tried to create a grass-type look for moist and rainy squares. At least the Desert looks realistic. But there may be some visibility issues with rolling/rocky squares since I left them the original color but with differant shading.
Attached is my first attempt for usability testing by you the general population. Just make a copy of your original texture.pcx file for backup purposes and move my file into the SMAC directory.
Let me know what you think, or of any improvements that could be implemented.
EDIT: I have replaced the original texture download with Version 3. It has everything in Texture2 Plus a differant Fungus texture and subtle changes in the Ocean and Jungle.
Attachment: texturev3.zip
This has been downloaded 77 time(s).
Last edited by wgabrie on 17-08-2005 at 11:30
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Senethro
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Does anyone remember the land in the screenshots of the prototype SMAC? I thought that looked pleasingly alien although most people disavowed it as worse than the current graphics.
I like the look of the screenshot, but I'm not exactly sure what I'm looking at in each tile.
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Illuminatus
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Salvaging Unity Fusion Core
Jul 2003 time: 06:37
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I am trying it right now.
Attachment: ter2.jpg
This has been downloaded 246 time(s).
Last edited by Illuminatus on 31-07-2005 at 14:23
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Illuminatus
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Salvaging Unity Fusion Core
Jul 2003 time: 06:37
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Example two.
Attachment: ter2.jpg
This has been downloaded 246 time(s).
Last edited by Illuminatus on 31-07-2005 at 14:32
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Illuminatus
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Salvaging Unity Fusion Core
Jul 2003 time: 06:37
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I believe this map is familiar.
Attachment: ter3.jpg
This has been downloaded 240 time(s).
Last edited by Illuminatus on 31-07-2005 at 14:21
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wgabrie
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New York, USA
Oct 2001 time: 00:37
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This took longer than the texture mod file because It's more difficult to think up and create alternate items. But I did it!
Attached is my terrain mod. I replaced the Unity Wreckage with a city ruin, working from Darsnan's idea, Replacing the Unity bridge, There's an observatory that looses it's telescope when explored; A Helioport which looses it's garage; A tri-level command center which replaces the cargo bay and vanishes; and finally there's corporate building/bank that also vanishes.
Other changes are the Monoliths, a re-worked Nexus, and the fossil field was changed into a reef.
EDIT: See posts below for latest update. In my first attempt I messed up the graphics order.
Last edited by wgabrie on 17-08-2005 at 11:33
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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quote: Originally posted by wgabrie
Attached is my terrain mod. I replaced the Unity Wreckage with a city ruin, working from Darsnan's idea, Replacing the Unity bridge, There's an observatory that looses it's telescope when explored; A Helioport which looses it's garage; A tri-level command center which replaces the cargo bay and vanishes; and finally there's corporate building/bank that also vanishes.
Other changes are the Monoliths, a re-worked Nexus, and the fossil field was changed into a reef. |
Wow! Considering every other time I brought this idea up it was blown off, why I appreciate this!
The "ancient city" looks OK on an actual map: I'm thinking maybe with a CMN's touch (maybe some added on terrain improvements) why this could actually work out really nice. The Nexus is a better pic than what we have now, IMO. What are you modeling it off of?
Regardless, appreciate the effort! Also, are you gonna be around when our community looks into the modding of Civ4 into SMACX? We could use a good graphics person!
edit: I think you transposed the graphics for the bank. FYI.
D
Last edited by Darsnan on 03-08-2005 at 12:01
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frostking
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Texture2. pcx looks really good in-game. Thanks. I was getting tired of the mars look.
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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quote: Originally posted by wgabrie
Hey Darsnan, did you have specifics in mind for the "land-based icon?" Did you litterally want an icon, or a city, or custom made? |
Heah wgabrie,
in my "Beta Lyrae" mod why I'm looking for a unit (or units) icon to replace the native life form(s) with. Essentially I'm looking for a military unit icon(s), as this is what it will be.
If you are really interested, why I am also looking for a replacement base graphic for the fungal tower (or any other graphic) in the Units.pcx pic.
Finally, more out of curiosity that anything else, why I am wondering if the number of icons in the Unit.pcx file can be increased, or is the game hardcoded to only look at the first 9 slots and that is it. If someone would be interested in building a Units.pcx file with more graphic icon slots than the default number, then I'd review it to see if the game would recognize the additional icon slots in the file.
btw wgabrie in my Beta Lyrae mod why I am using both of the mod'd files you supplied earlier in the month! FYI so as to ensure credit is directed where it is due! 
