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  • #91
    Originally posted by Boco
    Here's an example of unit clutter that the default ToT icon height exacerbates.
    It's also exacerbated by your rather ornate health bar. That's too much clutter for mine.

    Originally posted by Mercator
    Alright, alright, I'll look into it. Jeesh!
    You should've kept quiet then, shouldn't you?
    Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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    • #92
      Okay, a little word of explanation about the unit key. I must have changed it a dozen times, spanning the minimalist to ornate spectrum. The pendulum's a little far over at the moment.

      Psst! Don't criticize the middle key that's attached if you want VB utilities.

      The text area is the minimum height to provide background for all the possible status letters that can appear (m,g,f are the 'biggest'). The 'Mercator meter' helps you estimate the degree of hp damage more easily. I wanted other indicators to show civ color and size, but may move them elsewhere — they're actually part of individual icons, not the unit key area. Catfish are you relying on masks in the unit sprites to show civ color? Almost everyone in the WWI Near East theater wore khaki, so civ color indicators are kinda important.

      Most of Fairline's infantry icons stretch 45 pixels +3 from the bottom of the unit icon square. Merc, do you measure your distance from the top or the bottom of the unit key area? IIRC its a 32x10 rectangle.
      Attached Files
      El Aurens v2 Beta!

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      • #93
        *keeps quiet*

        Originally posted by Boco
        Psst! Don't criticize the middle key that's attached if you want VB utilities.


        Most of Fairline's infantry icons stretch 45 pixels +3 from the bottom of the unit icon square. Merc, do you measure your distance from the top or the bottom of the unit key area? IIRC its a 32x10 rectangle.


        I measure the full unit height, so from the top of the unit key. I started working on a new SpriteGen, by the way. I'll probably start a new thread on it, here or in the ToT forum.

        I was a little distracted today though, due to a little thought I had this morning (see this thread).
        Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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        • #94
          Originally posted by Catfish

          And an ISU-152? I can see this list getting longer and longer.
          Hey, no skin off my nose mate, I'm not the one who wants the ToT versions

          Your versions are rather good though
          http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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          • #95
            @Mercator: is it possible to be selective as to which units have the health bar removed or adjusted in height with your utility? I'm guessing that it's not possible, and any changes effect all the health bars.

            It'd be nice to remove 'impassible terrain'-type unit's health bars while retaining those of the 'active' units....
            http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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            • #96
              That's exactly what I made it for.

              So yes, it is possible to select which units are affected. For now, though, you can only choose one height for all selected units.
              Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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              • #97
                Originally posted by Boco
                Catfish are you relying on masks in the unit sprites to show civ color? Almost everyone in the WWI Near East theater wore khaki, so civ color indicators are kinda important.
                In my example, yes on the unit proper - that was the whole point of the exercise . In your screenshot, it looks like you have unit flags in addition to the enlarged civ colour area. Are both required? It's up to you.

                Originally posted by fairline
                Hey, no skin off my nose mate, I'm not the one who wants the ToT versions
                Then why'd you ask for them, eh? You like sitting there admiring them, do you? I knew it. This place is full of weirdos. Try loading the Civ2 palette on the next lot, matey – they'll look like arse!
                Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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                • #98
                  If I understand you correctly, Fairline, the answer's yes. Merc's utility allows you to pick any or all of your units to have a tall sprite (invisible unit key). However, the static.spr that it generates can have only two sprite heights: the ToT default (for visible unit keys) or a tall one (Either that or the new Static.Spr has no sprites at all for the default icons, and ToT just uses Units.bmp).

                  In this shot, the red balls and diamond-shaped depressions are keyless because of SpriteGen. The two combat units with conventional unit keys have no tall sprites. If you don't see this in the zip I sent, then either I failed to send the Static.spr, or you don't have Animated Units turned on. Both problems would be my fault.

                  [Edit: D**n! Slow on the reply. ]
                  Attached Files
                  El Aurens v2 Beta!

                  Comment


                  • #99
                    Originally posted by Boco
                    ...... If you don't see this in the zip I sent, then either I failed to send the Static.spr, or you don't have Animated Units turned on. Both problems would be my fault.
                    You didn't send the Static.spr, and I do have animations turned on. The result was that the impassible terrain reverts to the default versions of the ToT units as shown below They sort of detracted from the atmosphere a bit..
                    Attached Files
                    http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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                    • El Aurens v2 Beta!

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                      • Originally posted by Boco
                        [Edit: D**n! Slow on the reply. ]
                        But that screenshot more than made up for it.
                        Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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                        • Originally posted by Catfish
                          Then why'd you ask for them, eh? You like sitting there admiring them, do you?
                          Actually, we do!



                          But also we ToT scenario developers want to use them too!
                          http://sleague.apolyton.net/index.php?title=Home
                          http://totalfear.blogspot.com/

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                          • Here Curt, something to stare at for a while. Here's Nemo's original Matilda Mk II and two reskins. Don't expect the others in a rush. I'll post those at my site when I get around to them.



                            Edit: On later viewing along side some of the other vehicles, I decided that it was a touch on the blurry side. Here's a slightly sharper version:

                            Last edited by Catfish; February 1, 2004, 18:21.
                            Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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                            • Thanks, Catfish!
                              I will spend some hours looking at them!

                              Funnily enough, the last unit has almost the exact shade of green I had used for Brit armour in my ToT D3 Bmp!

                              Nice one!
                              http://sleague.apolyton.net/index.php?title=Home
                              http://totalfear.blogspot.com/

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                              • Bumping for more art work
                                Find my civ2 scenarios here

                                Ave Europa, nostra vera Patria!

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