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Old March 12, 2002, 17:10   #31
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Quote:
Originally posted by The Big Mc
5 hours later no funny comment or response .
wombat you must be getting old.
I blame my illness.
It seems to be infecting my sense of humour/ability to construct sentences

Thanks for the file though. Not quite sure how it'll work, but it looks good.
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Old March 13, 2002, 06:14   #32
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Well put them in the right folder like English / gamedate in to the right folder backing up of coures

It works in your scenario.

Then load up the game and you will see that in the gaia window the satellites have been replaced by something called the trident canon and the obelisk have been replaced by sensors and the core stays nearly the same.

Also I included the modified tile imp file so you can place the sensors instead of the obelisk.

At the moment my research is pretty basic like moding the move and the stuff in the zip but given time I hope to learn how to remove the satellites and stuff make it more fun. As well as mod the area so you can activate them with 2% area but it takes forever.
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Old March 13, 2002, 09:06   #33
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Wombat I have been trying to make a sprite these past few days and find that cow a really bad choices as a demo of the full animation so I was wondering if that battering-ram of yours was fully animated and if so could you send it me in tif form so I can finally kill this cow.
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Old March 13, 2002, 09:34   #34
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Yup.
Attached Files:
File Type: zip battering ram - uncompressed.zip (211.8 KB, 9 views)
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Old March 14, 2002, 06:09   #35
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One moment wombat I just got to say something


Happy birthday pedrrun

Well wombat thanks I will send you the sprite when I am done I am trying to put in the civ 3 cruses missile in and it’s a pain in the neck

Have you tried the gaia mod what did you think I also got the coverage to 100% with only one obelisk

I can also reduce the number of controllers etc. I found the file with them in only thing left to do is see if I can mod it so you only need power satellites and cores
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Old March 14, 2002, 08:20   #36
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Quote:
Originally posted by The Big Mc
One moment wombat I just got to say something


Happy birthday pedrunn
Someone did remember .
Thanks Big Mc.
You are a great friend!
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Old March 14, 2002, 08:49   #37
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Quote:
Originally posted by The Big Mc
Have you tried the gaia mod what did you think I also got the coverage to 100% with only one obelisk

I can also reduce the number of controllers etc. I found the file with them in only thing left to do is see if I can mod it so you only need power satellites and cores
Big Mc, I took a look into your mod too. And its is exacly what i had in mind. Change the Gaia to fit into my mod.
Still since i dont have a movie or a end. I am still sticked with the wonder-unit-destroying-the-First-Ones-ship final.
Maybe instead of launch to finishit button I could change to create the unit to kill the first ones ship. But i dont know how hard it is to make it work. And how much Slic Work.
I couldnt open some of the tgas in your files using tiledit. Did you test all.
For the units i already had seen all nad many are being used.
And for the wonders i am even using some of the pictures. But i think i will think in another six wonders to add the final wonder to make 7.

Yesterday i had my first visual of my mod (Although in Modswapper format). Wich i saw all together the units, cities and the plain black tile (i got it working).
Where i decided wich city sprites for each civ

And a problem came to my mind. How we are going to make the AI settle the Solar Systems exacly in the Solar System Tile?
This means that we must have the solar systems already distributed to the races? I also distributed the Colonies sprites (if i am really going to use the concept) but i fall in the same problem. That it is to make the AI use them correcly.
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Old March 14, 2002, 08:53   #38
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what tga

there all city imps i sent you

is this in gaia mod

or the main body of the stuff i sent you
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Old March 14, 2002, 09:06   #39
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Oops i edited the mesage after your reply.

I need more help from you, IW. I hope you dont mind.
Here is a Solar System Bitmap i created. It is really big though. Does the size of the Bitmap has influence in the sprite? Or can it be as big as i want? After all the bigger the more detailed.

I want this sprite to cover a whole tile with the star and all 8 surronding ones with the planets.

-Thanks in advance (i hope you are not so busy with the Succession game)
Attached Files:
File Type: zip solar system.zip (6.5 KB, 11 views)
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Old March 14, 2002, 10:02   #40
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sory sprites are not my thing

never got on with them

ask wombat
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Old March 15, 2002, 20:49   #41
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Right, I have converted the bitmap into a sprite, and no problems up until the test...
Quote:
Originally posted by Pedrunn
Does the size of the Bitmap has influence in the sprite? Or can it be as big as i want?
It seems yes the size does matter. (see attachment) I have run into this before when making super-huge sprites: the sprite displays broken, fractured almost, across the screen, and I don't know how to get rid of it other than by shrinking the sprite.

I can, if you wish, make a city sprite that is the star, and make 4 or 5 goods sprites from the other planets, and write some SLIC code to place them when a city is founded, or at the beginning of the game etc.
The goods would give a very small amount of gold, (perhaps earth-type planets give more?), and should not influence the game in any way at all (pray the AI does't start trading it...)

