Author Topic: Graphics  (Read 192148 times)

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Offline JarlWolf

Re: Graphics
« Reply #300 on: October 04, 2013, 05:02:35 AM »
One doesn't need to solely speak of yourself, it can be of other faction creators too. Like the thoughts behind the Ypanag or other aliens/factions, etc.

Stuff like that can be documented, the concepts behind them and such so people have a better understanding of not just the creation process, but the factions themselves. I am sure there had been many fruitful conversations and thought pongs between you and Darsnan and other folks. Of course, this is a mere humble suggestion and its ultimately up to you (and related party) if you care to share it.



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Offline Buster's Uncle

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Re: Graphics
« Reply #301 on: October 11, 2013, 12:33:55 AM »
Elements of a Faction Graphic


1.)  The transparent background color.  For SMAC (Sid Meier's Alpha Centauri), it is pink, and for SMAX (Sid Meier's Alien Crossfire[X]), purple - both work in both versions.  I'd rather look at the purple, but that's up to you.

2.)  The base shadow.  This is a semi-transparent color that displays in the game as a darkened shadow area.  SMAC shadows are tan, SMAX jet black - incidentally, you want to be careful to avoid absolute black and the particular shades the program uses for transparency effects.

3.)  The stage one land base.  This is where you start in the game, unless you're playing an aquatic faction.

4.)  Stage two land base.  As you build facilities and population, the base grows to reflect it.

5.)  Stage three land base.

6.)  Stage four land base; full size, and the ultimate stage.

7.)  Land bases with perimeter defenses.

8.)  Land bases with tachyon fields.

9.)  Sea bases.  Most need a platform.

10.)  Sea bases with perimeter defenses.

11.)  Sea bases with tachyon fields.

12.)  The faction's logo as it displays in the Planetary Council screen.  The lower example is the default, and the upper shows when the faction is selected.

13.)  Diplomacy logo.  It displays to the other factions when you talk to them one-on-one over the commlink, just as their diplomacy logo does for you.

14.)  Report logo - it displays on the left in the F4 and other report screens.

15.)  Small Report Logos.  This is what displays in the report screens for other factions.  To maintain stylistic consistency with the official factions, it is important that you match the dim blue-green color of the top, at-rest, logo.

16.)  The Datalinks leader portrait.  The leaderhead is important to establish the personality of the faction, the storytelling elements being what make SMACX so special, and what an art modder specializes in.  As with the Small Report Logo, to maintain stylistic consistency with the official factions, it is important that you include the scanlines, or your factions won’t fit in with the Firaxis ones or the custom factions others made.  The scanlines, of course, represent the low technology everyone starts with before they get the rebuilding of civilization well underway.

17.)  Small Council leaderhead.  This is what displays in the Planetary Council screen when you’re not planetary governor.

18.)  Big Council leaderhead.  This is what displays in the Planetary Council screen when you are governor.

19.)   Diplomacy leaderhead.  What other leaders see when they talk to you one-on-one.

20.)  Diplomacy landscape.  Displays in the lower right corner during diplomacy.

21.)  Faction colors.  Unneeded in SMAC, but please don’t leave this out just because you don’t have Xfire.

22.)  Sign your work here.  It’s a very good idea to put credits in the empty space of the .pcx - fan artists repurpose each other’s work all the time, and sometimes credits in the text files get overlooked.
« Last Edit: October 11, 2013, 12:49:39 AM by BUncle »

Offline Buster's Uncle

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Re: Graphics
« Reply #302 on: October 11, 2013, 03:12:08 AM »
...A fancy version of the above with links to jump back and forth has been added the my Tutorial page: http://alphacentauri2.info/My Custom Factions/Custom FactionsPage2.htm

Man, I've been over a week figuring out how to make that work.  Definitely check it out - it was more work than it looks like...

Offline Geo

Re: Graphics
« Reply #303 on: October 11, 2013, 11:40:55 AM »
Wow. Goes quite indepth.
« Last Edit: October 12, 2013, 06:29:54 PM by Geo »

Offline ariete

Re: Graphics
« Reply #304 on: October 11, 2013, 11:55:24 AM »
2.)  The base shadow.  This is a semi-transparent color that displays in the game as a darkened shadow area.  SMAC shadows are tan, SMAX jet black - incidentally, you want to be careful to avoid absolute black and the particular shades the program uses for transparency effects.

just one thang uncle : when i converted smac bases of hive, gaian, belivers, spartan and morgan, in smacx bases, so on purple background, i paint those shadows with the same colour i found on smacx bases as usurpers and if i didn't wrong the shadow are absolute black; but it's true in game are a bit dark, maybe a dark grey does better.

Offline Buster's Uncle

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Re: Graphics
« Reply #305 on: October 11, 2013, 03:21:07 PM »
There's a way to change which colors work as transparencies, but it displays the same in the game, so it doesn't really matter.

Offline Buster's Uncle

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Re: Graphics
« Reply #306 on: October 12, 2013, 05:44:14 PM »
BTW?  I am ethically compelled to mention that I couldn't have done that new 'Elements' feature on the tutorial page without EXTENSIVE technical advice from Mylochka and Kilkakon.

Offline Geo

Re: Graphics
« Reply #307 on: October 12, 2013, 06:31:45 PM »
You mean graphically, or the explanation?

Offline Buster's Uncle

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Re: Graphics
« Reply #308 on: October 12, 2013, 07:45:26 PM »
I mean making the layout work - my .html editor programs are horrible, and Kil helped me fix some broken code - and Mylochka told me enough that I didn't have to outline the numbers by hand on the image when I was shooping them in.

Offline Geo

Re: Graphics
« Reply #309 on: October 12, 2013, 08:42:26 PM »
Lots of power to Kil' and 'Lochka then.  :)

Offline Buster's Uncle

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Re: Graphics
« Reply #310 on: October 12, 2013, 09:20:56 PM »
Oh yes oh yes oh yes - they saved me a lot of work and improved the quality of the end result. 

This is a valuable function of our community; we help each other.

Offline ariete

Re: Graphics
« Reply #311 on: October 13, 2013, 04:31:02 PM »
the fact Dio totaly build and paint its custom bases with gimp is a cool thang, it mean is a valuable software which give much opportunities for somehow have a good practice as artistic talent. i've just make a try and my own results seem not so beautiful, maybe i need some basis matrix captured by any strategy games, as i did with c&c structures for my firsts facs. so i'm thinking a mad thang ... drawing bases on a paper, scan the result, resize image and make other devices with software (if i remember right, looking NN custom facs, maybe one bases set was did in this way, at least it seems did so).

Offline Buster's Uncle

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Re: Graphics
« Reply #312 on: May 31, 2014, 07:22:10 AM »
Bases9



18 structures adapted from Galactic Civilizations 2, laid out to copy/paste into the .pcx of your next custom faction.  These are a lot of work to put together, so please be sure to credit me in the empty space of the .pcx.

Thanks to I Have No Name for the GC2 files I worked with.

Offline JarlWolf

Re: Graphics
« Reply #313 on: May 31, 2014, 08:35:42 AM »
I really like the ones in the bottom right, the 3 above the bottom one. Very industrial looking, could easily combine and splice them...


"The chains of slavery are not eternal."

Offline Geo

Re: Graphics
« Reply #314 on: May 31, 2014, 09:13:35 AM »
Nicely done. :)

Now, combine some (elements) of them to make progressively growing bases. :D
For instance, the seventh on the left column, and the sixth and eight on the right combined may make a nice combo as a base expands in size.

 

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