Alpha Centauri 2

Other Games => CivII => Topic started by: Buster's Uncle on January 23, 2023, 02:26:07 PM

Title: SMACivilization
Post by: Buster's Uncle on January 23, 2023, 02:26:07 PM

(https://alphacentauri2.info/MGalleryItem.php?id=10328)
-The idea being to make SMAX look as much as possible like CivII.  Gameplay is already similar, if somewhat more advanced in SMAX.

I'm going to need to work out some issues with the color palette -SMAX doesn't do actual grey as-is- and do something about not having a working copy of Photoshop (GIMP can't handle the background transparencies, and I don't have blank copies of the terrain and interface .pcxs).

Units beside barbarians will depend on what can be done with Ford_Prefect's .cvr editor.  I'd definitely like to have the help of an .exe modder to make the base borders white, probably a few other things as I get into it and find features that can't be altered in the readily-moddable files.  I expect I'll probably base this on the SCIENTiffic patch V2.1.

I have the art done for four or five custom factions done on the premise that various made it to Alpha Centauri at the end of CivII.  They were done in collaboration with Alexander about 12 years ago, who came up with the concept, many bits of the art I altered, and the name SMACivilization.  Samples of that stuff to come soon.



I'll be wanting user input as I go (for instance, do we want to stick with the sequel-on-Alpha-Centauri concept, or go for a more purist straight 'CivII on another engine') (and what other II civs shall I custom up for this?) because there isn't much point unless people play it.  In particular, someone who .txt mods SMACX factions would be welcome to keep the factions from playing like the original SMAC seven.  So please feel to make with the suggestions and unreasonable demands...
Title: Re: SMACivilization
Post by: Buster's Uncle on January 23, 2023, 05:57:37 PM
Here's the Azteks, the Astral Jaguar Cult:

(https://alphacentauri2.info/MGalleryItem.php?id=10329)


And the Egyptian bases on a SMACX background w/ some Deadlock II elements (my SMACX installs are all hopelessly contaminated w/ old mod tests):

(https://alphacentauri2.info/MGalleryItem.php?id=10330)
Title: Re: SMACivilization
Post by: Buster's Uncle on January 24, 2023, 01:02:03 PM
(https://alphacentauri2.info/MGalleryItem.php?id=10332)
Title: Re: SMACivilization
Post by: Buster's Uncle on January 24, 2023, 06:14:29 PM
...I could get started on the basic work w/ the terrain, interface and barbarians if some good soul who has Photoshop (or equivalent that can handle the transparent background colors for SMACX) would make me blanks of - just load the file>sample the purple (or pink) background color (not ALL the palettes are identical, so do it each time to be sure)>select all>fill the entire file w/ the color you sampled>Save>Attach file to a post.  It'll take longer to load, save and attach than to do the alteration - probably less than a half hour.


Then I'll be able to get to serious work; probably have something worth playing to post within a week, maybe...

-I'm in the high-energy phase of my mood cycle ATM -when I feel/am productive- which won't last more than six months - and as little as two.  Time's a-wastin'!  Thanks.
Title: Re: SMACivilization
Post by: Buster's Uncle on January 25, 2023, 04:26:10 PM
(https://alphacentauri2.info/MGalleryItem.php?id=10333)
Title: Re: SMACivilization
Post by: Buster's Uncle on January 25, 2023, 07:16:27 PM
I'm tinkering the interface files today, and I see I probably don't need any of those iface/interface files blanked --- the holes for information (text) all go in the same place...
Title: Re: SMACivilization
Post by: Buster's Uncle on January 26, 2023, 02:10:09 PM
Looks like there's some not-clearly-labeled interface bits I've yet to turn up.  Fun, searching through a million .pcxs to be sure...

(I noticed a flaw in the shading of the postbit box in this theme while I was working with this stuff - so fixed that
as gravy to the project.)


