C2C Graphics

If u havent done it before, it ISN'T easy, you cant have any white space what so ever, otherwise it crashes . .

That is what using that package avoids all by itself. All you need do is copy the TGA select the place you want it and paste it. It is a marvel;)

That IS helpful though... thanks!

Ok, so I think I've figured out how to use it.

But 2 questions:
1) What is the _75 tga file in our fileset? Would both need to be worked on or only one or what? It's the one I currently have open in the program so I'm just curious where I can start inserting icons.

2) Once you have the icon defined there, how does that translate into the code as a callable Icon type?

EDIT: I've figured out how to work through the steps to setup an IGAIndex tag and have that equate to an icon and be callable. It's the basic 'term' visibility or invisibility that I'll then be trying to figure out how to get working.

I have only used the _75 one. I don't think the other is used much.

As far as I know the IGAIndex tag is the index number within the defined set but there must be something that says where each set is. I have only added resources and religions inside the space already set up for them.
 
It's..... headache inducingly complex coding BUT I THINK I've sorted it out. Or messed it up completely. One of the two. I'll make sure of which before I commit of course ;)
 
It's..... headache inducingly complex coding BUT I THINK I've sorted it out. Or messed it up completely. One of the two. I'll make sure of which before I commit of course ;)

There is a problem with these small icons (TGA) because we already used most of available spaces. I know that file is half empty but civ4 engine dont recognise many of these empty slots. Dunno why.
 
There is a problem with these small icons (TGA) because we already used most of available spaces. I know that file is half empty but civ4 engine dont recognise many of these empty slots. Dunno why.

There may be some suggestions as to why in the code. If I'm understanding properly, there's a limit to how many icons unlinked to xml type entries that we've hit and while it may be something that can be expanded, I'm going to have to run some tests to make sure that doing so doesn't screw up the reference indexes. If I've done everything right the way I intended, I've hijacked a blank line for the invisibility icons but I've still got some steps to take before I can see if my theories are correct.

Another thing taking place here could be beyond the programming of Civ itself... these are font files and that may have its own rules and limitations that cannot be so easily bypassed. Theoretically.
 
I've made a breakthrough discovery that answered to some things but failed to answer to others. However, I've determined HOW we can fix the mis-reference.

Apparently the city bar icons are referring to the GameFont.tga file. Pretty much everything ELSE is referring to the GameFont_75.tga file. The big fouling difference between the two at the moment is that there are two grid squares missing in the GameFont.tga file where I've placed my Invisibility Icons.

This is causing the references to be just fine for most icons but when it comes to many of the city bar icons that are indexed after these invisibility icons, simply counting this line now is causing the same missing 2 grid spaces to be missing and thus causing the city bar icons to be indexed 2 spaces off to the right when referencing the GameFont.tga chart.

This, I THINK, can be fixed by manipulating the GameFont.tga file at the fundamental level where the grid is being defined at all.

Unfortunately, I do not have any programs that can access manipulating this grid itself. It's obviously BEEN done somewhere because this has been done. Changes to the grid from the original for our .tga files have taken place.

The primary difference between them is that the non_75 file is a lesser resolution and as a result is larger on the screen and I CAN copy the _75 file but it makes a fairly obvious extra-small icon issue that negatively impacts the font placement (centering of the y-position) of the city bar texts, including the city name, what its building, and the population as well. So it works to fix things but it looks like carp.

At the moment, all that would need to happen is adding those 2 grid spaces on the Invisibility Icons line and I cannot do this. I also have to wonder if those .bak files establish something about grid space recognition.

Does anyone have the capacity and capability to make this happen?
 
Looked at these files and for me they look the same. With which icons you have problem?
 
There are two spaces missing from the grid on the row with the invisible icons in the non_75 file. That's what I'm having trouble with.

On the _75 file it counts to 25 slots in that row. On the non_75 file it counts to 23. This is causing trouble with the first one being fully compatible with the second.
 
Initially, this looks like it will help! Thanks! I'll report back and let you know how it goes (or even commit if I can get this thing rolling correctly!)

EDIT: HELL YEAH! Worked like a charm! You're the best man! Curious... did it purely require changing the pink layer so as to open up the two new slots? It looks like it could be done with photoshop or illustrator but those programs are up a creek on my computer at the moment. I could probably sort that out if I REALLY needed to but I'm not all that good with them anyhow.

I also noticed when I loaded the .tga files into Asaf's (amazing!) editor, manipulated it and saved it afterwards, it automatically saved the .bak file associated with it so that cleared up for me how that reference file fit into the scheme.
 
I used Photoshop for this. Just copy two white squares to new places. TGA its kinda strange but I think this simple trick should work.
 
I used Photoshop for this. Just copy two white squares to new places. TGA its kinda strange but I think this simple trick should work.

It did. Thank you! My photoshop is sol on this system... works on the other computer but that's Whisperr's device and I'd have to take her 'spot' to do it. I simply have a lack of software issue. Old disks are scratched and so forth.
 
Could we Please get Israel with David back as a playable empire again? Please?!

JosEPh

Yeah i dont see why not since they did involve quite a bid in the Ancient era . .

@Sparth how about this??
 
Can u'll look at the "resources" temp folder and figure out why they are NOT working? i know FfH2 got it to work?? thx . . SO

Are you referring to the log error messages you posted about earlier?


@TB: Here's the buttons and teamcolor for the two new animal civs. Perhaps it's best you have them.
 

Attachments

Are you referring to the log error messages you posted about earlier?

Nope, take a look at the "resource" folder and look inside . .

I believe the sizes are way different than that of FfH, dont know if that is what makes it from NOT showing up??

Also if someone can figure out IF they can get BACK the BLOOD SPLATTER files when a unit gets attacks the blood flies out of them?? thx . . .SO, i had that there ALONG time ago, and it was awesome . .

http://forums.civfanatics.com/showthread.php?t=310475

the effects are still in C2C:

Spoiler :

<EffectInfo>
<Type>EFFECT_BLOOD_THRUST</Type>
<Description>Blood splatter effect</Description>
<fScale>5.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Effects/gore/fx_sword_hit_thrust.nif</Path>
<bIsProjectile>0</bIsProjectile>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_BLOOD_SLASH</Type>
<Description>Blood spray effect</Description>
<fScale>4.5</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Effects/gore/fx_sword_hit_slash.nif</Path>
<bIsProjectile>0</bIsProjectile>
</EffectInfo>
 
There is no resource folder! My guess is that SO is talking about Assets/res. It contains the cursors and the game font files. But that can't be right since ours are 5 times the size of the FfH ones - ours are over 4Mb theirs under 1Mb
 
Is this for the Splash screen at game launch?

I can have a look at the gore mod.
]

NO not the splash screen . .

There is no resource folder! My guess is that SO is talking about Assets/res. It contains the cursors and the game font files. But that can't be right since ours are 5 times the size of the FfH ones - ours are over 4Mb theirs under 1Mb

ans YES there is a resource folder (see pic) :p
 
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