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  • #16
    Now I have not enough time to make the full list. But I know that at TilesetIndex 400 follows Maglev and at TilesetIndex 500 Undersea Tunnel.
    The large fut wall and the small fut wall are in fact the CTP1 genetic and diamond age citywalls. I wonder how to make CTP2 to use tese citywalls in genetic and diamond age.

    -Martin

    [This message has been edited by Martin Gühmann (edited March 29, 2001).]
    Civ2 military advisor: "No complaints, Sir!"

    Comment


    • #17
      Now I put in the tileimp.txt 927 additional tileimprovements. So far as I am I think only the last 50 TilesetIndices are interesting, they contains graphics for cities and units for example the veteran medal for units or the slavery sign for cities.

      -Martin
      Civ2 military advisor: "No complaints, Sir!"

      Comment


      • #18

        quote:



        Curiously I cannot replicate Martin's tile 33 and 34 in terrain.txt - I get a black square. Martin, what is your methodology?




        Here is the code of my special terrains taken from the terrain.txt. May be the problem the InternalType: that you can't replicate. Only these two terrains will give you ruins and rivers. All the other TilesetIndicexs will produce a black square.


        Code:
        ############################################################
        
        TERRAIN_SPECIAL9 {
        TilesetIndex 33
        Icon ICON_TERRAIN_BLACK
        InternalType: Special
        CanDie
        GLHidden
        
        EnvBase {
        Score 10
        Food 0
        Shield 0
        Gold 5
        Defense 0
        Movement 200
        Freight 100
        DeadFood 0
        DeadShield 0
        DeadGold 0
        }
        
        EnvCity {
        Score 0
        Food 10
        Shield 15
        Gold 15
        Movement 50
        Freight 50
        }
        
        EnvRiver {
        Score 30
        Food 5
        Shield 5
        Gold 5
        Movement 50
        Freight 50
        }
        
        MovementType: Air
        MovementType: Land
        }
        
        ############################################################
        
        TERRAIN_SPECIAL10 {
        TilesetIndex 34
        Icon ICON_TERRAIN_BLACK
        InternalType: Special
        CanDie
        GLHidden
        
        EnvBase {
        Score 10
        Food 0
        Shield 0
        Gold 5
        Defense 0
        Movement 200
        Freight 100
        DeadFood 0
        DeadShield 0
        DeadGold 0
        }
        
        EnvCity {
        Score 0
        Food 10
        Shield 15
        Gold 15
        Movement 50
        Freight 50
        }
        
        EnvRiver {
        Score 30
        Food 5
        Shield 5
        Gold 5
        Movement 50
        Freight 50
        }
        
        MovementType: Air
        MovementType: Land
        }
        
        ############################################################
        quote:



        I got the Goods Sprites from CTP1 and moved them across (renumbering of course) though now I've got Hannibal's scenario as well. Gosh there is going to be a lot of commerce - though I ass-u-me that even if you define goods 3 and 4 the randomly generated maps will only use the first two????





        Maybe you should take a look on the good.txt

        Code:
        # Rubies
        TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE {
           SpriteID 18
           Sound SOUND_ID_RUBIES
           Gold 1
           Probability 0.5
           Icon ICON_GOOD_ARCTIC_MOUNTAIN_ONE
        }
        
        # Diamonds
        TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO {
           SpriteID 7
           Sound SOUND_ID_DIAMONDS
           Gold 1
           Probability 0.5
           Icon ICON_GOOD_ARCTIC_MOUNTAIN_TWO
        }
        
        # Rubies
        TERRAIN_ARCTIC_MOUNTAIN_GOOD_THREE {
           SpriteID 18
           Sound SOUND_ID_RUBIES
           Gold 1
           Probability 0.5
           Icon ICON_GOOD_ARCTIC_MOUNTAIN_THREE
        }
        
        # Diamonds
        TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR {
           SpriteID 7
           Sound SOUND_ID_DIAMONDS
           Gold 1
           Probability 0.5
           Icon ICON_GOOD_ARCTIC_MOUNTAIN_FOUR
        }
        Note that the Probability to appear of every good is 0.5 that means 50%. hat would be a total Probability of 200%. Maybe this is our mistake. There is only a total Probabilty of 100%. And that could be the reason why the game does't recognize the extra goods.

        -Martin

        Civ2 military advisor: "No complaints, Sir!"

        Comment


        • #19
          New Tileimp graphics possible

          Now I put in the tileimp.txt 927 additional tileimprovements. So far as I am I think only the last 50 TilesetIndices are interesting, they contains graphics for cities and units for example the veteran medal for units or the slavery sign for cities.
          Indeed these graphics are not part of the *.til files. Actual the last TilesetIndices are graphics from *.rim/*.tga not part of the *.til files. These *.rim files are called like that:

          upc0xx.rim

          Be warned some of them are used and shouldn't be replaced.