-OR-

If the trade thing is a problem, then make tile improvement planets, that you cannot place (due to impossible advance prerequisite) but which will act perfectly well as graphics, and again, can be placed by SLIC.
Attached Thumbnails:
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Name:	wierdosssprite.jpg
Views:	199
Size:	16.0 KB
ID:	11500  
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Old March 16, 2002, 07:39   #42
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Why you don't change the sprite hight and sprite width of ech sprite image just go to the sprite script and modify these lines:

Code:
	SPRITE_WIDTH		96     # the width of each sprite image
	SPRITE_HEIGHT		76     # the height of each sprite image
	SPRITE_HOT_POINT	49 54 # the hot points (center points) of the sprite
By the way unit sprites have sprite width of 72 pixels instead of 76 pixels.

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Old March 16, 2002, 10:06   #43
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I did.
It seems
Code:
SPRITE_WIDTH           560
SPRITE_HEIGHT          261
SPRITE_HOT_POINT	   275       142
was too much...
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Old March 16, 2002, 16:43   #44
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Did you hit the edge of the image, Ben? I did it once and my egyptain city looked like this above with the standart size of the image. To avoid this problem I left one pixel between my city graphics and the edge.

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Old March 16, 2002, 18:37   #45
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nope, only blackness at the edges.
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Old March 18, 2002, 08:44   #46
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Cool sprit is there any limit to the size you can make them.

I knew you could make some pretty big spirits like the explosion on the eco ranger did not know how to do it like
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Old March 18, 2002, 09:08   #47
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Quote:
Originally posted by The Big Mc
Cool sprit is there any limit to the size you can make them.
Technically, no-one has ever found one. I suppose the map size... However the way it displays the sprite seems to limit it to somewhere about 150*150 maybe 200, but that would need to be checked out.
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Old March 18, 2002, 09:18   #48
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Well I am thinking of making a mega city called the jump gate accelerate around nine tiles big with a big city on one side
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Old March 18, 2002, 09:41   #49
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good luck...
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Old March 18, 2002, 09:56   #50
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thanks
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Old March 19, 2002, 07:46   #51
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Still not back from the weekend (I travel a total of 22h by bus every weekend to be far from the PC but close to relatives and girlfriend).
Still i couldnt spend so much time far from apolyton so here i am

I was afaid of that. I created a huge bitmap hoping that it didnt matter.
Since the units size i did was based on some units bitmaps i have.
The best would be to do the graphic again (shrinking and fixing the anomalies that may appear in the process) with smaller size aiming and basing at the CTP1 Wormhole sprite size.

If it does not solve it we may try more complex solutions.
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Old March 19, 2002, 08:00   #52
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What did the ctp1 wormhole graphic look like I never had ctp 1 saying that did not even have my own PC back then. Today you can not find it for love or money.

As most fans of ctp will be impressed the first game I ran out and got was Ctp2 It’s been worth the money I paid


Wombat what did you use to make your graphics I tried to use Max cinema 4d the same one has law but just cant seam to get on with it.
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Old March 19, 2002, 09:11   #53
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For graphics I use Paint Shop Pro. I too couldn't get on with Maxon 4D. But then the demo didn't have human forms in it, so maybe with a bit of practise at it I could have figured it out.

The only unit sprites I have made have been graphics hacked from other games, mostly AoK.
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Old March 20, 2002, 04:52   #54
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I got humans up its not in the main demo but in one of the folders
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Old March 20, 2002, 07:15   #55
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Well I am going away for a few weeks . college is out for the holidays and I can’t get online but I will try.

In that time I am

Making a better mod of gaia for my self

And possibly an updated for the forum so you need twice the power satellites but the obelisks cover twice the area.

And a mod (your own gaia document (MYOG))or ((Miy)mod it yourself)

finishing my buildings and units

making my tec tree with a publisher document so you can print it out and you got a copy like the one you get with ctp2.

Then I am with sprit making for a few weeks I will get the hang of it sooner or later.

Any thing you want me to do

Just ..........
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Old March 20, 2002, 09:19   #56
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I feel such a jerk . I said i had my first visual and i did not even showed a bit.
Here it is the civ unique units
In the horizontal from left to right you see the Humans, Thri kreens, Borgs and Emphats.
In the vertical you see from top to bottom: Fighter, Bomber, Destroyer, Carrier and Settler.

PS: IW, As you can see the human fighter and bomber is much bigger than their other civs counterparts (they are even bigger than the Human Destroyer). Decrease their size would be nice. you said in another post that there is a command to change the sprite size.
They are both law`s units i send you. So, if you havent then already oyu attached them some post above .
Attached Images:
File Type: jpg screenshot2.jpg (487.1 KB, 123 views)
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Old March 20, 2002, 09:25   #57
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IW
I reduced the Solar system bitmap to 200x150.
I hope it work now
Attached Thumbnails:
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Name:	solar system2.bmp
Views:	26
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Old March 20, 2002, 09:37   #58
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Here are the biggest city sprite so that you can have an idea on how it will look like.
Again from left to right: Human, Thri Kreen, Borg and Emphat

The ones below are the first ones ship (green) and the libertor (blue)
Attached Images:
File Type: jpg screenshot2.jpg (361.6 KB, 117 views)
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Old March 20, 2002, 09:43   #59
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Looking nice Pedrunn Are there new sprites in there too?

I'll try doing the solar system again, and reducing the human ships too.
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Old March 20, 2002, 10:47   #60
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Looking VERY cool, Pedrunn I can't wait to see this stuff in acion
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