MartinLuther
Jun 16, 2009, 06:20 PM
Question 1: How do you tell what number a unit is when making a Scenario?
Question 2: How do you make advisor heads?
Question 2: How do you make advisor heads?
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View Full Version : 2 Questions MartinLuther Jun 16, 2009, 06:20 PM Question 1: How do you tell what number a unit is when making a Scenario? Question 2: How do you make advisor heads? tom2050 Jun 16, 2009, 07:25 PM Question 1: How do you tell what number a unit is when making a Scenario? For the Unit Numbers (Icon Number), The editor retrieves the Unit Icon Number from the units_32.pcx file. The units_32.pcx is located in the Art/Units folder. If you are making a large mod, with a large number of units, it's usually a good idea to keep track of all the units you add in a spreadsheet, along with what Icon Number that unit has (to make it easier to keep track of progress). If you add a new unit, you would need to copy/paste that units unit32.pcx into the main units_32.pcx file (using whatever program you have available, photoshop etc) into an open/available slot. Tutorials are avialable here, explaining the process of adding new units: http://forums.civfanatics.com/showthread.php?t=175834 The units_32.pcx file has 14 columns (each row can hold 14 unit Icon pics), and you can add as many rows as you need. So to figure out what Icon number a unit is in a huge list, you can approximate where it is by figuring what row it is in and multiplying that by 14 (then just search for the right pic in the biq). For leaderheads though, I have no experience in that :) Tom General 666 Jun 16, 2009, 07:29 PM OOOPS ! DOUBLE-POST Answer 1: I guess you talking about the `number of a unit` in the Editor ? Load a scenario .biq in the Editor of the game. Open the Units Tab and you will find the number in the left upper corner. The number assign a image from the "units_32.pcx" file to the single Units used in this scenario. Answer 2: You need a graphics editor program like Paintshop ;Photoshop ;GIMP ;IrfanView. At least your program must be able to handle indexed pcx files. You can browse here to clarify further questions: Tutorials, Reference, & Guides http://forums.civfanatics.com/forumdisplay.php?f=57 Quinzy Jun 16, 2009, 07:32 PM Advisor heads or Leader heads? Advisor heads are easily modified PCX's. Use GIMP for free PCX editing. Make sure to learn about palettes and indexing first though. Leader heads are another matter. Here they tend to be made with 3D programs such as Poser or something similar. Each frame is rendered and turned into a correctly indexed .flc file. :) There should be tutorials in the tutorial forum for both your questions. If anything goes unanswered, I'm glad to assist :) MartinLuther Jun 16, 2009, 09:54 PM I didn't say anything about leaderheads!!! Tom! You put in a lot of extra stuff I didn't need! Repeat after me! That like don't people! No offense Tom, just telling you. Thank you General 666! tom2050 Jun 16, 2009, 10:10 PM I didn't say anything about leaderheads!!! Tom! You put in a lot of extra stuff I didn't need! Repeat after me! That like don't people! No offense Tom, just telling you. Thank you General 666! It was a typo, miswrote leaderheads instead of advisor heads. I don't know how familiar you are with the editor and it's functions, so instead of leaving an answer just saying 'units_32.pcx' I was being a bit more thorough. :) Tom Vuldacon Jun 16, 2009, 10:43 PM 1. Unit "numbers" are their position on the "units_32.pcx" file as can be seen in the Editor. You make Advsors by remaking the "advisor_tab.pcx", "popupCulture.pcx", "popupDomestic.pcx", "popupFOREIGN.pcx", "popupMILITARY.pcx", "popupSCIENCE.pcx" and "popupTRADE.pcx". All are in the "SmallHeads" Folder. The "popHeads.pcx" is the Only File in that Folder that you would not have to change to make New Advisors. As for exactly How to Make New Advisors, you will need to start by reading the Tutorials on the Subject. Then you can ask specific questions about what you do not understand. It is too much to say everything that needs to be done so start by learning what you can then ask questions that can be answered specifically. The Programs you use to do the work are also important to let people know what you are using so they can try to help you with the Procedures envolved. Steph Jun 18, 2009, 02:08 AM About unit32.pcx: 1) You can have more than 14 columns. I have 26. 2) You can expand it, in columns or lines, if you need more icons 3) I have something like 6000 in mine, it works well. 4) I personnally think for large mod it's better to have some organization, instead of just putting them at the end. What I'm doing in my mods, with flavour units everywhere: - First column is "generic", i.e. not really use. It doesn't contain graphics, but a text, like "swordsman", "archer". - Then, I have one column for each civilization. They are in the order they apepar in my mod. - Then, I have one type of unit for each line. - If I'm using the same graphics as placeholder for different civs, I copy the unit32 icon several times. This way, suppose I want to add "swordsman" in my mod, with flavour units for everyone, but as Sandris did not release a Turkish civ yet, I want to use a place holder: - I create a "generic swordsman", that no civ can build. !I give it 25 (for instance): it's the icon in the first column. - Then, with my editor, I use "add a copy", I make it a flavour for every civ, and I selected "add civ index to uniticon". As I have in my list of civ: "Britain", "France", "Germany", it will automatically create copies, named "Briton swordsman", "French swordsman", "German swordsman", with 26, 27, 28 for the icons. Now, I just have to copy the icon in the correct line/column. When the Turkish unit becomes available, I just have to replace the placeholder icon in the unit32, I don't need to change the biq. And more importantly, the "column = civ" and "line = unit type" make it much easier to update, maintain and expand the mod. It's also much faster, as the process is partly automated. |
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