Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
Hi Leute,
Ich bin bei meiner Suche nach Einheitengrafiken für die neuen Waren und Produktionsketten mittlerweile weit fortgeschritten.
Lediglich diese fehlt mir hier noch:
* Grafik Einheit "Siedler mit Schafsherde" (soll Bonus Schafe auf Karte erzeugen)
Bitte helft mir suchen !
Geändert von raystuttgart (15. Januar 2011 um 12:58 Uhr)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
Hi ray!
Here corrected version of both GameFonts for your mod.
I added also the purple missionary cross for Portugal from the TAC-Gamefonts.
I tested them on my "1492: Global Colonization" mod and found no errors during booting process.
Geändert von raystuttgart (18. Dezember 2010 um 19:54 Uhr)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
Great! Glad to help in your mod.
Just one remark concerning "the purple missionary cross for Portugal".
I'm not sure that this icon will work as you expected. Especially if you don't made any corresponding changes in source files in the part of GameFonts reading.
The problem related to the number of new resources (yields) you added. I don't know how exactly, but the game somehow calculates (let's name this as) "a distance" between last resource icon and the line of "crosses".
Practically it means that all crosses are shifted in the right direction on X icons. This shift depends on a number of new (added) resources. I found this bug in "1492: Global Colonization, Resource pack", where some "crosses" are disappeared at all, some crosses were wrong.
I suppose there is a simple graphical trick how to estimate X value. At least I have an idea how to calculate X graphically.
Please, inform me if you will have the bug with "the purple missionary cross for Portugal" or some strange effects with other crosses.
Don't worry, I have checked it.
(I have created missions with Portugal and the purple cross icon was displayed properly.)
Everything is fine.
We had this problem in TAC once too.
But I could solve it by correcting the alpha channel and marker pixel.
(But it took me really long and several tries.)
I believe the problem is not directly related to the number of icons but to special markers that signal something like "linebreak" / "go to next line".
As long as the number of icons I use does not need a third line and as long as I do not mess with marker pixel or alpha channel, everything should be fine.
With Cocoa and Whaling we ran in several problems concerning Gamefonts.
I have checked all of those.
As I said, everything is fine. You did a great job.
Geändert von raystuttgart (18. Dezember 2010 um 22:46 Uhr)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
Around this thread entry we had the discussion about problems with icons (crosses, defense, ...).
Maybe it will give you some insight.
Haven't you ever noticed the marker-pixel in the Gamefonts ?
Take a look at the Gamefonts with DXTBmp.
For example:
In the second line of yield-icons, the fourth purple box from the right.
There is a small blue pixel at the right purple line of the box.
Pixel like that must never be destroyed and their equivalent in the alpha channel must be absolute black.
Also I believe that their neighbour pixel in the alpha channel must also be absolute black.
Next thing I noticed is that it usually is a bad thing to add further of these blue pixel.
Never noticed any problems by leaving theses pixels and their equivalent in alpha channel as they are.
I am no specialist for these things but I now how I am trying to fix problems with shifted icons.
With try and error I usually get the solution.
Exactly.
But do not forget the alpha channel considering those pixel.
The only really important marker pixel seem to be the last ones in a row.
(In the Gamefonts you made for me you did not change those.
Otherwise I would have corrected them.)
The best thing is to never change anything there.
Also not adding new ones after the last existing.
Then everything should be fine.
Edit:
Double checked everything:
1) First row of icons -> appear perfectly in city screen
2) Second row of icons -> appear perfectly in city screen
3) Icons when creating missions ->
4) Other icons like defense and so on. ->
Geändert von raystuttgart (18. Dezember 2010 um 23:46 Uhr)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
Thank you very much, ray, for a very useful information!
Now I understand why my old Gamefonts in "1492" mod was wrong in a cross section and why your Gamefonts are correct.
Gamefonts for "1492" mod I made "pro Stück", your Gamefonts - by blocks. Therefore I lost all markers in both channels in "1492", and this was wrong!
Your welcome.
However I am very surprised that I could help you with information here.
I don't understand what you mean by that, Sorry.
As I said, the important thing seems to be:
Don't mess around with the marker pixel, especially the last one in a line.
(Don't delete them, don't add any after those, take care of the corresponding alpha channel.)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
Hi Leute,
Weihnachtsfeierstress vorbei, ich hab das Modden wieder aufgenommen.
Hier mal ein erstes Bild von der "hellgrünen Savanne":
(Oben bissle heller die "hellgrüne" Savanne, unten die alte Savanne.
Ich hoffe man erkennt den Unterschied, aber besser bekomme ich es nicht hin )
Achja, Banane ist natürlich auch wieder drin.
Geändert von raystuttgart (28. Dezember 2010 um 11:49 Uhr)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
Du würdest lieber mal eine Testversion von 'Feilschen' rüber wachsen lassen, ich bin ganz hibbelig das testen zu können
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)