(https://alphacentauri2.info/MGalleryItem.php?id=10334)
Title: Re: SMACivilization
Post by: Buster's Uncle on January 27, 2023, 01:52:29 PM
I'll need to post a complete list of interface files before I'm done, just to save that knowledge for the future.  Many are clearly redundant/unused, but hard to say which - I keep finding more, and I'm just in the "C"s.


(https://alphacentauri2.info/MGalleryItem.php?id=10335)

This is it for faction art already done.  I think you'll all agree that two more to make seven, at least, is absolutely called for.  Input welcome.  -Also for text stuff for the ones already made...
Title: Re: SMACivilization
Post by: Buster's Uncle on January 28, 2023, 05:31:19 PM
...Into the Js w/ interface/button files, now...
Title: Re: SMACivilization
Post by: Buster's Uncle on January 29, 2023, 01:07:09 AM
Into the Ts now.



-And I don't think the game actually uses this one, but-
Before:  (https://alphacentauri2.info/MGalleryItem.php?id=10337)


After:  (https://alphacentauri2.info/MGalleryItem.php?id=10336)
Title: Re: SMACivilization
Post by: Buster's Uncle on January 29, 2023, 03:00:15 AM
Ooh.  Since when will GIMP open and let me alter .flcs?  This might be BIG news for SMACX faction modders.



Here's a .gif version of what I did with the End Turn button:

Before:  (https://alphacentauri2.info/MGalleryItem.php?id=10339)


C2ified: (https://alphacentauri2.info/MGalleryItem.php?id=10338)
Title: Re: SMACivilization
Post by: Buster's Uncle on January 29, 2023, 09:47:35 PM
I'm not sure what to do about the specialists-

(https://alphacentauri2.info/MGalleryItem.php?id=10340)

-they don't map very well to the SMACX specialists, and there's seven, not three.  If I was supplied contemporary-looking images to represent the four slots I can't shoehorn Einstein, Elvis and Narrow-head into, I think that would be best.  Any volunteers?
Title: Re: SMACivilization
Post by: Buster's Uncle on January 29, 2023, 10:02:15 PM
Specialist   Econ   Psych   Labs

(https://alphacentauri2.info/MGalleryItem.php?id=10341)
Doctor        0         2         0

(https://alphacentauri2.info/MGalleryItem.php?id=10342)
Empath      2         2         0

(https://alphacentauri2.info/MGalleryItem.php?id=10343)
Transcend   2        2         4

(https://alphacentauri2.info/MGalleryItem.php?id=10344)
Technician   3        0         0

(https://alphacentauri2.info/MGalleryItem.php?id=10345)
Engineer     3        0         2

(https://alphacentauri2.info/MGalleryItem.php?id=10346)
Librarian     0        0         3

(https://alphacentauri2.info/MGalleryItem.php?id=10347)
Thinker       0        1         3






-So Doctor=Elvis, Technician=Accountant, and Librarian=Einstein.  What about the others?
Title: Re: SMACivilization
Post by: Buster's Uncle on January 29, 2023, 11:44:44 PM
(https://alphacentauri2.info/MGalleryItem.php?id=10348)

That's better.

For myself, I'd be satisfied to look at the latter four as future advanced versions - and I'm rather fond of what I did with the last three....
Title: Re: SMACivilization
Post by: Buster's Uncle on January 30, 2023, 02:32:17 PM
I am going to need a blank of one of the console series, once I figure out which.  No problem covering what's already there - but the main screen playing interface covers more screen at the bottom than it has to, and I covered a bit more than that to not make the 2 box edges hopelessly baroque and un-2-looking.  I can simplify all that a lot and reveal a bit more for the player if only I had a blank background .pcx to play with...


(https://alphacentauri2.info/MGalleryItem.php?id=10350)   (https://alphacentauri2.info/MGalleryItem.php?id=10351)
Title: Re: SMACivilization
Post by: Unorthodox on January 30, 2023, 09:27:32 PM
wait wait wait wait. 

Why are we not using the popular concept of an egyptian pyramid, and going with this tiered....THING? 

In fact, a little color swap and I like their stuff better for Aztec than the Aztec art. 

