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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
While updating graphics for the ToT Conversion Project, I decided to finish a terrain project I've had on the go for awhile. This is terrain 2 sourced from several games: CTP, Civ 3 and Legion. Ocean is by Catfish. This is a png file - I'll also post the bmp zipped, for those who are concerned about gamma things.
Attached Files
Tecumseh's Village, Home of Fine Civilization Scenarios
The purple background is wrong on this, I'll fix it this weekend. Sorry to the guy who downloaded it. It looks pretty good with Catfish's Terrain 1, if I do say so myself.
Tecumseh's Village, Home of Fine Civilization Scenarios
Here it is again. Even though I carefully remade the entire T2 file, it still shows the background color when you look at the city view and click on an adjacent square to create a specialist - but only in the converted Justinian the Great scenario. I tried it in other scenarios and everything is ok. So it's not the bmp, it's the scenario. I know that JtG is hex edited, so maybe that's the problem.
Here it is again. Even though I carefully remade the entire T2 file, it still shows the background color when you look at the city view and click on an adjacent square to create a specialist - but only in the converted Justinian the Great scenario. I tried it in other scenarios and everything is ok. So it's not the bmp, it's the scenario. I know that JtG is hex edited, so maybe that's the problem.
I should wait until someone more knowledgeable posts, but that hasn't stopped me in the past. It may be that an RGB of 132:132:132 (used in your example) isn't transparent in ToT. I'm using 135:83:135, which is likely a gamma distortion of 135:80:135, but it works.
Catfish, 24-Feb-04
Civ2 ToT seems to be very fickle about its purple. I’ve now come to the conclusion that other than magenta, there are no other standard transparent mask colours in the terrain files; only what you define yourself (the top-left pixel of each box). The units files seem to be treated differently – I’ve seen cases where the top-left pixel is blanked (magenta) and the purple has remained invisible (except in Mercator’s SpriteGen – but that’s his fault ). This also depends on the shade of purple, of course. The purple in your terrain files lies within the correct range - so there you go.
What confuses/frustrates me is that ToT is not following the upper-left=transparent rule for Terrain.
Don't worry, it was very easy to adjust my unit.bmp for use with SpriteGen.
@Boco: That looks like a quote from one of those El Aurens e-mails. There's a better and more recent explanation here.
Originally posted by Boco
What confuses/frustrates me is that ToT is not following the upper-left=transparent rule for Terrain.
Take a closer look and you'll find that the rule holds true. The top-left pixels for the mountains and hills terrain types are magenta. That is the problem here. Those cyan numbers on the river mouth tiles will also be visible in the game's city screen when there are no overlying terrain tiles.
Yeah, that was an ancient email. I used a standard nasty American politics trick. Why use an accurate recent quote that requires keeping up with current events when you can get a guy to respond to a old quote he made ages ago?
And yes, I'm blind. I only inspected the first 2 terrains of the file. Ents would not be pleased with my deliberations.
Curt, my friend, I have a question for you. Do you by any chance have any industrial terrain to go with those new modern cities of yours? Alternatively you could post a city dump like the other you did and I could make it myself!
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