View Full Version : gamefont.tga editing


Teodosio
Feb 11, 2009, 07:55 PM
In attachment there are the edited gamefont files with the correct religions icons. I will work now on inserting the right icons for algae and rare metals resources.

Maniac
Feb 12, 2009, 11:01 PM
Thanks, you're the man! I'll try it out asap.

Teodosio
Feb 26, 2009, 05:20 PM
I have modified the GameFont_75.tga file adding the Alien Artifact resource icon (for city screen). At the moment only the 75% icon is added... is the 100% icon used in-game??

Teodosio
Feb 27, 2009, 08:28 AM
I have added the algae icons in the the GameFont_75.tga file (the 100% icons don't seem to be used in game).
Now the correct icons will appear in the city screen.

Maniac
Feb 27, 2009, 03:51 PM
Thanks, I'll check it out in-game! :)

Maniac
Feb 28, 2009, 03:05 PM
They look great! :D
Btw, do you have any inspiration on how the Manifold Nexus icon could look? I have a feeling its current button shrunk down to gamefont_75 size would be unrecognizable.

Teodosio
Mar 02, 2009, 08:35 AM
They look great! :D
Btw, do you have any inspiration on how the Manifold Nexus icon could look? I have a feeling its current button shrunk down to gamefont_75 size would be unrecognizable.

If I am to think about it, first I should have clear in my mind another point: what is the Manifold Nexus?? :p
I remember it was in SMAC too, but I never understood what it is. If you can explain this I would have a surer footing to think about an icon! :)

Maniac
Mar 02, 2009, 11:55 AM
In short, a control and communication center for the Manifold experiment(s). Of course, what the exact goal of the 'Manifold Experiment(s)' was, has never been stated.

The human and progenitor interludes:

^ The ‘speeder trip to the alien building is alternately dry, dusty, wet, and
nerve-wracking--and an awfully long way to come to view a long-dead
temple--but your assistant was quite adamant that you view the ruins for
yourself.
^ At least the building is spectacular and interesting-looking; formed from
rock and metal, it looks quite unlike any other alien structure you’ve found
so far, and quite unlike any human structure as well. The most prominent
features are the rippled carvings covering the outer walls, especially around
the entranceway.
^ Inside, the motif continues: the walls are covered with grooves of
various depths and patterns. Some portions of the wall are bare; most are
decorated.
^ "A temple?" You say aloud. "Votive carvings? They almost look like
depictions of sound or radio waves."
^ Your assistant gives you an admiring look.
^ "Very close, $TITLE0. They’re
not [depictions] of sound waves, though--they [are] sound waves. The
carvings distort the localized air patterns--the sounds--in specific ways. Once
we realized what they were, we were able to do some crude translation."
^ "Fascinating." You run your fingers over a rough stone surface, trying to
imagine what it might ‘mean’. "So what do they say?"
^ "Keep in mind that this is rough computer decryption, $TITLE0.
Very rough. For example, that far wall there
with the concentric rings: we believe that
it's a command center of some kind. The grooves around it cause most of the
sound in the room to be focussed on that area, giving it dominance."
^ "And you’re assuming this is a language rather than a simple functionality."
^ "It’s essentially the same thing, $TITLE0. Language is a way to convey
abstract thoughts and ideas in a concrete fashion. Here, the function is to concentrate
information from..." He trails off.
^ "From where?"
^ "From...elsewhere, $TITLE0. We’re not sure."
^ "Can't we trace back the pathways to discover their source?"
^ "Not exactly, $TITLE0. Some of the pathways come from Planet itself--specifically
from large fungal masses. The emanations have given us a greater understanding of the
Planetary fungal cycle, which is a nice side-benefit.
But some pathways come from outer space, $TITLE0. We have no idea where. Or why."

