August 25, 2002, 08:35
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#1
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King
Local Time: 03:52
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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The Apolyton Tile File
The Apolyton tile file is a feature to control the use of the CTP2 til files. Since those files come in the game and are unique we must be very careful to the modders changes dont get imcompatible wit each other.
You can find the download of this set in the Modification > Graphics of the Apolyton database. Where the file will be avaible in a few hours.
Here is the readme:
The Apolyton Tile File
by Pedrunn and IW
I. Introduction
II. Installation
III. Editing/adding graphics or questions
I. Introduction
The Tile Files for CTP2 is a collection of graphics used as rivers, Tile Improvements and Terrains during the course of the game.
Thanks to Martin, the Dane the creator of the Tiledit utility, CTP2 Modmakers now can not only edit but also add new graphics for Tile Improvents, rivers, terrain and terrains borders to this collection.
For sure more pictures will be added in the future. But the first time this set of graphics were largely used was in the Wonders code by IW. And then the City Expansion 2 by Pedrunn.
The creators of this file. And the ones who suggested the creation of a standard version of the til file with the best graphics made by the CTP2 community to control the adding and editing of this so important file. Preventing imcompabilities.
II. Installation
You just need to unzip the ApolytonTile.zip (wich this read me is inside) in your CTP2 base directory.
Note: This file will be find from the CTP2 base directory in the folder path:
"CTP2 base directory"/ctp2_data/default/graphics/tiles/
PS: Dont be afraid of problems in the original game. Since none of original graphics were touched.
III. Editing/adding graphics or questions
The problem about adding new graphics specially Tile Improvements is that only a few TileSet Index numbers do work correctly and appear in the map.
The rest just doenst appear in map but most of the cases it causes game crashs what turs the attempt to find a number really frustating.
But we have covered already almost all tileset index from 300 to 499 and 600 to 700. and the tileset that do work and werent used above are:
---> 457, 465, 466, 467, 468, 469, 470, 649, 695, 696, 697, 698, 699 and 700.
If you have questions about the Tile File or you have a good graphic that you think may be useful for the modmakers or may replace an old version of a current one and wants to add to the Apolyton Tile File:
You can e-mail Pedrunn, the Tile File current Administrator.
pbcavalcanti@uol.com.br
or e-mail the Immortal Wombat:
Weaver1@btopenworld.com
both can be found in the apolyton forums. Where you will find the answers not only to the Tile File but to all of you CTP2 questions.
http://apolyton.net/forums/
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Last edited by Pedrunn; August 25, 2002 at 08:52.
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August 25, 2002, 08:38
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#2
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King
Local Time: 03:52
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Graphics Added
Code:
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TERRAINS GRAPHIC SOURCE TileSet Index
*None*
BORDERS GRAPHIC SOURCE TileSet Index
*None*
RIVERS GRAPHIC SOURCE TileSet Index
*None*
TILE IMPROVEMENTS GRAPHIC SOURCE TileSet Index
Pyramids of Giza Empire Earth 334
Colossus of Rhodes Empire Earth 335
Hagia Sofia SimCity 3000 336
Pentagon Command And Conquer 337
Hanging Gardens Civ3 338
Forbidden City Civ3 339
Chichen Itza Age of Empires 2 340
Madurai Temple photograph 341
Petronas Towers photograph 350
Empire State Building SimCity 3000 351
AI Entity CTP database(edited by Pedrunn) 352
Dome of the Rock SimCity 3000 353
Temple of Zeus Empire Earth 354
Temple of Solomon Age of Empires 2 355
Colisseum Empire Earth 356
Pharos Lighthouse Empire Earth 357
Angkor Wat photograph 365
Taj Mahal SimCity 3000 366
Blue Mosque Age of Empires 2 367
Notre Dame Cathedral Age of Empires 2 368
Great Wall of China Civ3 369/370
Stonehenge photograph 371
Hollywood Created by Pedrunn 372
Eiffel Tower SimCity 3000 381
Kremlin SimCity 3000 382
Statue of Liberty SimCity 3000 383
Sphinx SimCity 3000 384
St Pauls Cathedral Civ3 385
Sydney Opera House SimCity 3000 386
United Nations Civ3 387
Copernicus' Observatory Civ3 388
Temple of Artemis CtP 396
The Globe Civ3 397
Field Dynamics Lab Civ3 398
Apollo Program Civ3 399
Adam Smith's Trading Company Civ3 434
The Agency Civ3 435
Oracle Civ3 436
Great Library Civ3 438
Cathedral Civ3 456
Field Dynamics Lab Civ3 398
Apollo Program Civ3 399
Adam Smith's Trading Company Civ3 434
The Agency Civ3 435
Oracle Civ3 436
Cathedral Civ3 437
Great Library Civ3 438
Dinosaur Park Created by Pedrunn 439
World Peace Center CTP database(edited by Pedrunn) 441
Central Matter Decompiler CTP database 450
National Shield CTP database(edited by Pedrunn) 451
SETI Program CIV3 452
Eden Project Created by Pedrunn 454
Lake Baikal Create by Immortal Wombat 471
Grand Canyon photograph(edited by IW) 472
Waterfalls Created by Immortal Wombat 481
The Guillin Hills Civ3 482
Great Barrier Reef Created by Immortal Wombat 483
Ayers Rock photograph(edited by IW) 484
Urgup cones Created by Immortal Wombat 485
Ancient City Civ3(edited by Pedrunn) 608
Red Roofs City 1 Created by BlueO 609
Red Roofs City 2 Created by BlueO 610
Razed Ancient City Created by BlueO 611
Modern tiny City Created by BlueO/Pedrunn 612
Modern Small City Created by BlueO 613
Modern Medium City Created by BlueO 614
Modern Big City Created by BlueO 615
Modern Small City Ruins Created by BlueO 617
Modern Huge City Ruins Created by BlueO 618
Genetic Small City Created by Pedrunn 619
Genetic Big City Created by Pedrunn 620
Genetic City Ruins Created by Pedrunn 621
Diamond Small City CTP series database 622
Diamond Big City CTP series database 623
Diamond City Ruins Created by Pedrunn 624
Sea City Created by Pedrunn 650
Sea City Ruins Created by Pedrunn 651
Alternative Future City 1 Created by BlueO 655
