Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: Geo on July 24, 2013, 08:09:36 PM

Title: How to?
Post by: Geo on July 24, 2013, 08:09:36 PM
A thread to ask things I don't know how to do it (if even possible), instead of creating a new thread every time.
Feel free to use it for asking other things. Keeps it on the first page.  :D


But I deviate...
I saw it mentioned on the forum, but didn't stumble on a post describing how to do it.
Is it possible to have a second installment of SMAX on your computer (the GOG version I mean)? And how if so?

Want to create a modding version of the game.
Title: Re: How to?
Post by: Buster's Uncle on July 24, 2013, 08:18:55 PM
Easy.  During the installation process, a default path for where to install should turn up - make sure the root folder has a different name.  I have four copies of SMAC(X) on my machine.  One is G:\Program Files\Firaxis Games\Sid Meier's Alpha Centauri, another, G:\Program Files\Firaxis Games\Sid Meier's Alpha Centaurii, another G:\Program Files\Firaxis Games\Copy of Sid Meier's Alpha Centauri and the most recent, scientIfficpatched version "C:\Program Files (x86)\Firaxis Games\Sid Meier's Alpha Centauri\terran.exe".
Title: Re: How to?
Post by: Geo on July 24, 2013, 08:22:42 PM
Cheers! Easy indeed.  :clap:
Title: Re: How to?
Post by: Buster's Uncle on July 24, 2013, 08:30:14 PM
There used to be some utilities around on 'poly in ancient times to do that with only one copy, too.  Never tried one, and no idea if they run right on current Windows versions - but it was called Mod Buddy, or something like that.
Title: Re: How to?
Post by: Geo on July 24, 2013, 08:43:59 PM
The devil is always in the details.  :(

So I created a second installment of the game, and enabled the option of placing shortcuts on my desktop. But no new ones (copy of or something like that) appear.
Now I wonder if the existing shortcuts to both the first installments of Alpha Centauri and Alien Crossfire were overwritten or not.
Title: Re: How to?
Post by: Buster's Uncle on July 24, 2013, 08:46:46 PM
You probably need to go into the new folder, right-click on the .exes to create shortcuts, and move those to the desktop.
Title: Re: How to?
Post by: Geo on July 24, 2013, 08:50:08 PM
I've done that already. I just wanted to be sure the GOG shortcuts weren't overwritten.

Found a way to check it, and lo and behold, the pathway was overwritten. :(
But all is good now. Simply adjusted the pathway. :)
Title: Re: How to?
Post by: Geo on July 24, 2013, 08:55:48 PM
Okay. Does the GOG patch still need to be applied these days?
And if so, how do it run it through my new version? I only have a popup that says 'patch already applied'.
Title: Re: How to?
Post by: Buster's Uncle on July 24, 2013, 09:01:28 PM
I think the GOG patch installs with the game. 

Petek?  Anyone with the GOG version?
Title: Re: How to?
Post by: Geo on July 30, 2013, 09:59:21 PM
At gamestart, we see this nice view of a landing pod descending to your settling spot.
Does anyone know if these pods are an actual caviar (.cvr) file, or just some sort of tiny movie played out?
And how it is called in the game files?
Title: Re: How to?
Post by: Buster's Uncle on July 30, 2013, 10:01:04 PM
They are a .cvr file.  I don't recall the name.  ISTR that it's not that hard to find with a .cvr viewer.
Title: Re: How to?
Post by: Geo on July 30, 2013, 10:08:23 PM
Well, with the list I once created, I can narrow it down to the eight or so caviar files that crash the workshop.
But my first attempt with the most likely files (ADROPER and Asas) didn't change a thing ingame.


