.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 20th, 2006, 10:44 AM

Azatol Azatol is offline
Private
 
Join Date: Jul 2005
Posts: 45
Thanks: 0
Thanked 0 Times in 0 Posts
Azatol is on a distinguished road
Default Making new components.bmp

I've been looking at the components.bmp for imagemod because I'm working on a fantasy themed mod thats just started where I'm using all new component images.

I thought in stock, without imagemod that the components.bmp was 10 wide, but I see its 24 wide in imagemod and also has those numbers on the side. What rules are there on the size and content of that bmp.

I've currently got 17 components and I'm trying to get SE4 to run my mod so I can get a few things tested.

Also how important is background on components? Does it need to be black or something else?
Reply With Quote
  #2  
Old June 20th, 2006, 11:33 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Making new components.bmp

It's 24 columns, but can have an "unlimited" number of rows. Absolute black (0,0,0) is considered transparent for most items in the game, but I don't think that matters for components like it does for ships etc.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #3  
Old June 20th, 2006, 12:12 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Making new components.bmp

Extra info past the 24th column is ignored, which allowed the image mod files to have the numbering added in.

What sort of fantasy mod are you making? "Spaceship" based, or making systems into "planets" and having the ships represent individual creatures (or small groups)?
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #4  
Old June 20th, 2006, 01:02 PM

Azatol Azatol is offline
Private
 
Join Date: Jul 2005
Posts: 45
Thanks: 0
Thanked 0 Times in 0 Posts
Azatol is on a distinguished road
Default Re: Making new components.bmp

I'm making one where the combatants are components, rather than making swords, armor and so on components. Also horses and other transportation are components.

I'm using mounts to distinguish between the calibur of warriors, such as regular, heroic, legendary and a fourth very hard to unlock mount. They will increase to-hit and defense and damage, but vastly increase cost reflecting the rarity and specialness of heroic warriors.

I've got fixed ship sizes instead of the many different vehicles in Fantasy Empires Mod. I'm also keeping almost all my warrior components the same size (with a few exceptions: Orcs 20kt, Elves 40kt so far)

I've worked on Human and Orc racial sets so far, which is mostly melee and non magical stuff, but Elves are next.

* Human
Swordsman
Spearman
Priest
Archer
Knight
Gunman

* Orc
Brute
Elephant
Archer
Shaman
Berserker

is what I have so far in addition to horses, packs and facilities (with a two-in-one mana/research facility being one of the bigger changes.)
Reply With Quote
  #5  
Old June 20th, 2006, 02:20 PM

Azatol Azatol is offline
Private
 
Join Date: Jul 2005
Posts: 45
Thanks: 0
Thanked 0 Times in 0 Posts
Azatol is on a distinguished road
Default Re: Making new components.bmp

Now I've got a weird bug I've found in testing. I've got an alpha version with the components showing up (and a little problem with the facilities, but no biggie.)

However, testing in the simulator and in real movement, no matter how much movement and supply I have in the design window my ships will only move at speed 1. I've given them plenty of supply and movement but they still move at 1.
Reply With Quote
  #6  
Old June 20th, 2006, 02:35 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Making new components.bmp

What abilities are you using for movement? Some of the abilities (such as the one used by stock Solar Sails and the reactors in CBmod - I think it's called Bonus Movement) require at least 1 move point's worth of regular engines in order to work.
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #7  
Old June 20th, 2006, 02:48 PM

Azatol Azatol is offline
Private
 
Join Date: Jul 2005
Posts: 45
Thanks: 0
Thanked 0 Times in 0 Posts
Azatol is on a distinguished road
Default Re: Making new components.bmp

My problem was forgetting to have any bridge type of component. I made a bridge/life support/crew component just to save hassles and called it mission and now things are working again. (still lots of bugs but its a start.)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:39 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.