Thundra and tnt

You probably do have Sn00pys Terrain if you have Civ complete with Play the world.
The files would be found somewhere around here:
\CIVIII\civ3PTW\Scenarios


I have Conquests [ CD ]. I do have the PTW folder but I don't think I can play PTW. But the Terrain shapes in PTW are the same as in the game. Maybe I need to change the terrain.pcx here.

I am playing CCM. So it is a Big Game. In the Editor my Scenario Search Folder looks like this.:
CCM:.. \.. \Civ3PTW\Scenarios\Sn00pys Terrain\:.. \.. \.. \Conquests\ -etc -etc

As for the image I just took a screenshot of the game. Copied the image I took ( as I am using different laptops for game and civfanatics ). Yes I use the paperclip. Says my image has a Max size of 500 ?. My image is 1.5 ?. .....
 
ScreenShot073.1.png
 
I have Conquests [ CD ]. I do have the PTW folder but I don't think I can play PTW. But the Terrain shapes in PTW are the same as in the game. Maybe I need to change the terrain.pcx here.

I am playing CCM. So it is a Big Game. In the Editor my Scenario Search Folder looks like this.:
CCM:.. \.. \Civ3PTW\Scenarios\Sn00pys Terrain\:.. \.. \.. \Conquests\ -etc -etc

As for the image I just took a screenshot of the game. Copied the image I took ( as I am using different laptops for game and civfanatics ). Yes I use the paperclip. Says my image has a Max size of 500 ?. My image is 1.5 ?. .....

Of course, I'm just guessing, so forgive any incorrect assumptions...

The terrain tile in your attached picture is presumably this one. (From xggc.)

k1_zps377b14ed.jpg


k4_zps837dd4d5.jpg


If I had to guess, in your case, seeing that many coastal tiles are affected, it looks like this whole file has been darkened. So, naturally it doesn't blend with the original. It could also have something to do with lxggc files, but I don't know in your case.


Here is one way to begin to solve your problem.
1.Get rid of this. Backspace or delete everything between the semicolons. You'll need to get rid of one of the semicolons too.
k2_zps46984208.jpg


2. Now it should look like this. Don't forget to save.
k3_zps9235239d.jpg


But now, when you play, it's going to look for terrain files in the CCM folder. So, go into your CCM scenario folder and rename whatever terrain folder is in your CCM scenario folder (to something else to hold it aside for now.) Build your own terrain folder with the files you want. Copy them from whichever terrain style you prefer. You'll need to make sure you have every file. If you want Snoopy's, you can find it in the PTW as mentioned earlier. Does that all make sense?:crazyeye:



If you don't plan on uploading many images, attaching works well. Share more? Follow this advice.
Crop the image to the part that's needed. Save as a jpeg (adjusting the % until you get a size that fits). Or use an external image storage/upload service. I use imageshack, some people prefer others.
Another is photobucket.

Good luck.
 
Of course, I'm just guessing, so forgive any incorrect assumptions...

The terrain tile in your attached picture is presumably this one. (From xggc.)

k1_zps377b14ed.jpg



--- Yes that is exactly the same xggc.

Ok I got it working now. :goodjob: Thanks for the Picture Tutorial. It solved a lot of confusion about the Scenario Search Folder setup.

My Tundra is now Grass. :) .... now I just need to find a slightly different looking terrain so I can tell where Grass ends and green tundra starts... . Seems most of the mods and scenarios use the same terrain files... .


----- Do you know how to remove the Bonus Grassland? -
 
If I had to guess, in your case, seeing that many coastal tiles are affected, it looks like this whole file has been darkened.
If you like the grass, but the water is too dark, follow my suggestion mentioned above - place the pcx with the grass you want as a layer over the one with the water you want, select the water, cut it, flatten the image.

To eliminate the sharp edges between the two types of grass takes a little more work, but is entirely doable. The simpler way & the one I'd try first is to use the layered technique - with the standard tundra file on top. There is already some blending between where the tundra ends and the grass begins. Select the tundra colors and cut. This will leave some gaps where the snow was mixed with the grass or vice versa. When you flatten the image this should automatically blend the two grass terrains. (As an alternative, you could try using the PTW extras European terrain as a third layer to alternatively select portions of the other two layers. Much more complicated imho, but may give better results).