Where can I find a list of the stuff Yitzi's patch do? Can't find it under the modding forum...
Title: Re: How to?
Post by: Buster's Uncle on July 30, 2013, 10:09:53 PM
Wait - I was thinking of the COLONY pod.  I'm pretty sure the lander is just an animation.
Title: Re: How to?
Post by: Petek on July 31, 2013, 01:51:50 PM
Okay. Does the GOG patch still need to be applied these days?
And if so, how do it run it through my new version? I only have a popup that says 'patch already applied'.

What do you mean by the  GOG patch? As I recall, GOG supplies a single installer file that applies all official patches.
Title: Re: How to?
Post by: Geo on July 31, 2013, 05:10:13 PM
Wait - I was thinking of the COLONY pod.  I'm pretty sure the lander is just an animation.

Too bad. No way to switch things over then. :(

Okay. Does the GOG patch still need to be applied these days?
And if so, how do it run it through my new version? I only have a popup that says 'patch already applied'.

What do you mean by the  GOG patch? As I recall, GOG supplies a single installer file that applies all official patches.

I have a "patch_sid_meiers_alpha_centauri_2.0.2.23" in my SMACX archive. I downloaded it the same day as the GOG installer ("setup_sid_meiers_alpha_centauri_2.0.2.23"), namely April 21st.

Title: Re: How to?
Post by: Petek on July 31, 2013, 07:28:12 PM
I think that the file named "patch ..." was for those who had a prior version of the game and didn't want to download the whole game again just to apply the fixes.
Title: Re: How to?
Post by: sisko on August 01, 2013, 06:43:43 AM
Quote
I think that the file named "patch ..." was for those who had a prior version of the game and didn't want to download the whole game again just to apply the fixes.
i can confirm that.
Title: Re: How to?
Post by: Geo on August 01, 2013, 07:29:14 PM
Thanks for the responses.  :)
Title: Re: How to?
Post by: ete on August 02, 2013, 10:18:06 AM
Where can I find a list of the stuff Yitzi's patch do? Can't find it under the modding forum...

http://alphacentauri2.info/wiki/Yitzi%27s_patch (http://alphacentauri2.info/wiki/Yitzi%27s_patch)
http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi%27s_patch (http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi%27s_patch)
Title: Re: How to?
Post by: Geo on August 02, 2013, 10:38:37 PM
Where can I find a list of the stuff Yitzi's patch do? Can't find it under the modding forum...

http://alphacentauri2.info/wiki/Yitzi%27s_patch (http://alphacentauri2.info/wiki/Yitzi%27s_patch)
http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi%27s_patch (http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi%27s_patch)


Cheers!
Hadn't found the second link.


After some attempts, I still can't make a switch from progenitor and human citizen icons (and resources as well) show up properly ingame. I only get black rectangles.
If someone who'se pretty versed in graphic matters would like to take a look in it, I'd be grateful.

Title: Re: How to?
Post by: Buster's Uncle on August 02, 2013, 10:47:18 PM
You saved them without changing the mode back to indexed and loading SMAC(X) palette - see if these work.
Title: Re: How to?
Post by: Geo on August 02, 2013, 11:02:21 PM
Well, the citizen icons show up fine, but there's a bright pink background with the resource icons (formerly it was pitch black, resource icons invisible).
Title: Re: How to?
Post by: Buster's Uncle on August 02, 2013, 11:11:57 PM
Okay, I half expected background troubles after you saved the files in RGB mode. You need to reload the original .pcxs and paste your changes in, wholesale - just box up both rows and paste at once, which will mess up unused background around the rows, but not bother the resource icons.  Just be careful to keep the same position, to the pixel.  Then save, and all should be working.  No need to switch modes to do a simple paste-in.  If your program won't save that the right way, you do need to bite the bullet and get GIMP.  -Photoshop is better, if you're willing to spend money.
Title: Re: How to?
Post by: Geo on August 02, 2013, 11:15:01 PM
I need to copy/paste icon by icon (at least for the first 3 citizen classes), since the progenitor's don't have a separate male/female icon for the Talents, Workers, and Drones.
Title: Re: How to?
Post by: Buster's Uncle on August 02, 2013, 11:21:09 PM
Copy/paste the rows you already did.  The background's the problem, not them.
Title: Re: How to?
Post by: Geo on August 02, 2013, 11:40:47 PM
And now I have the same problem with the opening screen.
I copy parts from files in IrfanView to Paint, save the Paint file as .png, and switch it to .pcx in IrfanView again. The result? a black opening screen.  :(
Looks like there's simply some kind of incompatability between those two programs.

