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wgabrie is offline wgabrie
Prince
New York, USA
Oct 2001
time: 00:37
Lightbulb  Old Post 30-07-2005 00:42
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SMAC terrain graphics mod Lose 30 kilos (of popups)

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

fluxionman is offline fluxionman
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I've been working on a mod that involves a new tileset, including vegetation tiles, and yours are much better than what I've done!

Well done. I'm jealous.

Maniac is offline Maniac
Emperor
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Jul 1999
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  Old Post 30-07-2005 02:12
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Personally I wouldn't use it for a Chiron-based game, but it looks great on the Earth map.

Attachment: africa.jpg
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Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
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  Old Post 30-07-2005 02:51
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Good to see you back, wgabrie.


quote:
Originally posted by wgabrie
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.


I'll give it a whirl tonight, and then provide feedback. btw your still not using a Mac, are you?


D

wgabrie is offline wgabrie
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  Old Post 30-07-2005 06:17
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Ok Darsnan I did get a pc, Its bargan bin but I can play Civ III and SMAC plus a few other games I had my eye on.

Senethro is offline Senethro
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Jul 2004
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  Old Post 30-07-2005 06:34
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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.

Darsnan is offline Darsnan
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New Syracuse, Beta Prime
Dec 2001
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  Old Post 30-07-2005 06:42
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quote:
Originally posted by wgabrie
Ok Darsnan I did get a pc, Its bargan bin but I can play Civ III and SMAC plus a few other games I had my eye on.





OK, I tried your modded texture file. I think its a little too bright and cartoonish for my taste. Did you ever try the "Drab Smac" texture file? The fungus is rust colored in this one, and the rocky squares are different as well. I've attached it in case your interested. Regardless, good stuff wgabrie!


D

Attachment: drabsmac.zip
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Illuminatus is offline Illuminatus
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quote:
Originally posted by Maniac
Personally I wouldn't use it for a Chiron-based game, but it looks great on the Earth map.


It looks fantastic! I must give it a try.

wgabrie is offline wgabrie
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Oct 2001
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  Old Post 31-07-2005 08:50
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Thanks Darsnan for the drab graphics, it's nice to know there are terrain packs out there.

Also, I have polished the graphics a little for better visibility. I'm attaching the file on this post. Maybe Maniac or someone able to post graphics can do an updated visual.

Attachment: texture2.pcx.zip
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Illuminatus is offline Illuminatus
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I am trying it right now.

Attachment: ter2.jpg
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Last edited by Illuminatus on 31-07-2005 at 14:23

Illuminatus is offline Illuminatus
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Example two.

Attachment: ter2.jpg
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Last edited by Illuminatus on 31-07-2005 at 14:32

Illuminatus is offline Illuminatus
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I believe this map is familiar.

Attachment: ter3.jpg
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Last edited by Illuminatus on 31-07-2005 at 14:21

Illuminatus is offline Illuminatus
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Compared to your original file (below, above screenies were taken while using the second file), I really like it.

Attachment: ter4.jpg
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Darsnan is offline Darsnan
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Dec 2001
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  Old Post 31-07-2005 16:54
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Heah wgabrie,

any chance I can convince you to play with the Unity Wreckage pic, or possibly the Monolith and/ or Nexus pics? I think it'd be cool to have an alternate pic of an ancient city replacing the wreckage, where players exploring the city find ancient (still operational) vehicles, a store of EC's, and an ancient telescope which tracked the descent of the Unity's escape pods. Different options for the Nexus and/ or monoliths would be cool as well!

D

wgabrie is offline wgabrie
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Oct 2001
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  Old Post 03-08-2005 06:04
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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

Darsnan is offline Darsnan
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Dec 2001
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  Old Post 03-08-2005 11:09
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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

wgabrie is offline wgabrie
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Oct 2001
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  Old Post 04-08-2005 05:27
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quote:
Originally posted by Darsnan


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


Regarding the Nexus, I wanted a cross between the current Nexus and the Sydney 0pera House, but it was too tall and I needed to squash it to fit on the 2x3-Diagnal. I just noticed, the pic brakes up if the terrain isn't level. I guess that's why the original was created in broken patches.

I might be here for the Civ4 to SMACX mod, but I'll have to see the system requirements on it first to see if it will run on my PC.

And thanks for noticing the mixup in the graphics. I was wondering why the game was teasing me with the Bank and not coughing up the credits.

Attachment: ter1wreck2.zip
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#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:37
  Old Post 04-08-2005 08:27
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Wow... nice work there. I think you should find a way to make the fungus look more well suited to the rest of the theme though.

frostking is offline frostking
Settler

Feb 2004
time: 05:37
  Old Post 08-08-2005 09:08
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Texture2. pcx looks really good in-game. Thanks. I was getting tired of the mars look.

wgabrie is offline wgabrie
Prince
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Oct 2001
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  Old Post 17-08-2005 11:37
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Endgame, thanks for the input. Sorry it took this long for an update. I did finally get around to changing the fungus. The newest version is up in post one. I replaced the original download file with Version 3.

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:37
  Old Post 27-08-2005 08:01
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quote:
Originally posted by wgabrie
Endgame, thanks for the input. Sorry it took this long for an update. I did finally get around to changing the fungus. The newest version is up in post one. I replaced the original download file with Version 3.


This is good stuff! I've been playing around with it in my Beta Lyrae mod, and it fits in extremely well, especially the new fungal texture vs my Kra-Lek Attack Unit!

One additional request: any chance you can replace the fungal tower in the attached Units.pcx file with some sort of land-based icon? Reason I am asking is that I need to replace the automatic LoC icon with something else, and the default offerings of the Units.pcx file aren't gonna do it....


D

Attachment: units.zip
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wgabrie is offline wgabrie
Prince
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Oct 2001
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  Old Post 29-08-2005 21:31
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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?

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:37
  Old Post 29-08-2005 22:25
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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

wgabrie is offline wgabrie
Prince
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Oct 2001
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  Old Post 01-09-2005 11:10
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Darsnan I am absolutly NOT done with the units file, but you've been waiting looong enough so here's an update. I don't know if the graphic will load or not but here are the changes so far.


Units in Red boxes are not used and only act as place holders.

Icon 0: Same Default, but fixed transparency issue.

Icon 1: A Base replacing the Fungus Tower. It grows with level. Dunno looks like a Candle?

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.

Icon 4: An elliptical unit with cockpit and engines. It can double as both an Airship and a Sub.

Icon 5: A neat Rover with a weapon on top. I had to refrain from making it a Red rover.

Icon 9: A familiar (You know who it is... Sister Miriam) Fanatic. Might look nice in a regencide game with a few additional representitives... Too bad It serves no use. I'll be taking it out if I can think up something more relevent to your mod, Darsnan.

Attachment: units.pcx.zip
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Illuminatus is offline Illuminatus
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That looks good Keep on the good work - you already got to Apolyton news.

Senethro is offline Senethro
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Jul 2004
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  Old Post 01-09-2005 21:28
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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?

Darsnan is offline Darsnan
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Dec 2001
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  Old Post 01-09-2005 22:09
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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

wgabrie is offline wgabrie
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  Old Post 03-09-2005 06:09
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Darsnan here's a minor update. While re-aligning the white vehicle, on horizontal and symmetrical lines, I had an interesting effect take shape, I wanted your feedback on it. 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?)

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.

wgabrie is offline wgabrie
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  Old Post 03-09-2005 06:13
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Oops forgot to load the file.

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Darsnan is offline Darsnan
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Dec 2001
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  Old Post 03-09-2005 06:35
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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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