That Aztec art looks more Mayan to me.  In fact it looks like a really good representation of the temple at Tikal specifically.

Tikal, Mayan Temple

(https://upload.wikimedia.org/wikipedia/commons/thumb/0/06/Tikal_Temple1_2006_08_11.JPG/800px-Tikal_Temple1_2006_08_11.JPG)

Aztec really do feel more like your Egypt style here (Tenochtitlan):   

(http://mezoamericatribes.weebly.com/uploads/2/5/3/0/25303779/860523883.jpg?619)



Title: Re: SMACivilization
Post by: Unorthodox on January 30, 2023, 09:40:36 PM
If you do mayans bonus points for doing snake kings but perhaps way too obscure for most to understand the reference. 
Title: Re: SMACivilization
Post by: Buster's Uncle on January 30, 2023, 10:37:22 PM
Blame Alex for all that - he seemed to think I was his art robot.

A different, more pyramiddy, base could well happen.


ISTR that the Astral Jaguar logo was indeed something Mayan I changed the blue to green -got that much right- but we wanted to use Montezuma, and the II civ is Aztek...
Title: Re: SMACivilization
Post by: Unorthodox on January 31, 2023, 07:43:23 AM
Itzcoatl doesn't get nearly enough love.
Title: Re: SMACivilization
Post by: Buster's Uncle on January 31, 2023, 02:02:08 PM
I'm pretty sure console2_A.pcx is the one the game uses for the bottom-screen status display.

(https://alphacentauri2.info/MGalleryItem.php?id=10352)


I did this with it:
(https://alphacentauri2.info/MGalleryItem.php?id=10353)


...And when I have a blanked copy, here's the difference:
(https://alphacentauri2.info/MGalleryItem.php?id=10354)


-Every extra pixel you can see of the map while playing is good.  ;nod
Title: Re: SMACivilization
Post by: Geo on January 31, 2023, 05:11:52 PM
Ah, here are the comments.


I feel all the city art should be like the last one you posted: more buildings in the city plot the bigger it grows.
And do you have plans to adjust the 'perimeter defense' art? Walls do have more appeal then beams of light.


A thought. Since in Smac you can kinda regulate at which point a city crosses a population threshold with the construction of a hab complex (Public Baths?) and habitation dome (Sewers?), you might use this feature to let a city look more modern over time. Or uses the city with a Headquarters in it automatically the largest graphic? Kinda mood point in that case (just checked, and it is the third city graphic in the row that is used as HQ base graphic in the early game).
Kinda possible too to have a city only look modern once a 'Tachyon Field' is constructed.
Something can be done with the sensor array graphic too to depict a fortress of sort in the country side, or a quick wall graphic for a fledging settlement if a new graphic occupies enough of the plot it is build in.
Title: Re: SMACivilization
Post by: Geo on January 31, 2023, 05:37:17 PM
I found a blankpcx.pcx file in an archive. I "think" it is from SMACX, not SMAC, if the background color is something to go for.
Title: Re: SMACivilization
Post by: Buster's Uncle on January 31, 2023, 06:00:18 PM
That's the faction blank Maniac posted an eternity ago, probably the version I cleaned up back when one of my Photoshop versions worked - if the blue lines and labels were gone, I could probably use that for any interface stuff that needed it.  May or may not work for terrain, which uses a slightly different palette, and probably for what 2D units there are - but the blue's gotta go, and I can't do it with GIMP.
Title: Re: SMACivilization
Post by: Buster's Uncle on January 31, 2023, 08:04:39 PM
I feel all the city art should be like the last one you posted: more buildings in the city plot the bigger it grows.
I get that a lot as a custom faction modder - it's a suspension of disbelief for an arcology structure like that to expand instead of build additions, yes, but it's Firaxis' suspension, right there in the original.

Quote
And do you have plans to adjust the 'perimeter defense' art? Walls do have more appeal then beams of light.
I didn't have plans, but I had noticed, looking at the art now, that Alexander had me use the alien shields, and you're probably right.  I think I am planning on walls now, once the bases are sorted.

