1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Floating Improved Borders

Discussion in 'Civ3 - Graphics Modpacks' started by JJansen, Jan 28, 2005.

  1. JJansen

    JJansen Empire State Armada

    Joined:
    Sep 1, 2003
    Messages:
    51
    Location:
    Earth
    Based on nothing but my own private delusions (as opposed to, say, a popular mandate), I've enhanced my original Improved Territory Borders by raising them to the highest point possible, given the pixel area of the Territory.pcx file, and adding some shadows underneath. The effect is as if the borders are floating until they hit something at about 300m from the planet's surface, at which point they contour themselves against hills.

    I'm happy with the results, as it adds a bit more flavor to my borders. Try as a might, I was unable to raise the borders to rest atop the hill contours, but whatever. Have a look.



    And that would be them. Can you tell where no-man's land is? I can!

    As you can see, other things drawn on the map (roads, rivers if they were pictured) will appear above certain border tiles. Nothing short of redrawing them AND rewriting the engine will remedy that.

    Put them in your directory marked
    Civ III>Art>Terrain
    and replace the existing Territory.pcx file located there. To delete the existing file is totally up to you.

    Enjoy them? Dispise them? Think they're okay? For the love of god, post your thoughts! Let me serve you better by posting anything that may cross your mind, because the internet is nothing if not a place for kneejerk reactionary thought (re: blogging).
     

    Attached Files:

  2. Ugurt

    Ugurt Chieftain

    Joined:
    Nov 11, 2004
    Messages:
    3
    Location:
    Konya, Turkey
    Very Nice but seems a little bold. I mean a thinner version may be better?
     
  3. JJansen

    JJansen Empire State Armada

    Joined:
    Sep 1, 2003
    Messages:
    51
    Location:
    Earth
    Thinner could be interesting. Definitely worth a try, i'd say; i'll have a look at the ground-based ones in photoshop.
     
  4. Pounder

    Pounder Phaethon was here

    Joined:
    Jun 14, 2003
    Messages:
    5,698
    Location:
    Your territory
  5. W.i.n.t.e.r

    W.i.n.t.e.r Frozen!

    Joined:
    Jan 30, 2002
    Messages:
    5,069
    Location:
    Monaco di Baviera!
  6. Corey

    Corey Djeneral

    Joined:
    Dec 7, 2003
    Messages:
    575
    Location:
    Serbia,Belgrade
    xexe :) Nice idea and realisation ;)
     
  7. thatinkjar

    thatinkjar Chieftain

    Joined:
    Nov 11, 2003
    Messages:
    178
    Pretty good. I'm going to use them for a little while, and see how I get on.

    Any more variations on these, and your last ones, would be welcome :)
     
  8. Hrafnkell

    Hrafnkell Alheithinn

    Joined:
    Oct 3, 2004
    Messages:
    788
    Location:
    The Beltway
    Interesting idea! It would be hard to lose those regardless of the terrain.
     
  9. Abaddon

    Abaddon Chieftain

    Joined:
    Apr 20, 2002
    Messages:
    31,187
    Location:
    NES/FG/SF Activity:Arguing the toss
    looks spiffing! d/l,ed straight away!
     
  10. JJansen

    JJansen Empire State Armada

    Joined:
    Sep 1, 2003
    Messages:
    51
    Location:
    Earth
    Thanks!

    You're more than welcome to and I'd be honored to see you use these in your scenario screenshots. I just wish I could try it too - from what I've seen, it looks pretty educational.
     
  11. Louis XXIV

    Louis XXIV Le Roi Soleil

    Joined:
    Mar 12, 2003
    Messages:
    13,579
    Location:
    Norfolk, VA
    I like them a lot, and I've started using them. In some cases, rivers and roads seem to go on top of them, which looks a little funny, though.
     
  12. JJansen

    JJansen Empire State Armada

    Joined:
    Sep 1, 2003
    Messages:
    51
    Location:
    Earth
    Yeah, like I said, there's very little that can be done about that short of hacking the game engine itself, something I wouldn't even attempt with the source code and a copy of codewarror or whatever. :)
     
  13. hIdDeN_eViL

    hIdDeN_eViL {кοтоя дѕѕαѕѕїй}²

    Joined:
    Sep 18, 2004
    Messages:
    458
    Location:
    sydney,down under
    nice idea
    but to echo Ugurt, thinner borders would be better.
     
  14. JJansen

    JJansen Empire State Armada

    Joined:
    Sep 1, 2003
    Messages:
    51
    Location:
    Earth
    During my design process, I found that this grid size is the only one that works within the engine. The reason is because there is an extra pair of pixels on the corners north and south. Using a two-pixel smaller grid, thus thinning the borders, gives the north/south corners a line of boxes about 50% thicker than standard, and there also exists the problem of getting the boxes to terminate equally. Quite ugly.

    I will, however, remove the innermost squares and give that a shot, as through my experimentation that would appear to be the only viable solution for this, in order to maintain the ability to know at a glance what side is in. I'll bodge something up in an hour or so. If it looks good, I'll post it in a new thread.
     
  15. JJansen

    JJansen Empire State Armada

    Joined:
    Sep 1, 2003
    Messages:
    51
    Location:
    Earth
  16. W.i.n.t.e.r

    W.i.n.t.e.r Frozen!

    Joined:
    Jan 30, 2002
    Messages:
    5,069
    Location:
    Monaco di Baviera!

Share This Page