If that doesn't create a smooth enough blending, or you use two grassland graphics that are different enough that you need more, use a filter that randomly rearranges pixels such as GIMP's "Pick" filter. It will take some experimentation, but since you can select which part of the graphic is affected and how strong the effect is then you should end up with something suitable for your use. Also, if you look at Pounder's grassland (linked below) you will see that some of his grass extends beyond the edge of the diamond tile. The game engine will grab some of that & use it in blending two tiles together. Overlapping your terrain may help solve your problem.

.... now I just need to find a slightly different looking terrain so I can tell where Grass ends and green tundra starts... . Seems most of the mods and scenarios use the same terrain files... .
Here's a few to try: Dreew's 3D, Womok's, Pounder's Heavy Grass, Ronning's, Wujah's 1306, the alternative terrain from MEM ("woodlands", iirc), Cordy's.

Cordy's is an extreme example, but with any of them you may need to experiment with adjustments to contrast/brightness, hue, and saturation. It makes a big difference which terrain set you are using for the normal grassland. Also, it may actually work better to use one of those to make the grassland itself different and keep the tundra/grass as something closer to the standard terrain. You may even need to select tiles from more than one set and combine them together, as I am doing in the slow process of making a savannah terrain to match other terrain used in the Dark Continent scenario.

Building a good looking terrain set - even if you are only modifying an existing one - is not easy or quick. Ask any of those people. But there is lots of help available to answer questions. Many questions about palettes, templates, etc. are already answered in those threads or some of the other wip threads.


----- Do you know how to remove the Bonus Grassland? -
Is it not possible to change the value (set it to zero) to match normal grassland in the editor?
 
Thanks for the help. I now have green tundra identical to the Grass. It is ok. I found you had a couple of Great ideas Blue Monkey.

I did some more experimenting. I try to use Ares Plains Terrain as the Tundra. Again I got the Dark Blue and also Dark Green Diamond shapes.

I will stick to using snoopys' terrain. All i am really thinking about trying to get is 25-50% of the tundra and the rest as Grass. I have Gimp so I will do a bit of experimenting. I like the idea of removing some of the tundra colours. Mainly the more White Shades. End up with Holes in the tundra. Then place on top of the Grass Terrain or visa versa. I'll spend some time watching You Tube Tutorials ( again ) on Gimp and Layering. With out having a Good Tutorial with Images of what to do or even a video to watch, I fear I will fail somehow. Being Technologically Challenged as I am, I lack the simple Basic Understanding of this stuff.

I am sure this will not be Easy or Quick at all. I'm sure building City Graphics must be easier....

I do like the Pounders 'Heavy Grass'. It is almost what is needed. Just need something "slightly" different. As he used Snoopys' Terrain to start with it should fit..."hope".

I don't have an option to change Bonus Grassland in my Editor. Normal Grass is set at zero. I have it set at 1 now which makes bonus grass 2. I have increased the cost of everything by 20% to adjust to this.

I did find in PediaIcons #ICON_TERR_Grassland_with_Shields\... ...
Also found a reference to it as "Outcropping".
 
One thing I'm experimenting with at the moment is making the savannah by using the standard marsh terrain as a rough template. The water becomes the holes where the underneath terrain shows through. The marsh vegetation becomes the grass. Still needs a lot of fime tuning after that, but it's a promising start. I make a little graphic to explain what I mean & post it - hopefully later today.
 
z8hz.jpg


This just an example, of course. I chose terrains that were easy to distinguish in order to make the example clear. They may or may not be the best match for actual use.

Even if I'm only going to use one color mask I usually start by creating a master mask with as many colors as needed. That way if I later need a different part of the graphic masked I've already got a start that matches. Any color can be used for the mask. I try to keep it very bright and completely different from any color used in the actual graphic.

It's possible to do this with a whole pcx. Sometimes there are better results when working tile by tile since fine adjustments can be done without affecting the rest of the pcx.

Oh, and ... we often forget to say it because it becomes second nature, but this kind of work is best done on an RGB file. Re-index after it is all assembled onto a base layer of the typical magenta & green then save as a pcx.
 
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