Quote
A thought. Since in Smac you can kinda regulate at which point a city crosses a population threshold with the construction of a hab complex (Public Baths?) and habitation dome (Sewers?), you might use this feature to let a city look more modern over time. Or uses the city with a Headquarters in it automatically the largest graphic? Kinda mood point in that case (just checked, and it is the third city graphic in the row that is used as HQ base graphic in the early game).

Kinda possible too to have a city only look modern once a 'Tachyon Field' is constructed.
I wouldn't know how to do the larger headquarters, and the rest sounds like complicating things enormously for the artist...  I dunno, man...

Quote
Something can be done with the sensor array graphic too to depict a fortress of sort in the country side, or a quick wall graphic for a fledging settlement if a new graphic occupies enough of the plot it is build in.
THIS, I had noticed the coincidental Deadlock elements in the Egyptian base screeny on page one, and been thinking that since sensor arrays have no equivalent in II, that laser turret I was using for it there was right for here.
Title: Re: SMACivilization
Post by: Geo on January 31, 2023, 09:02:13 PM
Into the Ts now.



-And I don't think the game actually uses this one, but-
Before:  (https://alphacentauri2.info/MGalleryItem.php?id=10337)


After:  (https://alphacentauri2.info/MGalleryItem.php?id=10336)


Its used for the report popups.

Title: Re: SMACivilization
Post by: Buster's Uncle on January 31, 2023, 09:06:17 PM
Good thing I got all three, then.
Title: Re: SMACivilization
Post by: Buster's Uncle on February 01, 2023, 01:56:03 PM
Protip: if you think I should change a base, supplying an image to work with makes it more likely to happen.  A helicopter shot at about 45 degrees, sunlit from the right, no trees obscuring the bottom is ideal, but I might can work with ground-level, erase trees and draw bottom, and flip lit-left.  -I have before.

Uno, I expect Alex reasoned that pyramids were tombs nobody lived in - but I could draw a smooth white -as the originals originally were- w/ a small golden sun-sphere on top.  It would at least fit the Egyptian theme and look good...
Title: Re: SMACivilization
Post by: Buster's Uncle on February 02, 2023, 12:22:46 AM
See, this here would make a nice Persian base, w/ background cut out, flipped L-R, and the perspective corrected.  Tedious work, the cutting out, but all doable...
Title: Re: SMACivilization
Post by: Blake00 on February 02, 2023, 03:56:48 AM
Great to see you decided to bring this project back to life again and have done some cool work on it mate, love the screenshots!!! :) The old giant thread with you & Alex came to a bit of a sad end and I didn't hear back from you when you were telling me about bringing the project back to life so I was worried it was all retired again, so this is great news!

As previously discussed I've got no idea about SMAC modding but I know my Civ2 so hopefully I can help with Feedback on things every now and then and not be totally useless lol.

You should chuck a sister thread over on the CFC SMAC forum (https://forums.civfanatics.com/forums/alpha-centauri.27/), or a 'junior thread' with some general info pics, and a link to your thread here. Then I can show it to The_J and see if he's willing to do a main news post about it. If so we can then share it around all the CFC social media pages as we've noticed SMAC is quite popular topic on them which is good to see! Will hopefully get you some more support and helpers!

EDIT: Oh and I also catalog 'crossover' Civ projects  (https://alphacentauri2.info/index.php?topic=21664)where clever modders make one Civ game look like another so I'll have to stick your cool project in the list next time I do a big update! :)
Title: Re: SMACivilization
Post by: Unorthodox on February 02, 2023, 01:34:07 PM
Thebes would maybe look too Greek? 