^ Imagine six Progenitor in a room. They would alter the resonance of the room,
and alter the alterations, in a smooth and free-flowing conversation. The sheer
complexity of it gives you a pleasant feeling in the brain pan.
^ As you gaze out on the weathered walls of the Manifold Nexus, you get that
same feeling, magnified a million times. You imagine not six Progenitor, but six
Planets--six minds almost godlike in their powers, but almost infantile in their
knowledge of the world, and of Progenitor ways.
^ "Almost like being a nursemaid to a god," you resonate softly. Your assistant,
standing nearby, gives you a quizzical wave of the mandibles. "What did you alter,
Leader?"
^ You flap your neck lightly, cupping the assistant's words, altering them, and
sending them back. "That," you resonate, pointing at the Nexus. "During the First
Era, it was built to be the control center for the Manifold Experiment."
^ Your assistant looks in awe at this relic of the past. "Does it still function?"
^ "Yes." You shake your neck at the report you've just been handed. "It still
works perfectly. Our harmony with Manifold Six is even greater now than it was
before." You look in silence at the temple, then turn away. You've gained a
small measure of power over six gods. You must be careful.

Teodosio
Mar 03, 2009, 08:48 AM
In short, a control and communication center for the Manifold experiment(s). Of course, what the exact goal of the 'Manifold Experiment(s)' was, has never been stated.
I think I get it. It is a kind of temple built by ancient Progenitors to communicate with six sentient-planets, by focusing sound waves.
Maybe we could use a stylized sound wave as icon??

Anyway, I have a problem with the Manifold's icon. In my game I can't see it in the city screen. I can see it only if I disable its "+ 1 planet" attribute (<iCityPlanet>0</iCityPlanet>).
In the screenshot the attribute is disabled so the icon shows, just below there is the Monolith whose +1 planet is enabled so the icon doesn't appear.
Is it just me or is there an issue?
I strongly suspect this happens because there is not enough space to show both the resource icon and the planet icon, so only the latter is shown.

Maniac
Mar 03, 2009, 01:40 PM
I think I get it. It is a kind of temple built by ancient Progenitors to communicate with six sentient-planets, by focusing sound waves.

For the communication resonance/psi is probably used, but of course that can also be represented in waves.

Maybe we could use a stylized sound wave as icon??

Great idea! Makes me think of the Subspace Generator icon. Perhaps the icon could be a triangle with two ripples emanating from it. Did you have something like that in mind? Could the idea still come across at such small size?

Is it just me or is there an issue?
I strongly suspect this happens because there is not enough space to show bot the resource icon and the planet icon, so only the latter is shown.

Yeah, there's an issue. :( I guess I'll have to try to display the Planet bonus resources in the health column. As you say, there isn't enough room to display Planet resources in the left column.

Maniac
Mar 04, 2009, 10:14 AM
Yeah, there's an issue. :( I guess I'll have to try to display the Planet bonus resources in the health column. As you say, there isn't enough room to display Planet resources in the left column.

This will be fixed in the next patch. The monolith doesn't have a gamefont icon at all though at the moment.

Which also leads to the question how to make the Monolith and the The Ruins icon look different, considering The Ruins are basically just a bunch of monoliths together.

Teodosio
Mar 05, 2009, 09:41 AM
New Gamefonts attached. I added the 100% versions for the algae too, because I discovered that they ARE used in game (inside the Civilopedia).

Great idea! Makes me think of the Subspace Generator icon. Perhaps the icon could be a triangle with two ripples emanating from it. Did you have something like that in mind? Could the idea still come across at such small size?

This will be fixed in the next patch. The monolith doesn't have a gamefont icon at all though at the moment.
Which also leads to the question how to make the Monolith and the The Ruins icon look different, considering The Ruins are basically just a bunch of monoliths together.

In truth I had in mind something much simpler for the Manifold Nexus ( :p ), like that:
http://www.cui.com/images/Sound-wave.gif
and doing maybe some editing about shape and colors.
Very good if the issue will be solved in the next patch: as soon as the patch is available I will try to create some icons and I will show them to you! :goodjob:

Maniac
Mar 05, 2009, 11:42 AM
New Gamefonts attached. I added the 100% versions for the algae too, because I discovered that they ARE used in game (inside the Civilopedia).

Thanks again!

In truth I had in mind something much simpler for the Manifold Nexus ( :p ), like that:
http://www.cui.com/images/Sound-wave.gif

Sounds good to me! (pun intended)

Very good if the issue will be solved in the next patch: as soon as the patch is available I will try to create some icons and I will show them to you! :goodjob:

Hmm, since no one has reported a crashbug with the latest patch, I was actually thinking not to release a patch this weekend. But I can attach the file which fixes the problem. It belongs in Assets/Python/Screens. Is that all right, or do you want a full patch?