Copying parts between two IrfanView files seems not possible. The copied part completely erases the file I try to paste it into, showing up as a clipboard file.
Title: Re: How to?
Post by: Buster's Uncle on August 02, 2013, 11:51:04 PM
Are you copy/pasting from Paint on top of the original file in IrFan and saving?  That's probably what you need to do, if it will let you.  It's what worked for me with Paint and PhotoShop in the old days.

Trying to convert .pngs is probably what's messing you up.

Did the last thing with the icons work, then?
Title: Re: How to?
Post by: Geo on August 02, 2013, 11:58:47 PM
Okay, looks like I found a way to copy stuff between two IrfanView files. I need to draw a box in the destination file the same size as the copied box from the origine file, and the copied part pastes in it then...
Bloody hell, such basic stuff isn't even covered in the help file.  :mad:
Title: Re: How to?
Post by: Geo on August 03, 2013, 12:17:29 AM
Looks like IrfanView is no use. The moment I copy stuff into a file, somehow its properties are changed and the content shows black ingame. Even if the particular part of the file that shows ingame isn't a tinkered section.  :(
Title: Re: How to?
Post by: Buster's Uncle on August 03, 2013, 12:23:24 AM
...Or [Ctrl]a and paste the whole thing into Paint>make the alterations>[Ctrl]a and paste the lot back into IrfanView>save.  That worked with PhotoShop, anyway...

[ninja'd]

So the above wouldn't work?  Poo - I was worried that IrfanView might be the problem.  GIMP.

Sorry.
Title: Re: How to?
Post by: Geo on August 03, 2013, 12:49:35 AM
...Or [Ctrl]a and paste the whole thing into Paint>make the alterations>[Ctrl]a and paste the lot back into IrfanView>save.  That worked with PhotoShop, anyway...

Haven't tried that...

But I don't understand. In the olden days somehow I managed to work on files in Paint, and somehow converted them back to .pcx format and they showed just fine.
Title: Re: How to?
Post by: Buster's Uncle on August 03, 2013, 12:54:18 AM
That was several machines and OSes ago, I bet.  Stuff's upgraded on you, and doesn't work the same.  It's happened to me.
Title: Re: How to?
Post by: Geo on August 03, 2013, 01:32:48 AM
Blasted! Doesn't work either.  :(

And the file size increased thrice as well using this method!
Title: Re: How to?
Post by: Buster's Uncle on August 03, 2013, 01:35:17 AM
GIMP has a steep learning curve, but isn't bad once you know how.  You'll love being able to do all the color manipulation; that's what eventually lured me to the dark side.

An' don't worry; I've talked a lot of people through this.  You'll do fine.
Title: Re: How to?
Post by: Geo on August 03, 2013, 01:40:57 AM
Do you use version 2.8.6?

http://www.gimp.org/downloads/ (http://www.gimp.org/downloads/)
Title: Re: How to?
Post by: Buster's Uncle on August 03, 2013, 01:43:47 AM
2.6.11

The only important difference from the version I've got should be that they make you jump through an extra hoop -export- during the save process.  My mom has a recent version, so I can run to her room and check stuff, if that proves a problem.

You're very clever.  You'll do fine.
Title: Re: How to?
Post by: Geo on August 03, 2013, 02:17:53 AM
You're very clever.  You'll do fine.

Your trust is heartbreaking, but unfounded.

15 minutes work, and I accomplished more then in the whole last week. That feels stupid.

