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Recapturing "that Civ feel" in CtP2 via modding?

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  • #16
    Originally posted by MikeLynch
    That does look nice.

    But I have to ask: can anything be done about that targeting reticle that indicates an active unit? I'm not too fond of it, as it seems to clash with the isometric layout in a way that ToT and Civ3 do not.
    I'd like to change it to, but didn't see a TGA for it. Does anyone know where its at?
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    • #17
      "I'd like to change it to, but didn't see a TGA for it. Does anyone know where its at?"

      Think it is a cursor in the cursor folder.

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      • #18
        I think he means the flashing one in the zfs file, or is there one in the zfs file?

        You can get the zfs reader and look at each picture from there though.

        I think its pretty good though, reminds me of the target from an old Sega game called Virtua Cop, who knows maybe thats where they took it from.
        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
        CtP2 AE Wiki & Modding Reference
        One way to compile the CtP2 Source Code.

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        • #19
          Pretty sure he means the tga images

          UC002.tga and UC003.tga

          in the cursors folder in the graphics folder.

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          • #20
            Thats the move icon when you path a unit. He means the green (or yellow when the unit has no movement points left) one when a unit is just selected, shown in E's screenshot.
            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
            CtP2 AE Wiki & Modding Reference
            One way to compile the CtP2 Source Code.

            Comment


            • #21
              Thats Great!

              E you have out done yourself this time. Perfect blend of colors- everything seems natural .

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              • #22
                I didn't find that cursor in the ZFS file...any other ideas?
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

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                • #23
                  See UnitActor:rawSelectionBrackets. It is using 4 MAPICON_BRACKET# constants from TileSet.h. So, I assume there are 4 parts somewhere in the .til files in ctp2_data\default\graphics\tiles.

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                  • #24
                    Well it is right that there are four parts somewhere, but you don't find them in the *.til file or in the ..\ctp2_data\default\graphics\tiles\ folder you find these images in the ..\ctp2_data\default\graphics\graphics\ folder. These images are called UPC008.TGA, UPC009.TGA, UPC010.TGA and UPC011.TGA.

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

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                    • #25
                      Originally posted by Martin Gühmann
                      Well it is right that there are four parts somewhere, but you don't find them in the *.til file or in the ..\ctp2_data\default\graphics\tiles\ folder you find these images in the ..\ctp2_data\default\graphics\graphicspictures\ folder. These images are called UPC008.TGA, UPC009.TGA, UPC010.TGA and UPC011.TGA.

                      -Martin
                      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

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                      • #26
                        Found it.

                        So I guess the program automatically turns the reticle yellow -- laaaame. Luckily I don't mind the existing color scheme ... but making the graphic isometric in orientation will be tricky thanks to their having split it into four images, to say nothing of the fact that I'd wager the unit can't overlap the "back" edge of an isometric reticle


                        Well, I can make it less obtrusive, anyway.

                        In related "that Civ feel" news, I'm pleased to announce I'm working out the basics of CtP2 modding, very slowly. Civ2 style units look great even on these slightly larger tiles (better than they did when I attempted a similar mod of Civ3!). Also, the Sioux will be making a comeback.

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                        • #27
                          MikeLynch,

                          nice on the modding! I tried to edit the cursor thingy with just a plain circle (I tried to get the civ3 circle working) had problems of it showing it up. Let us know if you find a solution...
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

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