Teodosio
Mar 06, 2009, 11:14 AM
Hmm, since no one has reported a crashbug with the latest patch, I was actually thinking not to release a patch this weekend. But I can attach the file which fixes the problem. It belongs in Assets/Python/Screens. Is that all right, or do you want a full patch?
It doesn't work here, I have attached the problem I get.
Is it just me?
But if it is too much of a problem I can wait for the full patch, I will do buttons in the meanwhile! :D

Maniac
Mar 07, 2009, 10:57 AM
Hmm, I also needed to include an update text file.
And I'll need to see why there's a comma after every health resource. I only tested if a Planet resource was working right now...

I'll attach a new fix asap.

Maniac
Mar 07, 2009, 11:35 AM
LOL

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/Sound.jpg

Maniac
Mar 07, 2009, 01:34 PM
This should do the trick.

TextPlanet.xml belongs in Assets/XML/Text

Teodosio
Mar 15, 2009, 11:53 AM
What do you think of this for the Manifold Nexus? :p

Maniac
Mar 15, 2009, 12:03 PM
Looks great to me. :D

Tssha
Mar 16, 2009, 03:53 AM
I like, I like! :D

Teodosio
Mar 16, 2009, 10:55 AM
Here it is, the Manifold Nexus.
Next icons, I need some information: what are the "Lagrange Point" and the "Resonance Cluster"? :p

Maniac
Mar 16, 2009, 12:10 PM
Here it is, the Manifold Nexus.

Thanks! :)

Next icons, I need some information: what are the "Lagrange Point" and the "Resonance Cluster"? :p

Lagrange Point involved an idea I had long ago for a victory condition: you'd need to control five Lagrange Point resources, and then you could build some giant wormhole generator which would allow interstellar travel and give you the victory.
However that would be rather complicated to implement, and basically impossible for the AI to understand, so I'm most likely not gonna go through with it. I'm not yet 100% sure though, so I haven't yet removed the bonus resource. In any case, it isn't worth making an icon for it.

A Resonance Cluster is a large local concentration of resonance/psi, due to nearby fungal fields. So thematically it's kinda close to the Manifold Nexus... I don't know. Perhaps it could have the same icon as the Manifold Nexus, but in a different colour??

Here's a list of resources that could definitely use an icon btw:

monolith, the ruins,
brilliance, fungal gin, resonance cluster,
grenade fruits,
fungicide,
helium, iridium, rubidium,
rare moist/rainy/tropical/ocean DNA,
energy, mineral, nutrient

Brilliance is a psi-enhancing drug, derived from fungus.
I've included nutrient/mineral/energy boni for the record, but the only way these icons appear in-game is when you hover your mouse over a plot containing these bonus resources. So very low priority I'd say.

Teodosio
Mar 17, 2009, 10:49 AM
Here's a list of resources that could definitely use an icon btw:

monolith, the ruins,
brilliance, fungal gin, resonance cluster,
grenade fruits,
fungicide,
helium, iridium, rubidium,
rare moist/rainy/tropical/ocean DNA,
energy, mineral, nutrient
I'll think something about the Resonance Cluster and the Monolith.

For what concerns the rare DNA resources: what are they? What is their story? Are they actually rare plant and animal life indigenous of the Planet, or are they Earth imports?

P.S. I have attached a proposal for the Monolith :p
It is an entire monolith surrounded by a kind of white glow.

Teodosio
Mar 17, 2009, 02:41 PM
Second revision, more contrast.

Maniac
Mar 17, 2009, 03:25 PM
For what concerns the rare DNA resources: what are they? What is their story? Are they actually rare plant and animal life indigenous of the Planet, or are they Earth imports?

They're indigenous to Chiron. They can have medicinal purposes or whatever else you can think of.

P.S. I have attached a proposal for the Monolith :p
It is an entire monolith surrounded by a kind of white glow.

I notice that the right side of the top ends up to a point, but the left side does not. Do you see that too? Would be preferable IMO if the monolith ended in a point.