(https://www.worldhistory.org/img/r/p/500x600/12901.png?v=1645022706)
Title: Re: SMACivilization
Post by: Unorthodox on February 02, 2023, 01:38:50 PM
Tenochtitlan:

(https://upload.wikimedia.org/wikipedia/commons/9/9d/TenochtitlanModel.JPG)

(https://www.worldhistory.org/img/r/p/500x600/1439.jpg?v=1645587002)
Title: Re: SMACivilization
Post by: Unorthodox on February 02, 2023, 01:42:03 PM
Maybe useful if you got a 3d program

https://www.myminifactory.com/object/3d-print-tenochtitlan-sacred-precinct-mexico-180983
Title: Re: SMACivilization
Post by: Buster's Uncle on February 02, 2023, 03:04:45 PM
[ninja'd]  Ooh.  Maybe the foreground structure in the second pic?  Not as obvious a temple - but is it Aztec-looking enough for the great unwashed?




Thebes would maybe look too Greek? 

(https://www.worldhistory.org/img/r/p/500x600/12901.png?v=1645022706)
Maybe a little.  Embedded in the hillside would be a work-making problem, too, as is the elongated shape.  Points for the right lighting, though.



-Blake, a rising tide lifts all boats, and I've done as you ask at CFC.  I did some work after I told you about the idea, but mostly trying to get a surreptitious working copy of Photoshop to replace the legal one that stopped working long ago - no dice, not even after figuring out DOSBox.  -And I'm not willing to throw money at the problem, not least at Photoshop prices.
 
My productive spells have a shelf-life built in, and if my impatience with getting some blanks made has shown in this thread, that's part of why.  I don't so much abandon projects as run out of gas --- and largely resume them next time I'm productive.  Not as easy with a collaboration that blew up.
Title: Re: SMACivilization
Post by: Blake00 on February 03, 2023, 03:51:05 AM
-Blake, a rising tide lifts all boats, and I've done as you ask at CFC.  I did some work after I told you about the idea, but mostly trying to get a surreptitious working copy of Photoshop to replace the legal one that stopped working long ago - no dice, not even after figuring out DOSBox.  -And I'm not willing to throw money at the problem, not least at Photoshop prices.
 
My productive spells have a shelf-life built in, and if my impatience with getting some blanks made has shown in this thread, that's part of why.  I don't so much abandon projects as run out of gas --- and largely resume them next time I'm productive.  Not as easy with a collaboration that blew up.

Cheers mate. I've passed on the word about your new thread and hopefully we'll maybe do a news post about your project in the near future. We're seeing some very impressive numbers of some of our recent SMAC news posts so there's clearly a lot of interest out there in the Civ communities for new SMAC content!

Oh dear.. yeah I'm no help with Photoshop as I'm still rocking good old 90s Paint Shop Pro 7 for all my image work and retro pixel art lol. Over the decades I've tried to update to newer versions of PSP, tried Gimp, tried Photoshop and I just get ticked off and go back to PSP7 lol!

Lol yeah you're talking to the guy with like 10 different unfinished Civ2 mod projects so I know all about burn outs and getting distracted by other things lol. However most of my projects are in a near finished state so I've told myself that this is the year that they all get done and released!
Title: Re: SMACivilization
Post by: Buster's Uncle on February 03, 2023, 07:32:53 PM
Dunno about that version, but ISTR Paint Shop Pro will do what I need.  I think that's what Kilkakon and Flygon use.

I did most of my early custom factions in MSPaint and Lexmark Photo Editor, only using Photoshop to open and save the .pcxs, the rest being a lot of copy/pasting - they did everything I needed between them, except color manipulation, which is what gradually got me to learn Photoshop and then GIMP.





So cutting out the structure attached from the background took me about 45 minutes, and that was actually the hard part...  You'll appreciate the effort more if you click on it to see full size w/ no black background.

-I don't know if I'll even be using it in this project, but making more potential bases is never wasted effort.  ;nod
Title: Re: SMACivilization
Post by: Unorthodox on February 03, 2023, 08:00:41 PM
[ninja'd]  Ooh.  Maybe the foreground structure in the second pic?  Not as obvious a temple - but is it Aztec-looking enough for the great unwashed?

The circular one? 

It would be unique and probably fit your project really well, but questionable if people would recognize it as Aztec. 
Title: Re: SMACivilization
Post by: Buster's Uncle on February 03, 2023, 08:09:58 PM
Looks like that's the back - I'd love to see a shot of it from the front, and since it's obviously a 3D model, there probably is one...