Alternative Future City 2 Created by BlueO 656
Alternative Future City 2 Ruins Created by BlueO 671
Alternative Future City 3 Created by BlueO 680
Alternative Future City 4 Created by BlueO 681
Alternative Future City 4 Ruins Created by BlueO 690
Alien City 1 Created by BlueO 691
Alien City 1 Ruins Created by BlueO 692
Alien City 2 Created by BlueO 693
Alien City 2 Ruins Created by BlueO 694
Barbarian Camp Created by Pedrunn 695
TILE RULES GRAPHIC SOURCE TileSet Index
*None* |
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Last edited by Pedrunn; August 25, 2002 at 08:53.
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August 25, 2002, 10:14
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#3
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Deity
Local Time: 08:52
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Sorry, I would have approved the file hours ago but I was called away from my PC while uploading the files and didn't return to it until a few minutes ago. The file is available in the Directory now.
Pedrunn (and IW),
I added a line to the Description field for other modmakers, saying they can contact either of you guys or me if they have additions to the tile file. Is this okay with you guys?
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August 25, 2002, 13:13
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#4
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Super Moderator
Local Time: 08:52
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Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originally posted by Locutus
Pedrunn (and IW),
I added a line to the Description field for other modmakers, saying they can contact either of you guys or me if they have additions to the tile file. Is this okay with you guys?
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...or post in this thread. One day I want to see included the purple hills and a completed version of the Submarine Canyon terrain.
Another question why does have the *.zip file a size of 2674 KB, did you included both *.til files, Pedrunn. If I zip my modified file that includes a lot of additional graphics too then I only have a file of the half size. At least you could seperate them if you want to prrovide one for modmakers but the gtset555.til is really not needed.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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August 25, 2002, 13:48
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#5
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Prince
Local Time: 07:52
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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Quote:
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Originally posted by Locutus
Pedrunn (and IW),
I added a line to the Description field for other modmakers, saying they can contact either of you guys or me if they have additions to the tile file. Is this okay with you guys?
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Yeah, fine.
True though, gtset555.til could be removed.
__________________
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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August 25, 2002, 23:17
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#6
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King
Local Time: 03:52
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Quote:
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Originally posted by Martin Gühmann
...or post in this thread. One day I want to see included the purple hills and a completed version of the Submarine Canyon terrain.
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They are already in my plans. I even had a few words with IW about the purple hills . But we were kind of in a hurry because of our wonder and city expansion codes. So i first released this first version. Dont worry it will be included.
I assume i can find those terrain graphics/rules in your site.
Quote:
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Originally posted by Martin Gühmann
Another question why does have the *.zip file a size of 2674 KB, did you included both *.til files, Pedrunn. If I zip my modified file that includes a lot of additional graphics too then I only have a file of the half size. At least you could seperate them if you want to prrovide one for modmakers but the gtset555.til is really not needed.
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I did include both since i was afraid the gtset555.til did do something (although i had notest before that only the gt565.til were in-game). I guess wont be a problem to remove the gtset555.til.
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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August 26, 2002, 09:49
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#7
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Emperor
Local Time: 01:52
Local Date: November 1, 2010
Join Date: Jun 1999
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Posts: 3,405
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I'm assuming that this is bundled with the Ben's Visible Wonders Mod.
Was the Wonder Tile building issue fixed?
And, of course, what do I need to do to make it Cradle-compatible??
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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August 26, 2002, 10:08
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#8
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Deity
Local Time: 08:52
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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No, Ben's Visible Wonder mod has it's own Tile File, which is different from this one. Later (hopefully today), Ben will update the Visible Wonders mod to remove the old Tile File and make the mod itself compatible with this new Tile File.
Right now you don't need to do anything to make it Cradle compatible, it already is. However, if you plan on implenting Visible Wonders Mod and City Expansion and the like, you *will* need to make sure your mod remains compatible with this Apolyton Tile File. Normally that should be the case though, providing you just use whatever files Pedrunn/IW provide you with...