Now I only need to finetune space just around the ship, adjust a bit of the starscape and its done.
Unless of course there's an option to paste the ship in the pic while the background stays visible?
Title: Re: How to?
Post by: Buster's Uncle on August 03, 2013, 02:20:45 AM
Having a look now.
Title: Re: How to?
Post by: Geo on August 03, 2013, 02:23:46 AM
No rush. I'm going to bed now. It's almost morning here.
Title: Re: How to?
Post by: Buster's Uncle on August 03, 2013, 02:30:32 AM
This is done w/ GIMP? 

Not taking my word for stuff is not necessarily a sign of stupidity - unless it's an area of my expertise and you keep doing it.

Looks good - the smudges around the ship are easily darkened. 

However, your title?  "Sid Meier's Alien Tau Ceti A Brian Reynolds design" is a little strange.  Maybe drop the "Alien" come up w/ a Tau Ceti stand-alone logo and make it A Geomodder Design?
Title: Re: How to?
Post by: Geo on August 03, 2013, 02:49:10 AM
This is done w/ GIMP?

With Gimp, yes. Simple copy/paste work. I could even use parts of earlier attempts, although the complete old files that black out in SMACX.

The "Alien" part is there for a reason.
Title: Re: How to?
Post by: Buster's Uncle on August 03, 2013, 03:06:51 AM
Okay; TAU CETI could still be a bit bigger -about equal to ALIEN, I should think- and fit in the space.  Too much between TAU and CETI, IMO.
Title: Re: How to?
Post by: Buster's Uncle on August 04, 2013, 04:35:42 PM
Also?  A thought related to your first question here - I understand that it's easy to copy your SMAC(X) directory to a thumb/flash drive, and play it on any computer directly from that drive.  Strikes me as something possibly useful to you...
Title: Re: How to?
Post by: Geo on August 04, 2013, 06:10:50 PM
Also?  A thought related to your first question here - I understand that it's easy to copy your SMAC(X) directory to a thumb/flash drive, and play it on any computer directly from that drive.

Good. Means I can take ovef your computer if I'm evef in the neighbourhood.  :clap:

Okay; TAU CETI could still be a bit bigger -about equal to ALIEN, I should think- and fit in the space.  Too much between TAU and CETI, IMO.

Funny you say that. The Tau Ceti part is as big as the former Crossfire part it replaces.
I'll work on this screen again later. For the moment it serves its purpose, namely showing I'm in the right mod.
Title: Re: How to?
Post by: Buster's Uncle on August 04, 2013, 06:32:34 PM
Let me know if you're "evef" in the neighborhood; I'll make pizza.  (I was acclaimed the Pizza God in college, so that's a good thing.)

For what the opinion of an artist of some small demonstrable accomplishment is worth, I never liked either half of the Crossfire logo.  It's rather ugly.
Title: Re: How to?
Post by: Reefa on August 05, 2013, 02:56:46 PM
Just out of curiosity, no one has lifted the Tech- / Facility- or Secret Project thing yet, yes?

I tried to add a Tech -> ACX crashes,
I tried to add a Tech on those deleted Techs -> ACX crashes,
I tried to change names or symbols on Techs -> works,

I tried to add a Secret Project -> ACX crashes,

I tried to add a facility -> works.

So ... since at least Facilities work, my question now is: How can you make an effect (for example more resources in that base) or find the effects used by the game *and* how can you assign them to the custom facility?

Regards,
Reefa
Title: Re: How to?
Post by: Sigma on August 05, 2013, 03:20:23 PM
There's a thread about there here (http://alphacentauri2.info/index.php?topic=3763.0) actually. Short story is that the modding tools don't exist at this point to actually create new facilities from whole cloth.
Title: Re: How to?
Post by: Reefa on August 05, 2013, 03:26:55 PM
Yes. That's why my thought was about to just combine already implemented effects.

