Graphical Quibbles...

Thanks for the graphics, Lord Tirian. :)

And oh, I started to fiddle on the gamefonts - attached is a screenshot of the fungicide (based on Maniac's button), how does it look? It's a bit less blurry in-game, though, since the jpg-compression makes small things a little bit ugly.

Hard to judge in that case, but I assume it'll be all right. :goodjob:

Hey, this is coming out of the blue, I guess, but I *just* saw this thread in the forum and... liked the tech screen (I don't mind horizontal scrolling, but I hate vertical scrolling for the tech screen), so I tried to merge it with the Planetfall tech screen

I have looked into merging that modcomp myself in the past, but lost interest when I noticed that modcomp edited a section of the file already edited in Planetfall for the more varied tech arrows. So I wonder, did you succesfully merge both the Planetfall changes and the modcomp's changes, or did you overwrite the Planetfall changes in that part of the file?

Regarding wider tech panels, I'd prefer not to, because I would mind more horizontal scrolling.[/QUOTE]

On the gamefont icons post, which icons are being talkied about in game, and what are the requirements for them?

Those icons show on the available resource list on the cityscreen among some other places.

(For the world editor and civilopedia terrain icons, I've done them as 64 x 64 DDS, with a border around them, but what about the other kind, and is anything else missing?)

Have you made terrain buttons for Planetfall? :confused: I can't remember. There's a guide describing button creation. Ideas for the Brilliance and Fungal Gin buttons are needed, but aren't really other buttons that can be done AFAIK.
 
Got something for fungal Gin attached below, without a border. (I looked in the linked thread, but did not see any border files attached as mentioned in the post. I haven't seen one in the mod components forum, do you have one uploaded? sorry if this uses extra time.)

(I have done terrain icons for Dune wars, though borderless as well. :) )
 

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Talking about the fungal gin: perhaps the shrimp graphic I uploaded before could be used as the replacement of the current wine graphic? It would be nice for the marine version of fungal gin because as it is now a wineyard appears around the marinelab when it is worked. Saves me the trouble of pulling out that code...
Think of fungal gin as a an extract from this little symbiont living in the fungus. :mischief:
 
Got something for fungal Gin attached below

It gives me the impression of some science bottle with some chemical in it.
I've done some Googling however and have found another picture to my liking.

Talking about the fungal gin: perhaps the shrimp graphic I uploaded before could be used as the replacement of the current wine graphic?

That nif has an unnecessarily high polycount. Firaxis managed to make crabs with much less polygons, for instance.
 
I can't remember where Lord Tirian made gamefont icon suggestions for Iridium and Rubidium. In any case, if I remove Rubidium as mentioned in Pickly's thread, I can use the Aluminium icon for Iridium and no other one is needed for Rubidium.
 
Hard to judge in that case, but I assume it'll be all right. :goodjob:
Any specific spot where I should put it? Then I could upload it (originally, I wanted to put some more icons into it first, before I upload it, but I lately had some hassle with my PC, was busy etc., so I'd rather put it up now).
I have looked into merging that modcomp myself in the past, but lost interest when I noticed that modcomp edited a section of the file already edited in Planetfall for the more varied tech arrows. So I wonder, did you succesfully merge both the Planetfall changes and the modcomp's changes, or did you overwrite the Planetfall changes in that part of the file?
It's only the arrow drawing algorithm from the mod, nothing from Planetfall, but my impression was that it wasn't looking too bad, I've attached the py-file, in case you want to take a look yourself. Shrinking down the tech panels to the normal size... is a bit tricky for me, my Python-skills are terrible.

Cheers, LT.
 

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  • oversizedshipyard.jpg
    oversizedshipyard.jpg
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Might that be the reason for this?

Nope, that's an xml scale issue. What patch is this?
IIRC, the last file I uploaded to Maniac had a scale behind the dot for the Naval Yard, in an attempt to solve the "giant weather dome" issue.
 
Oh, crap.

The naval yard reference in CityLSystem says this:
Code:
<Attribute Class="Scalar">szNIF:Art/Structures/Buildings/naval_yard/capitalshipyard.nif</Attribute>

Should that be changed to navalyard.nif?
 
As it looks in my end (patch v13f), the NavalYard.nif in Naval_Yard folder has a physical scale of 0.1 (on the graphic itself thus). So I'm assuming "yes".
 
Maniac asked for a Cult of the Planet-flag, so I quickly made one and attached it here, in the attachment are also colour values for the flag/faction colours. Furthermore, besides being busy with stuff and running a bit low on inspiration (I'm not very happy with most models I've made in the last couple of weeks, that's why I haven't posted/released anything lately)... I've made this building last week. It's not specifically for Planetfall, but perhaps it can find a place somewhere, I like it better than the generic nuclear reactor now, but it might be a bit too flashy.

Cheers, LT.
 

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What unit (with what spec abs) is that? :mischief: With all those variations nowadays...

Feel free to experiment in the unit artdefines by the way. I'm not exactly fond of making nif size adjustments because of all the game restarting that requires.
 
I will add an "Infest" promotion which will create a native lifeform every time a non-native land unit is killed (by the infestor) and provided the player hasn't reached his native life control limit. Cultist native life will start with this promotion for free. Any ideas for how the button could look?
 
I will add an "Infest" promotion which will create a native lifeform every time a non-native land unit is killed (by the infestor) and provided the player hasn't reached his native life control limit. Cultist native life will start with this promotion for free. Any ideas for how the button could look?

Wow - I like the idea. Sounds really cult-like! Hmm, I would suggest something with a head, given the SMAC ingame description of mindworms. A problem might be that we already have one using a head, the Psychic Terror promotion - maybe use its icon for infest? Or a kind of mindworm duplicating himself?
 
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