Hey, if it does turn out to be too bright, I made a second version that's less bright, more like a bluish flame - I've attached a screenshot. Also, I discovered that the particle system can produce hilarious overkill effects - I've made a second screenshot showing a short test of what the Helion could use as "flamethrower" (looks more like a "sunthrower!"Although I'd like to see the plasma effect in motion first.![]()
...I've made a second screenshot showing a short test of what the Helion could use as "flamethrower" (looks more like a "sunthrower!")...
I discovered that the particle system can produce hilarious overkill effects
As I was looking through the units... I was looking at the datalinks a lot - and something bothered me: The backgrounds for units are Earth backgrounds. For water units, that's okay, oceans are oceans... but for land units? So I changed the land background a bit, it should look more fitting now. Also a bit for the air background - instead of a bright beach, there's now a arid coast below!
Finally, I wanted to make the plasma thrower plasma more... plasma-like. Now it's glowing and bright! I like it, but it's pretty bright, so people may think that I've overdone it - if so, tell me and I'll turn it down a bit.
Furthermore, I didn't like the magtube graphics, so I reskinned the warplane graphics from FF to blue - I think they look more "route"-ish than the jumplanes (mainly because it's not a single blue energy beam, but something wider). Added bonus: The connectors are smaller and hence the connector that appears in bases will be less obtrusive than the big white something from the jumplane.
The first one is more translucent - sort of re-colours everything behind it to bright blue tones. The second one is more like a glowing material - after testing the both of them in tandem, I now prefer the second one because it feels like it has "more volume" or is more tangible. Also, I fixed the plasmathrower's animations, so you don't hear the machine gun when he fires, just the fiery kawoosh. The revised effect and the animation fix are both attached - you might want to test both plasma flames, but my preference is now with the second version.Thanks, this was in fact bothering me too.
I don't really have an opinion (or see any difference) between the two varieties of flame brightness you posted.
Oh, that's cool! I'd love to see the current beam graphic as post-Gravitonics graphics! I only fiddled around with it, because I felt an energy beam looks too advanced for a magtube you get mid-game. As sort of super-advanced technology (like Gravitonics), the beam is a great fit, however!I'd let them change graphics upon research of Gravitonics. I figured I'd ask you guys which graphics you would like to use for the pre- and post-Gravitonics magtubes.
One hurdle before I can implement this though: while it's possible to change the code that decides when the 'late era' kicks in, I haven't got a clue (or have forgotten) how the game knows what graphics it should use for the late era roads. I don't see anything in the XML.Furthermore, all the faction-specific eras (except the PKs) are in the second half of the list of Eras in CIV4EraInfos.xml, so under the current code I would expect the magtubes to already start with modern road graphics instead of the jumplane graphics. Yet they don't.
GeoModder, can you shed some light on this? IIRC you had some previous experience on this matter? Or at least I remember us talking about it.
Btw, could you please put the Morgan Industries image between spoilers or turn it into a thumbnail? It's screwing up the thread layout.
At that point, it's adding at least 7 eras (not counting the SMAX factions) - wouldn't it be easier to just use four eras (Arrival/Expansion/Alien Crossfire) and make the art difference an ArtStyle-thing, just like the different artstyles (European, Asian, etc.) are handled in vanilla civ?In worst case, every faction is down to two era's. If that is the case, adding a new era for each faction would solve it.
Geo, you're confusing lots of things.
The division of eras in three groups is for unit graphics only. It has nothing to do with building graphics, nor with road graphics. I already know from the SDK the trigger that makes the road change graphics. What I don't know is how the game knows what graphics to use for modern road graphics.
Anyway, I'll take that to mean you don't know the answer either.
Actually, I don't care either way - I just made it bluish to match the current colour scheme (I just assumed you preferred something blue, because you used the jumplanes) - and because SMAC also had bluish tinted graphics. Plus, changing the colour is quickly done - so take the original colour or tell me what colour you want - you get it.For the earlier magtube graphics, I assume you prefer your recoloured blueish over the unmodded orangeish?