C2C Graphics

I believe the ones i have marked are alot better as "flags" then what is there now?? others??

So...SO...

tried them but i got all kinds of PINK, sorry . ..
 

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tried them but i got all kinds of PINK, sorry . ..
Pink, huh, that shouldn't have happened...
You only tried the terrain pack right? Not, sandstorm, fog and clouds right?
Did you install it by merging the downloaded "Assets" folder with the one in "mods/Caveman2Cosmos\Assets" and overwriting all when prompted?
 
Pink, huh, that shouldn't have happened...
You only tried the terrain pack right? Not, sandstorm, fog and clouds right?
Did you install it by merging the downloaded "Assets" folder with the one in "mods/Caveman2Cosmos\Assets" and overwriting all when prompted?
No no no, will never do that, messes with too much otherwise, sorry . . .that why i like what DH set-up in the modules area under "my mod" . .
 
No no no, will never do that, messes with too much otherwise, sorry . . .that why i like what DH set-up in the modules area under "my mod" . .
Don't you delete all files when updating anyway? Are you playing directly from the SVN folder? Have you made personal modifications that you have not made a backup of?
Anyway, it's a shame you couldn't help me debug the issue.
 
Don't you delete all files when updating anyway? Are you playing directly from the SVN folder? Have you made personal modifications that you have not made a backup of?
Anyway, it's a shame you couldn't help me debug the issue.
Nope, dont delete files when updating , what i do is keep like 3 copies pf older ones, i keep a SVN copy separate from my in use one. I haven't made any personal changes, i play directly from current SVN usage only . .I only have 1 copy (same as SVN) in the folder i use to play . / /
 

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I don't know that one. I have been working on replacing Cultural workers with promotions or resources or both so that if you get the Culture or Wonder all your workers can get the benefit rather than having a limited number. I have only done the Nazca and Aztec ones so far. The Rapi Nui ones are next on my list and I will look at those when I get back.

Happy Christmas to all Christians out there. I'll be back either after Christmas or in the New Year.
 
Progress report on the new lumberjack improvement.
Spoiler Model Picture :
lumberjack-jpg.462736

Art is pretty much done, just need to test it in game and perhaps adjust something if it looks strange on hills.
 

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I really like that Toffer! Well done!

If you want a huge graphic project, I'm sure you could have lots of fun with the Neanderthal units. Sparth told me that the underlying model adjustments that would be necessary (shorter legs etc...) to make them really look like neanders was beyond his skillset. I was curious if you could pull that off or not. I know it's a BIG task load though so no pressure at all on that.

This, however, is quite a nice improvement!
 
So is Sparth gone now?

@Toffer the building looks nice. How does it look in game?

JosEPh
 
Sparth said he'd be back soon after the holidays. He's apparently got some other things going on at the moment.
I can definitely pull it off, however, I won't prioritize it anytime soon.
Totally understood. Whatever you do and whenever you do it on that front it will be appreciated.
 
Nice. Looks like the plains one needs raised a level, but I'm sure you saw that too Toffer. ;)

JosEPh :)
 
Nice. Looks like the plains one needs raised a level, but I'm sure you saw that too Toffer. ;)

JosEPh :)
The one on the plains is actually the one I think of as having the correct height above ground.
I cannot raise the one on flatland without raising the one on the hill too. This is the reason why hills often makes features and improvements float in the air.
 
The one on the plains is actually the one I think of as having the correct height above ground.
I cannot raise the one on flatland without raising the one on the hill too. This is the reason why hills often makes features and improvements float in the air.
Ah the peat bog issue...I see now, says the "blind" :old:.

JosEPh :)
 
I noticed but didn't say it because I know that's the case. The tippy top of the hill is the upper measurement of the hill tile and that's where the base is defined on the hill. But as the contours around that top point are lower, anything on a hill looks like it's higher off the ground. This is more pronounced with peaks. Where the base is defined is by the settings on the tile and cannot be individually adjusted by the improvement graphic. I don't know for sure how much control is given to the DLL to add tags that can help to adjust that by plot factors but I think it's all solidly built into the graphic engine we can't manipulate.
 
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