Regards,
Reefa
Title: Re: How to?
Post by: Geo on August 10, 2013, 11:25:21 AM
More or less directed at Yitzi as he's for the time being our resident .exe tinkerer, but if anyone else knows:

Have you ever seen the code that links certain abilities/units with certain caviar files in the executable? And if so, can these be relinked? Or is that in a completely different file you don't work with?
It's just there's quite a few abilities without a caviar file linked to them, and wondered if these have a command like "high morale linked to no graphics" flag, or aren't even mentioned at all, thus probably can't be relinked at all.
Title: Re: How to?
Post by: Yitzi on August 11, 2013, 02:45:03 AM
There's a thread about there here (http://alphacentauri2.info/index.php?topic=3763.0) actually. Short story is that the modding tools don't exist at this point to actually create new facilities from whole cloth.


In fact, due to the way it's implemented, it is impossible to have such modding tools without a huge amount of work.  If you want a particular facility, or even minor control over what the facilities do (e.g. how much they increase something by), that can be added via .exe coding, but making it possible to make your own via .txt is not feasible.

More or less directed at Yitzi as he's for the time being our resident .exe tinkerer, but if anyone else knows:

Have you ever seen the code that links certain abilities/units with certain caviar files in the executable? And if so, can these be relinked? Or is that in a completely different file you don't work with?


I have not seen it, but I probably could find it and relink it if I set to do so.
Title: Re: How to?
Post by: Dio on August 11, 2013, 03:27:36 AM
I have some knowledge on this topic because I have spent time working on the code that is used to assemble the Infantry chassis. From the time spent doing this I have learned that the caviar files for weapons, armor, chassises, reactors, and ,I am assuming, special abilities are grouped by type and then assembled in their seperate procedures. These groups of prodecures are then called to such places like the design window, world map, and unit selection screens. Finally, I know that it is possible to change what pieces are used to create chassises, so it should be possible to change the graphic that is associated with a special ability.
Title: Re: How to?
Post by: Geo on August 11, 2013, 08:09:27 AM
I have not seen it, but I probably could find it and relink it if I set to do so.

If you come across it, please let me know.  :)

I have some knowledge on this topic because I have spent time working on the code that is used to assemble the Infantry chassis. From the time spent doing this I have learned that the caviar files for weapons, armor, chassises, reactors, and ,I am assuming, special abilities are grouped by type and then assembled in their seperate procedures. These groups of prodecures are then called to such places like the design window, world map, and unit selection screens. Finally, I know that it is possible to change what pieces are used to create chassises, so it should be possible to change the graphic that is associated with a special ability.

Yes, I once made a list of what caviar file appearantly links to what (see attachment). For the time being I simply rename certain caviar files in order to use them in another role on a design, but as you can imagine it's extremely limited due to size and placement.
My main bother atm is that the alien (infantry) colony pod only uses one caviar graphic, while the human (infantry) colony pod uses several caviar parts combined to form the pod. Simply renaming files here doesn't help, one race always has a 'floating piece' colony pod.
My final attempt last night was creating a dedicated line in the #UNITS section of the Alphax file, but these apply to both races as well, even when a tech is a prerequisite. The first colony pod created in the #UNITS section is always used.  :'(

For the time being, I'll have to rethink the setup of this mod I'm working on.
Title: Re: How to?
Post by: Yitzi on August 11, 2013, 03:04:34 PM
Also, about it crashing the game, can you provide the alphax.txt that you used that ended up crashing the game?
Title: Re: How to?
Post by: Geo on August 11, 2013, 07:02:18 PM
Also, about it crashing the game, can you provide the alphax.txt that you used that ended up crashing the game?

I suppose that's directed at Reefa for the top post of this page?
Title: Re: How to?
Post by: Yitzi on August 11, 2013, 07:31:28 PM
Also, about it crashing the game, can you provide the alphax.txt that you used that ended up crashing the game?