          These pics are used by the TilesetIndices maybe a bug. I noticed this as I got the ReadZFSFile version 2.0 by Martin the Dane it was really helpfull. Maybe this little example mod could Martin help to get tel *.til file editor closer. There are some colors in these pics that have certain functions:

          black: Full Transparency
          pink: Shadows
          bright blue: Actually not a function but using this kind of blue will caues some wired effects.

          So it looks that the *.til files could be a huge rim picture.

          I was able to replace some of them here is an Tileimprove Add Example Mod it will add something that I define as some kind of undersea fortification. It is only for modmaker who want to know how to add a tileimprove graphic without editing the *.til files. It is not a finished mod, but it could be very helpfull. And there could be possible problems for example the number of new tileimprovement graphics is limited, maybe something between 10 and 20 and you should not use every pic that is possible to use.

          -Martin
          Attached Files
          Civ2 military advisor: "No complaints, Sir!"

          Comment


          • #20
            Re: New Tileimp graphics possible

            So it looks that the *.til files could be a huge rim picture.
            That would be very useful. I guess that means it is almost exactly like the Civ2 giant *.gif files. Activision borrow a lot of ideas, but changed them just enough that we wouldn't notice

            I suspect the *.til file will also have some kind of header on the picture, as a *.rim does from a *.tga. That might explain why Martin found no obvious way to split the file into 927...
            Concrete, Abstract, or Squoingy?
            "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

            Comment


            • #21
              So it looks that the *.til files could be a huge rim picture.
              Unfortunatly it is a little bit more difficuilt. I e-mailed Martin to send me his little test application for the *.til files. His utility threats all the bytes of the the *.til files as a long line of pixels. He tried to combine these pixel lines. To one huge picture. But there is a picture for every terrain tile end every line of these pictures has its own length, because empty pixels are not saved. The lines of one terrain graphic are merged into one so you have to guess where one line ends and the next line starts. I didn't finnd a stop line pixel only a start and a stop picture pixel. So I was able to combine the lines correctly of a bech tile. The graphic at the top is a screencapture from the game for comparision and the graphic at the buttom is my pixel line puzzle from Martin's test tool. Note that the black surrounding is not saved in this *.til file. I guess the black stuff is also skipped in the sprites that would explan why my small city sprite are smaller than the sprites of the big cities. I e-mailed my results to Martin I hope it will help him.

              -Martin
              Attached Files
              Civ2 military advisor: "No complaints, Sir!"

              Comment


              • #22
                That might explain why Martin found no obvious way to split the file into 927...
                Note that there are must two different tables of TilesetIndeces. One for the tile improvements and another one for the terrains. From that what I saw today, it could be rather that there are more TilesetIndices (for the terrain) but less graphics, because empty graphics aren't saved with its full length. And I wanted to do someting about of GoodMod. So what do I instead: Adding tileimp graphics and sounds and looking into test app.'s, the different is that the first one is old and the other thinks are new to me.

                -Martin
                Last edited by Martin Gühmann; July 11, 2001, 16:03.
                Civ2 military advisor: "No complaints, Sir!"

                Comment


                • #23
                  Originally posted by Martin Gühmann

                  So I was able to combine the lines correctly of a bech tile. The graphic at the top is a screencapture from the game for comparision and the graphic at the buttom is my pixel line puzzle from Martin's test tool.
                  So... so far we (you ) can get the graphics out, but not put them back in - yet. It's a start I suppose, and a very good one. Congratulations, this is great news
                  Concrete, Abstract, or Squoingy?
                  "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                  Comment


                  • #24
                    How much things have changed since the good old days back just after the game was launched when we knew nought but struggled and prevailed against the mighty menace of Slic sadly though losing our one true and great leader the mod editor. Me.

                    Modest ain't I
                    Destruction is a lot easier than construction. The guy who operates a wrecking ball has a easier time than the architect who has to rebuild the house from the pieces.--- Immortal Wombat.

                    Comment


                    • #25
                      So... so far we (you ) can get the graphics out
                      The prcess is very slow, because is just a test app. I needed one hour for this dessert piece. And I didn't find the tileimprovements, yet.
                      Attached Files
                      Civ2 military advisor: "No complaints, Sir!"

                      Comment


                      • #26
                        Well seems like Martin has been talking about me behind my back

                        Ok I have managed to make a viewer now, take a look at the thread Tile Viewer/Editor in progress for a short description.

                        I needed one hour for this dessert piece.
                        No need for that anymore, but thanks for the help, without it I would have given up (Well i actually had)
                        Visit my CTP-page and get TileEdit and a few other CTP related programs.
                        Download and test SpriteEdit development build.

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