D
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Senethro
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wgabrie, if the smac mod for Civ4 becomes a reality would you be at all interested in contributing graphics to it if you have the time?
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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quote: Originally posted by wgabrie
Darsnan I am absolutly NOT done with the units file, but you've been waiting looong enough so here's an update. |
I've been working (on and off) on Beta Lyrae for almost 2 years now, and in reality I don't see this being a "finished event" until after the cIV---> SMACX mod is done: what I'm hoping for is some good feedback as far as what I've done so far, as well as help in areas where I don't have expertise (like in graphics, where your helping out! ).
quote: Originally posted by wgabrie
Icon 0: Same Default, but fixed transparency issue. |
Well thats cool. Kra-Lek Sea City.
quote: Originally posted by wgabrie
Icon 1: A Base replacing the Fungus Tower. It grows with level. Dunno looks like a Candle? |
This will work! Kra-Lek City!
quote: Originally posted by wgabrie
Icon 3: Something of a joke. Miriam, Santiago, and Yang (the warriors of Planet) are personally taking the battle to you. They all appear on this infantry unit as it gains moral. Too bad it looks dreadful in-game. I'm up for replacing it. |
np.
quote: Originally posted by wgabrie
Icon 4: An elliptical unit with cockpit and engines. It can double as both an Airship and a Sub. |
The game will generate a sub caviar graphic in replace of the sealurk graphic, so I am set in this respect. However this might be a good tank icon. Can you make it completely horizontal, as well as symmetrical from left to right (i.e. so that it doesn't sometimes look like its going backwards, as the artifacts sometime appear to be doing)?
quote: Originally posted by wgabrie
Icon 5: A neat Rover with a weapon on top. I had to refrain from making it a Red rover. |
Different! Anyways, as I said above why I think going with symmetrical units is better for this file (as the Battle Ogres and "Cloudbase" (i.e. the first item in the file) are).
quote: Originally posted by wgabrie
Icon 9: A familiar (You know who it is... Sister Miriam) Fanatic. Might look nice in a regencide game with a few additional representitives... |
I'd personally say "think symmetrical", however you might come up with better ideas. Regardless, some of these (as noted) are keepers! 
D
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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quote: Originally posted by wgabrie
Also taking a look at your mod's custom units I'm wondering if there are current units you'd like me to focus on, or are you creating new units?
Have:
Kra-Lek City
Kra-Lek Sea City
Need?
Library Module
Kra-Lek Attack Unit
Kra-Lek Hovertank
Kra-Lek Rover
Other?) |
1) Library Module: for my mod why the Library Modules are fine - they were left on Beta Prime just as they were on Planet.
2) Kra_Lek Attack Unit: If I can replace the Kra-Lek Attack Unit image with something else than the "**** carpet" then that would be very good (it was an improv on my part). I'm probably gonna rename this unit a "Kra-Lek Scout" in the long term. FYI in case this helps you envision something for this unit.
3) Kra-Lek Hovertank: Geomodder is very close to getting something in place for this .
4) Kra-Lek Rover: my explaination for this unit is that it was retro-engineered from a Prog chassis during their failed colonization attempt of Beta Prime, so the caviar-generated pic is fine as far as I am concerned. However, if you think of something, why I am always open to suggestion! 
5) Other: Animalistic native lifeform residing on Beta Prime? :/ Don't really know of anything else here, so I'd say don't put too much effort into this....
quote: Originally posted by wgabrie
Keep in mind that only Icons 0-9 are open, I took the liberty of testing both expanding the Units file and creating new units in the alphax.txt file. The results? Icon 10 creates a video glitch, Icons higher than 10 are invisible. I think about Icon 20 or so I ran into the round Yellow Silo(?) that appears on pre-soil enriched farms. Very high numbers (###+) act as a "-1" icon status. I also tried Hexadecimals (9-F), Decmals like 2.1, and minus/plus symbols as in (++1) or (-2) the game just ignores them. |
Gotcha - thanx for checking this for me. Would've been great from a CMN's perspective if we could've been able to use an expanded Units.pcx file.... 
I've downloaded your latest file and am gonna play using it this evening. FYI.
D
Last edited by Darsnan on 03-09-2005 at 06:40
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