Teodosio
Mar 19, 2009, 10:48 AM
I notice that the right side of the top ends up to a point, but the left side does not. Do you see that too? Would be preferable IMO if the monolith ended in a point.
What do you think of this? Third revision.

Maniac
Mar 22, 2009, 01:54 AM
Looks good to me!

Teodosio
Mar 23, 2009, 06:55 AM
Looks good to me!

I have attached the gamefonts with the Monolith icon. The icon is placed in the "buttonindex" slot 35.
I will now try to think something about the Resonance Cluster! :p

Teodosio
Mar 23, 2009, 09:38 AM
I have attached a new proposal. This is for the rare ocean DNA, the others could have the same icon with different colors.
Do you like it?

Maniac
Mar 23, 2009, 12:12 PM
I have attached the gamefonts with the Monolith icon. The icon is placed in the "buttonindex" slot 35.

Thanks!
By the way, what do you think about first filling up the second row of resource icons, before using already existing buttonindex slots? You never know some icons might come in handy later on for some reason (eg expanding the Terran Fauna into several resources or something - no concrete plans for this, just an example).
Changing the icon a bonus uses, is a simple matter in CIV4ArtDefines_Bonus.xml.

I have attached a new proposal. This is for the rare ocean DNA, the others could have the same icon with different colors.
Do you like it?

Looking good!
I'm curious which colours you'd use for moist, rainy and tropical btw. I kinda had/have problems making the buttins for these resources sufficiently different. :sad:

Teodosio
Mar 24, 2009, 06:58 AM
Thanks!
By the way, what do you think about first filling up the second row of resource icons, before using already existing buttonindex slots?
Yes that's true, I realized that too late :p
Now I have placed the new dna icons in empty slots.


Looking good!
I'm curious which colours you'd use for moist, rainy and tropical btw. I kinda had/have problems making the buttins for these resources sufficiently different. :sad:
I tried to follow the colors you used! See if you like the previews in attachment, I made two versions: the first is lighter and monochromatic, for the second I used patterns.

Maniac
Mar 25, 2009, 10:56 AM
I tried to follow the colors you used! See if you like the previews in attachment, I made two versions: the first is lighter and monochromatic, for the second I used patterns.

I'd say the left lighter version is better. Light icon on dark background seems more easily noticable than dark icons on dark background. (though the icon for rainy(?) dna actually seems lighter on the right screenie)

Teodosio
Mar 26, 2009, 12:45 PM
I'd say the left lighter version is better. Light icon on dark background seems more easily noticable than dark icons on dark background. (though the icon for rainy(?) dna actually seems lighter on the right screenie)
Yes maybe the monochromatic icon for rainy dna is darker.
I wonder which of the two is best, as you said the monochromatic them is easier to see but it can seem a bit "cheap" compared to the other... anyway I have attached both if you want to try them in-game. Let me know what did you chose!

Maniac
Mar 28, 2009, 09:15 AM
Thanks - will be included in PlF version 8.

Maniac
Mar 31, 2009, 11:41 AM
Woops I forgot to link the rare DNA resources to the new icons. :-s

Teodosio
Mar 31, 2009, 12:23 PM
Woops I forgot to link the rare DNA resources to the new icons. :-s
Ahahahah!
Sorry it was as much my fault! :p
I forgot to tell you that I used icon slots 36 to 39.
Anyway I am still thinking about the other icons. As soon as I have enough mind and focus I will give another try to the updated buttons guide too, that is getting a bit complicated indeed :p
This mod is great, it is nice to help.

Maniac
Apr 08, 2009, 11:55 AM
Teodosio, are you interested in/capable of adding a psi icon to the gamefont, to the right of the flowering counter icon? I was thinking of the Greek letter Psi. I'd suggest it should look like the Civ4 icons for strength and movement, ie white, with some shadow added to it.
Would improve the interface.

http://upload.wikimedia.org/wikipedia/commons/b/b5/Greek_uc_psi.jpg

Teodosio
Apr 10, 2009, 12:06 PM
Teodosio, are you interested in/capable of adding a psi icon to the gamefont, to the right of the flowering counter icon? I was thinking of the Greek letter Psi. I'd suggest it should look like the Civ4 icons for strength and movement, ie white, with some shadow added to it.
Would improve the interface.

