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Using portraits in \'ancient ruins unique.\'
Good Morning!
I have looked at several mods and have seen neutrals implemented as 'ancient ruins unique' which gives out unique techs (such as Selay Mustering Base ala BotF). I would like to put a race portrait up (I guess as a component). However, I believe that the file components.bmp would have to be added to. Is that correct? If so, question to SJ, keeper of the Image Mod flame...are submissions still being accepted? GB |
Re: Using portraits in \'ancient ruins unique.\'
Yep.
You could upload them here, or gmail to imagemod |
Re: Using portraits in \'ancient ruins unique.\'
I have over 40 new component images as well.
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Re: Using portraits in \'ancient ruins unique.\'
Sounds like high time for a new update then.
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Re: Using portraits in \'ancient ruins unique.\'
SJ,
I plan on uploading over 100 race portraits I have gleaned from various mods (including the Star Trek Mod and the B5 mod as well as the internet). I would like to give credit to where credit is due (I am just the messinger--I just want to do my bit to help the community). I was planning on attaching a .txt file...Is there a procedure for this? GB |
Re: Using portraits in \'ancient ruins unique.\'
The general utility of a bunch of race portraits as components in the image mod isn't entirely clear to me.
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Re: Using portraits in \'ancient ruins unique.\'
Hundreds is a bit over the top.
Could you trim it down to a more manageable number? Keep in mind that the components used will be independent of the empires in the game. What I need is the portraits, and the minis. Saving the minis as a long strip of pictures instead of individual bmps saves time in the cut&pasting. And finally, a text file with the credits to put down in the readme. |
Re: Using portraits in \'ancient ruins unique.\'
SJ,
Whatever number is good for you... Fyron, I wanted to use these racial portraits in association to a unique racial technology. For example, as part of an 'ancient ruins unique', the Bynar Computer Center would have the computer center componant was well as the species picture... GB |
Re: Using portraits in \'ancient ruins unique.\'
Right, but I was wondering what general utility they had for being in the image mod. Is it not starting down a slippery slope? Where do you draw the line? Should there be portraits for every race, to be fair and inclusive? Should there be race portraits as facilities? Should there be ship portraits as facilities? They could be "derelicts" or whatever.
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Re: Using portraits in \'ancient ruins unique.\'
How about just adding them to the image mod as a seperate Portraits file? Then people can use them as they see fit.
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Re: Using portraits in \'ancient ruins unique.\'
Fyron brings up a valid point. The Image Mod size could become bloated. I like Kana's idea, but I have no problem with bandwidth or storage space. I do not want SJ or anyone else to 'bust their a**' adding to the Image Mod just for my sake. I guess SJ could be the arbiter on this one. The crux in this case is the componants.bmp file. I would do it myself, but my graphics editing experience is zero.
GB |
Re: Using portraits in \'ancient ruins unique.\'
How about just one row (of 24)?
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Re: Using portraits in \'ancient ruins unique.\'
SJ,
Thanks for the quick reply. I have a friend who has some graphic editing experience, and he will work on it. I guess I do not want to add to the Image Mod if there is little demand for it... GB |
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