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Old June 4th, 2007, 02:56 AM
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Default 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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Old June 4th, 2007, 02:58 AM
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Default 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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Old June 4th, 2007, 09:44 AM

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Default 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.

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Old June 4th, 2007, 09:11 PM
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Default Re: Using portraits in \'ancient ruins unique.\'

How about just one row (of 24)?
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Old June 7th, 2007, 11:06 AM

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Default 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...

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