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August 26, 2002, 13:06
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#9
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Prince
Local Time: 07:52
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Great Britain
Posts: 684
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I was just wondering , why the Sphinx, Dino park and AI Entity wonders are in this pack, as these wonders are no longer in CtP2 there only in CtP1.
Although i wish dino park and AI Entity where still in CtP2
Maybe History of the world mod
Anyone know why Activision decided to have the Sphinx as a wonder in Call to Power 1 rather than the pyramids lol lol
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August 26, 2002, 13:25
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#10
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King
Local Time: 03:52
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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The Apolyton Tile File replaces the the Visible wonder mods Tile File without imcompatibilities (since the index for the wonders are the same). So you can ovewrite it. But as Locutus said IW will release a version of the visible wonders mod without its tile file. So much smaller (a few KB only).
Code:
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why the Sphinx, Dino park and AI Entity wonders are in this pack, |
for mod resources. In the mod i am developing i use the dinosaur park and the AI entity. maybe others will want to use too or some of the unused graphics (like the cathedral or the Angkor Wat, the globe, opera house, half of the cities...). If you look much deeper you will notice that most the graphics arent being used by the modders (but may be, even for different purpouses than the visi wonders and cityX).
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Last edited by Pedrunn; August 26, 2002 at 13:35.
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August 26, 2002, 20:03
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#11
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Deity
Local Time: 08:52
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Quote:
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Originally posted by SMIFFGIG's
Anyone know why Activision decided to have the Sphinx as a wonder in Call to Power 1 rather than the pyramids lol lol
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Legal issues: they couldn't make the game look too much like Civ2...
My current plan is to indeed make the Dino Park and AI Entity return (not the Sphinx though), but the only reason for that is *because* they are part of the Apolyton Tile File Of the wonders currently in the Tile File, about 25-30 will probably make it into HotW. And if I can find someone to do the graphics, there are another 10-20 or so wonders of which I would like to add the graphics to the Tile File (plus perhaps a few extra natural wonders).
Pedrunn,
Actually, IW told me last night that there was a problem with the numbering of the current Tile File, which caused his Visible Wonders mod to be incompatible. From what I understand, he needed to fix that.
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August 26, 2002, 20:16
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#12
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Prince
Local Time: 07:52
Local Date: November 1, 2010
Join Date: Dec 2000
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Posts: 4,962
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Pedrunn renumbered the visi wonder tileIDs from those I had used. Its not a big deal, but it means checking some files out, and altering it all again. I had no time on the PC this evening, but hopefully I can do it tommorrow, because then I'll be away until September 1st.
__________________
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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August 27, 2002, 01:00
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#13
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King
Local Time: 03:52
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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No, i used the same TileIDs as the Visi Wonders i just changed the TileIDs for the cities.
The only TileID changed for wonders i made was fix the number of the cathedral wich had the same as the oracle. The rest is the same.
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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September 7, 2002, 02:41
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#14
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Local Time: 06:52
Local Date: November 1, 2010
Join Date: Feb 2002
Location: australia
Posts: 733
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Help Please.
a)Does the tile file work with Cradle (1.32)?
b) If so , how do you avtivate it? I downloaded it , un zipped into the tile file and started a new game and there appears to be no difference, ie, no Grand Canyon etc.
c) Or does it only work with one of the other mods?
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September 7, 2002, 06:46
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#15
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King
Local Time: 03:52
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Quote:
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Originally posted by stankarp
Help Please.
a)Does the tile file work with Cradle (1.32)?
b) If so , how do you avtivate it? I downloaded it , un zipped into the tile file and started a new game and there appears to be no difference, ie, no Grand Canyon etc.
c) Or does it only work with one of the other mods?
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This file is just a prerequisite to some mods. It just saves some graphics in your CTP2 game database so that mods may or may not use it. Craddle does not use any of the graphics so if you download this file for Craddle you wasted some download time. So far this set of graphics are only being used by the Visible Wonders mod, City Expansion 2.0 mod, the Natural Wonders Mod.
Yet Hexagonia, creator of Craddle has already talked to me IW to include these codes i listed i the new 1.33 version of Craddle.
You will have to wait this new version to see the canyon, reef barriers, wonders in the map you so much wanted when you downloaded this file.
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Last edited by Pedrunn; September 7, 2002 at 06:54.
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September 7, 2002, 07:32
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#16
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Super Moderator
Local Time: 08:52
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originally posted by Pedrunn
Yet Hexagonia, creator of Craddle has already talked to me IW to include these codes i listed i the new 1.33 version of Craddle.
You will have to wait this new version to see the canyon, reef barriers, wonders in the map you so much wanted when you downloaded this file.
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So at least you did not downloaded it in vain. It will be also a requirement for MedPack just don't know when. I know Wes wanted the City Expansion feature a long time ago.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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September 7, 2002, 07:42
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#17
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Local Time: 06:52
Local Date: November 1, 2010
Join Date: Feb 2002
Location: australia
Posts: 733
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Thanks all
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