I can try to do it.
In which icons row shall I put it? The same group where strength and movement are (making it of the same size too)?

Maniac
Apr 10, 2009, 05:08 PM
I can try to do it.
In which icons row shall I put it? The same group where strength and movement are (making it of the same size too)?

Last row, to the right of the Flowering Counter icon.
Same size as strength and movement would indeed be needed. I'd for instance use the icon for native life psi strength, instead of still using the flexed arm icon.

Teodosio
Apr 11, 2009, 06:39 PM
Last row, to the right of the Flowering Counter icon.

Ah sorry, you did specify that in the previous post, I was not careful enough.
Look if you like the experiment I have attached. I am curious to see how does it look in-game!
P.S. icon slots for rare DNA are 36 to 39.

Maniac
Apr 13, 2009, 02:52 PM
Thanks!

I am curious to see how does it look in-game!

The next patch will see the icon used in the unit pedia. (I'll add it in more places the patch thereafter)

Deon
Apr 14, 2009, 10:36 AM
I've made a "psi" icon:
In the same raw as strength etc., to the right
http://i43.tinypic.com/j81u8l.png
http://i39.tinypic.com/awyxzm.png

P.S. Reuploaded with right alpha channels.

Deon
Apr 15, 2009, 02:54 PM
Oh damn it, I didn't notice that the Psi icon was already made... I still prefer my "capitalized" psi so I think I will use it just so it's not wasted :P.

Teodosio
Apr 15, 2009, 05:00 PM
Oh damn it, I didn't notice that the Psi icon was already made... I still prefer my "capitalized" psi so I think I will use it just so it's not wasted :P.
No problem, Maniac is free to choose the one he prefers, no objections from me.
The more people contribute to this mod the better it will get! :)

Maniac
Apr 17, 2009, 01:23 PM
Oh damn it, I didn't notice that the Psi icon was already made... I still prefer my "capitalized" psi so I think I will use it just so it's not wasted :P.

I'm always interested in comparing how your icon looks in-game, but I don't know how to refer to an icon placed in that spot in the gamefont. :-s

Maniac
May 13, 2009, 10:32 AM
Teodosio, would you be interested in placing a copy of the nutrient, mineral and energy icons in the bonus resource row? These would show up in the mouse-over widget help when you move over a plot with those resources.

Teodosio
May 14, 2009, 05:42 AM
Teodosio, would you be interested in placing a copy of the nutrient, mineral and energy icons in the bonus resource row? These would show up in the mouse-over widget help when you move over a plot with those resources.
Good idea! I didn't notice that issue.
Here they are, the updated gamefonts. Please don't forget to modify the references in the XML file. Since as you know I have learned new Gimp tricks lately, I have added a shadow to the Manifold Nexus icon too! :p

I am planning to do more work on the gamefonts, my next target are the "chemicals": helium, iridum and rubidium. since I want to do model and texture work about them in addition to gamefont I am opening another thread.

Maniac
May 14, 2009, 10:07 AM
Thanks for the gamefont!

Teodosio
May 17, 2009, 04:36 AM
Resonance cluster icon attached. Please remember to modify the XML file. I used the progenitor color on the resonance icon present in several SMAC techs. Do you like it?
This includes an improved version of the Helium-3 icon.

Maniac
May 17, 2009, 06:50 AM
Thanks,I'll check it out.
The new icons look awesome in the screenshot! :eek:

Teodosio
May 17, 2009, 07:01 AM
Thanks,I'll check it out.
The new icons look awesome in the screenshot! :eek:
Happy that you like them! :goodjob: Download the second revision in the previous post, I have moved the resonance cluster to leave space for the other two chemicals in order to have all the three of them together.

See if you like this new monolith icon too, space odissey theme. If you prefer this to the old one I will upload the new gamefont.

Maniac
May 17, 2009, 07:04 AM
See if you like this new monolith icon too, space odissey theme. If you prefer this to the old one I will upload the new gamefont.

Given that this new icon doesn't resemble the SMAC monolith look at all, I'd prefer to keep the current one.

Maniac
May 17, 2009, 07:52 AM
Suggestion: the harp in fac012.pcx might make for a good Fungal Gin gamefont icon (if it's still recognizable at that size of course).