(https://alphacentauri2.info/MGalleryItem.php?id=10355)

Here it is w/ perspective fiddled, and it's been pasted into the blank faction .pcx and pasted back, so that's the colors you'd see in the game.  Reduced to 75 pixels tall or less will lose some detail, but I reckon that'd make a more interesting-looking base for the Space Babylonians...
Title: Re: SMACivilization
Post by: Buster's Uncle on February 05, 2023, 01:07:11 AM
Here's something that's got me stumped so far-


(https://alphacentauri2.info/MGalleryItem.php?id=10357)


Where is the game getting that armature the green buttons suspend from?  I reddened the top one in the screeny.  The rest of the button could be from something I've found -there are several generic thin frames- but I swear I should have spotted that part after going through all the .pcxs at least twice in the last couple weeks.  It's not like them to bury a graphical element in the code.  Really stumped.  -I guess I'll know more when I'm ready to dump all the alterations I've done into a SMACX folder and test...
Title: Re: SMACivilization
Post by: Buster's Uncle on February 08, 2023, 05:41:29 PM
Houston, we have blanks.  Repeat, Huston, we had to ask Buster's Aunt, but she delivered w/ the blank .pcxs.


...If I guessed right, I have everything I need to proceed -finally- only texture.pcx has an obviously-different palette, so the ten files I got blanked are probably overkill...


I've mostly been caught up in fixing up the aforesaid Mylochka's academic websites for about a week-and a half.  That looks done for now, so let's see what we can do with making CivII terrain work...
Title: Re: SMACivilization
Post by: Geo on February 09, 2023, 09:38:07 AM
Houston, we have blanks.  Repeat, Huston, we had to ask Buster's Aunt, but she delivered w/ the blank .pcxs.


...If I guessed right, I have everything I need to proceed -finally- only texture.pcx has an obviously-different palette, so the ten files I got blanked are probably overkill...


I've mostly been caught up in fixing up the aforesaid Mylochka's academic websites for about a week-and a half.  That looks done for now, so let's see what we can do with making CivII terrain work...


Mylochka had still somewhere blanks archived? Or did she (re)made them? If so, big kuddo's.  ;b;
Title: Re: SMACivilization
Post by: Buster's Uncle on February 09, 2023, 02:30:00 PM
Its really easy - load>sample background color>flood fill the whole thing w/ color>save.
Title: Re: SMACivilization
Post by: Buster's Uncle on February 10, 2023, 03:16:09 PM
Nothing new, but SO emblematic of this project...

(https://alphacentauri2.info/MGalleryItem.php?id=7899)
Title: Re: SMACivilization
Post by: Buster's Uncle on February 14, 2023, 12:13:50 AM
...I'm having trouble getting back in the saddle w/ this after too long sidetracked.  Could anyone find a way to motivate me?  I'm serious, not fishing...
Title: Re: SMACivilization
Post by: dalauder on February 14, 2023, 07:52:45 PM
Have you tried Paint.NET with a PCX plugin?

I'm trying to modify Alpha Centauri to play as Earth, but in the other direction as you. You want to put Earth culture on Alpha Centauri. I want to put Alpha Centauri Civs and techs on Earth.

I just like Earth better than the red of Planet, so I want to play through like it's a futuristic version of Earth after some apocalypse.
Title: Re: SMACivilization
Post by: Buster's Uncle on February 14, 2023, 08:11:41 PM
This ought to serve for that when done, if you don't mind the II-ish cosmetic interface changes - and you could sort through the file package I contemplate for the final posting of the mod and leave that out w/o much extra trouble.

Do you mean to generate actual Earth maps or just random Earth-looking terrain?  This'll do either as I envision.

No to Paint.NET; I sorta stubbornly wanted to get back the Photoshop I'd paid for when I was poking at that problem last year.  It's probably moot now, and my sister's next door if I really need to resort to her again - just hoped to draw in fan help instead, while I was busy with what I could already work on.  Would Paint.NET happen to be a free download or something?  Money is every object.'