I suppose that's directed at Reefa for the top post of this page?

Yes it is.
Title: Re: How to?
Post by: Reefa on August 12, 2013, 09:29:02 AM
Just the basic .txt file you get with the install. Renamed those open Techs / Facilities / Projects and even tried out that Monolith-Terraforming-Thing. As for the crash, I somehow can't reproduce it now ... have to take a deeper look on that again.

Regards,
Reefa

Edit: Whatever I did, the project-thing worked now. So, the fun part of the question is: How to add an effect to some new facility or secret project?
Title: Re: How to?
Post by: Yitzi on August 12, 2013, 01:07:25 PM
You either find a .exe modder who's taking requests (none so far AFAIK, though I plan to take requests in a few months) or learn .exe modding yourself.
Title: Re: How to?
Post by: Geo on August 31, 2013, 08:03:27 PM
For people using GIMP.

Does your version of GIMP checks for plug ins and other stuff each time the program starts? It takes a full minute before my version (2.8.6.) is ready to work with.
Title: Re: How to?
Post by: Buster's Uncle on August 31, 2013, 08:41:55 PM
Mine (v. 2.6.11) does not, and I just timed a test-boot at 16 seconds, (which is a lot faster than is typical).
Title: Re: How to?
Post by: Geo on September 08, 2013, 08:42:35 PM
A request for the graphic artists at the forum.

Would someone like to add a sort of leafcrown to the sporelauncher graphics in the units.pcx file?
The color of the leafs should come from the monsoon graphic (in texture.pcx). And perhaps to finish it the foot of the sporelaunchers mostly the same color as the ground in alpha centauri.

I had thought of the flat-like levels like african savannah trees/baobab trees have (see attached picture).

Any takers?

(http://www.doctordisruption.com/wp-content/uploads/2011/04/African-savanna.jpg)
(http://photography.nationalgeographic.com/staticfiles/NGS/Shared/StaticFiles/Photography/Images/Content/rainbow-baobab-tree-joubert-1011931-lw.jpg)
Title: Re: How to?
Post by: Buster's Uncle on September 08, 2013, 08:45:56 PM
I'll do it if Jarl isn't interested.
Title: Re: How to?
Post by: Geo on September 08, 2013, 08:46:52 PM
Cheers.

(jarl, the request is on the previous page)
Title: Re: How to?
Post by: JarlWolf on September 09, 2013, 12:57:45 AM
I'd be fine with doing it... it's just I am a little confused on what you would want me to do: (though this does give me idea's for a total conversion pack... knowing I can edit units like this...)


Would you want me to add the monsoon green foliage where the bottom red fungus stuff is at the bottom tubules of a spore launcher, or do you mean give it like a savannah tree like foliage at the top?
Title: Re: How to?
Post by: Geo on September 09, 2013, 04:56:59 PM
Would you want me to add the monsoon green foliage where the bottom red fungus stuff is at the bottom tubules of a spore launcher, or do you mean give it like a savannah tree like foliage at the top?

The monsoon green foliage should be on the top, savannah style as shown in the pictures. So a few layers thus.
And thank you for taking the request. :)
Title: Re: How to?
Post by: JarlWolf on September 09, 2013, 11:37:18 PM
Right... I'll see what I can do.
Title: Re: How to?
Post by: JarlWolf on September 10, 2013, 02:20:50 AM
Here you go... done the Spore launchers more green with some leaves+foliage.

If this wasn't what you were aiming for, tell me what to change and I'll take a crack at it again.
Title: Re: How to?
Post by: Geo on September 10, 2013, 04:52:00 PM
Here you go... done the Spore launchers more green with some leaves+foliage.

If this wasn't what you were aiming for, tell me what to change and I'll take a crack at it again.

I like it sofar. :)
If you still feel up to it, a more dense foliage would be perfect. At the very least the 'launcher mounds' should be totally covered by foliage
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