This is motivating - keep it up. :D
Title: Re: SMACivilization
Post by: dalauder on February 17, 2023, 07:33:54 PM
I mean random Earth-looking terrain. But your changes to the city centers look pretty good too. Your scope is A LOT bigger than what I had in mind, but might agree with everything I was thinking.

Paint.NET is free and a lot easier to use than Photoshop, IMO (https://www.getpaint.net/). It isn't as good if you want to create real art though. It'll only cost you five minutes to figure out if you like Paint.NET. I can load the PCX files into it with the plugin from here: https://forums.getpaint.net/topic/2135-pcx-plug-in/page/2/

But I haven't edited the right files to see it pop up in game. I know there are some issues with palette compatibility. So after I get it to successfully show up in game, I'll get back her to share.

Title: Re: SMACivilization
Post by: Buster's Uncle on February 17, 2023, 07:44:37 PM
I can help you if you have technical trouble - GIMP, again, can't handle the SMACX transparent background color, but there's an easy workaround - I gots mucho experience with this stuff and how it works.


Just in case you haven't found it yet, much of the advice and insights will still translate for working in Paint.NET, I hope, if not the precise buttons/order given.  All about custom faction-making, but many skills/techniques translate to terrain modding, so much so that I never wrote the latter up as redundant.
Alpha Centauri 2 - Articles - Modding resources (https://alphacentauri2.info/index.php?action=articles;cat=6)



Multi tasking/distracted all week - we'll see how soon I make time for looking into your helpful links, thanks for those.
Title: Re: SMACivilization
Post by: dalauder on February 17, 2023, 07:56:55 PM
Thanks, I'll update soon. Either it'll be easy or everything is totally not working.
Title: Re: SMACivilization
Post by: dalauder on February 18, 2023, 12:40:23 AM
Thanks, I'll update soon. Either it'll be easy or everything is totally not working.
So Paint.NET definitely allows me to edit the images. However, it doesn't adhere to the palette. It even has a checkbox called "Use original palette", but some things still show up as black dots in game. It does have Preset Palettes to choose instead, so it looks like I've gotta go into the text file included with the mod and add an Alpha Centauri color palette.

Do you happen to have an Alpha Centauri color palette text file?
Title: Re: SMACivilization
Post by: Buster's Uncle on February 18, 2023, 01:02:12 AM
I totally do, but first, see this: https://alphacentauri2.info/index.php?action=articles;sa=view;article=29 (https://alphacentauri2.info/index.php?action=articles;sa=view;article=29)

That's instructions for a faction, of course, and the blue lines would be wrong on the blank .pcx linked even if the palette for that was quite the same - I'll attach my new blank texture.pcx.  The blue lines don't do anything but keep the artist lined up - the game only looks at each area inside, whether the lines are there or not.


The palette, I know how to make in GIMP, and it doesn't seem to help there - and I wouldn't know where to look in Paint.NET, but we'll try to track that down together if this simple workaround doesn't work for you and your tools.  You'll need to make one from texture .pcx if so - it's slightly different than the others, no idea why.
Title: Re: SMACivilization
Post by: dalauder on February 18, 2023, 05:22:14 PM
It seems I'm clear on the transparencies.

But there are a bunch of colors showing up as dots in the wrong color. For example, I changed the obelisk to a light tan instead of red and blue lines instead of green (just to see how it looked). Now some of the bright lines on the obelisk are partially blacked out out now. It seems there are a lot of scattered orange and yellow dots on the land now too. It looks bad, but it's not a transparency issue.

In Paint.NET, I "global select" each of the transparency colors and copy and paste them into a new layer to make sure that none of those lines ever get touched. Then I played with colors and collapsed everything back down to one layer and saved as a PCX. But some of my new colors somehow don't match the palette and show up as black (or maybe yellow & orange) dots.

I'll try pulling a palette from the textureblank.pcx, but for some reason Paint.NET only pulls 96 colors from saved palettes.
Title: Re: SMACivilization
Post by: Buster's Uncle on February 18, 2023, 06:21:44 PM
Huh.  Well tan as black is a known problem that doesn't come up often, but does come up -it's a semi-transparency they use in base shadows, especially noticeable in older pink background factions- use a color select tool on very low setting, to get THAT exact tan>change brightness, tint, saturation, one or all about 15% to make it close, but not that same tan.  It probably will take more than one try to get something that works and still looks right, so patience, my young padiwan.  You can do this.


To the random dots, my only advice is to figure which landscape squares it's occurring in from your modded .pcx - that's key to tracking down what's causing it, or at least finding a solution that works, whether or not you understand why.  Sounds vaguely related to the tan problem.  -Or maybe just the terrain palette translating a few pixels of color oddly in a way that doesn't show easily not in-game...




Love your new avatar & personal text.
Title: Re: SMACivilization
Post by: dalauder on February 20, 2023, 06:52:04 PM
Semi-transparency makes sense, as it's for shadows of obelisks and a few other things. I didn't select that as a transparency color to NOT edit. I'll copy and paste it directly from the originals.

For those miscellaneous dots--I agree that it's gotta be a palette issue with one or a couple colors. I'll try "global select" on one of the dots not showing up correctly in-game and see if recoloring it with a color sampled from the screen that shows up correctly works.

Thanks for the help, but my work has to slow down as I cleared COVID protocol and have to go back to REAL work now. Haha.

EDIT: That art was gonna be Shaka originally, but Genghis looks better I thought with the tiny image.
Title: Re: SMACivilization
Post by: Buster's Uncle on February 20, 2023, 07:10:43 PM
Def. Civ 1, yes?


Hard game to get running these days, but the DOSbox thing does work.
Title: Re: SMACivilization
Post by: Kingmaker on February 21, 2023, 05:05:22 PM
Alexander here at Buster's Uncle's invitation.

I'm gratified to see that you've revived the old project after all this time. I'm happy to answer any questions or make suggestions but I'm content for you to do whatever you want with it.

My original idea was just to make a SMAC mod that was an extension of Civilization in general, not specifically Civilization II, but I like that concept.

Re: the Aztec faction, they were indeed meant to be "space Mayans" rather than Aztecs, hence the use of Tikal for the base and a Mayan glyph for the logo, etc. I think I was going to name the leader "Chaac Balam" or somesuch. But if you'd rather they were Aztecs so they line up with Civ2, that's fine.

Re: the Egyptians, the base design was meant to be a composite of a mastaba and Djoser's step pyramid for an angular "sci-fi" look, maybe a little bit Stargate-ish. But again, if a more overt pyramid is preferred, that's totally fine.

Thanks for the invite and for all your modding efforts!
Title: Re: SMACivilization
Post by: Buster's Uncle on February 21, 2023, 06:55:59 PM
I took up playing II kinda heavily a couple years ago, is where this is coming from - that and the obvious creators' intent to do a II sequel w/o the rights is inspiration behind all this - and your excellent designs were a natural fit.

Yeah, if I wasn't clear, I did get that about mustabas and step pyramids.

I wonder if I'm obligated to change the blue in the logo back to north Mexican green now.  Probably.  I like the Mayan blue better, though.


P.S. insert enthusiastic Hey Buddy stuff here.  I'm thinking it.
Title: Re: SMACivilization
Post by: dalauder on February 22, 2023, 03:22:06 AM
Def. Civ 1, yes?


Hard game to get running these days, but the DOSbox thing does work.
Yes, Civ 1. D-Fend Reloaded has an automated profile for it. Turns out I didn't have it installed. WOW it's a great game. I'm not sure that it isn't superior to Civ VI. Really, the new Civilizations look pretty, but I'm not sure they're more fun. They definitely take FOREVER to play.

But Civ II is pretty much just Civ 1 with prettier graphics. And Civ II is totally moddable.
Title: Re: SMACivilization
Post by: Buster's Uncle on February 22, 2023, 03:25:16 AM
There it is. ;nod
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