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Old July 2, 2002, 14:15   #151
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Ooops, forgot to attach the pic.
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Old July 3, 2002, 06:13   #152
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Its riddled with black pixels, that you need to change to almost-black for it to work. If you repost it as a tiff then I can sort it, but the jpg loses the image quality.
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Old July 3, 2002, 08:55   #153
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I did some work on it already. But there was no pure black pixel inside the city. I just made it less pure black.

Yet it isnt working. Something else happened
Now it appears a windows error message.

This time i think it is a text prob.
I direct copied the one you attached and set size to be 96 x 72.

So why it isnt working?????

Please, give it a try. I am going crazy.
the Tif is here:
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Old July 3, 2002, 09:05   #154
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Its wierd. If someone else doesn't get there first, I should be able to look at it properly when I get home, I only have Paint here
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Old July 3, 2002, 10:50   #155
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Your problem is the missing alpha channel Pedrunn, once I added it, it was no problem using the sprite maker, even with Ben's original gg01.txt with the wrong image sizes. Unfortunatly I don't know how to create the alpha channel with Photoshop. Maybe it will help you if you load this modified image into Photoshop. Images with alpha channel have a size of 28kb at leats my PSP4 files.

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Old July 3, 2002, 10:53   #156
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Quote:
Originally posted by Martin Gühmann
Unfortunatly I don't know how to create the alpha channel with Photoshop.
It's explained in Harlan's documentation.
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Old July 3, 2002, 13:19   #157
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Thanks for the tif, Martin!

one less to go!
The problem i have several others pics done to convert into sprite. thats why i want so badly to learn how to make goods.

I dont even know what a alpha channel is But i will take a look into Harlans documetation. I didnt read yet because i thought it only would help me to do cities and units.
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Old July 3, 2002, 14:35   #158
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This is how I understand it (please correct me if I'm wrong):

The alpha channel is the "fourth colour" associated with each pixel (in addition to RGB) - the sprite maker (and many other similar applications) uses it to control transparency - I guess alpha 0 means transparent, alpha 255 opaque but it may be the other way around. Since the transparent pixels must be exactly the black pixels I don't know why this is necessary but I guess it's just another peculiarity in what is, after all, most likely a rushed program... I think better use of the feature is made in the new sprite version used in CTP2, some sprites like the helicopter appear to have partial transparency.

Modifying the alpha in a graphics application is usually fairly peculiar compared with just changing the RGB because it's used less frequently - most picture formats don't support it.
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Old July 3, 2002, 21:01   #159
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Wooohhooooo!!!!!!!!!!

Aleluia, my friends!!!!

I read Harlans documentation.
It was there how to make a alpha channel.
And finally i am making my own good sprites.

Thank you all.
today i will sleep peacefully


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Old July 4, 2002, 07:00   #160
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Alpha channels are extremely useful for experienced graphics makers: they can be used for things like shadows, smoke, water, backgrounds, animation, etc. Tom Davies played around with it quite a bit and his later sprites do make use of them more and more. I don't think alpha channels necessarily have to black, or even just one color (although this might be a CtP specific constraint), but I admit I don't understand the details either. Simple (web-oriented) file formats (bmp, jpg, gif) don't support it but from what I understand it's a fairly important and common feature in the more advanced formats (png, gif, tiff, tga), used more by (semi-)professional graphics artists.
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Old July 4, 2002, 12:59   #161
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Quote:
Originally posted by J Bytheway
The alpha channel is the "fourth colour" associated with each pixel (in addition to RGB) - the sprite maker (and many other similar applications) uses it to control transparency - I guess alpha 0 means transparent, alpha 255 opaque but it may be the other way around. Since the transparent pixels must be exactly the black pixels I don't know why this is necessary but I guess it's just another peculiarity in what is, after all, most likely a rushed program... I think better use of the feature is made in the new sprite version used in CTP2, some sprites like the helicopter appear to have partial transparency.
You are right about the extremes but you can also use partial transparency, using the grey tones in between. See good number 4 the beaver example that comes with the sprite tool you will see that the edges are grey. This partial transparency on the edges has the effect the good (or object) does look like it belongs to the surrounding and not like a sticker pinned on a wall. They look smoth instead of hard. You see the different if a sprite don't use this technique (except the city sprites) and don't have shadows. Here is another example of a one frame good sprite the lobster. It has the partial egde transparency and of course shadows. In my opinion for a city expansion graphics it isn't necessary to use tranparent edges as the city sprites don't use them either.

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Old July 25, 2002, 15:11   #162
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pedrun I am off line for a bit at the moment but will be coming back in September I have already made some new cities based on some I found in the ctp1 cd
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Old July 26, 2002, 19:01   #163
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Pedrunn, can I borrow your fictional universe for an RPG scenario to follow up your one?
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Old July 28, 2002, 06:54   #164
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IW,
Sure you can!!!
To tell you the truth, i feel flaterned with this request.
What RPG is it?
Big Mc,
I really want to see those!!! where are they?????
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Old July 28, 2002, 14:11   #165
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Quote:
IW,
Sure you can!!!
To tell you the truth, i feel flaterned with this request.
What RPG is it?
I don't know yet, I was thinking of doing a star wars scenario (as Dave's doing LOTR ), but I'm waiting for the Civ3 Star Wars project to make me some units first, so I thought I could use yours to get back into the swing of scenario making.

Probably some sort of resistance scenario where the First Ones betray the winners, and kill them too. Then the 4 defeated races of the universe have to ally and kill of all the First Ones to reclaim the galaxy.
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Old August 5, 2002, 15:11   #166
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Pedrun I will attach the pic but the cities will have to wait. also I have the first realise of my new gui for ctp 2 looking cool.
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Old August 5, 2002, 22:24   #167
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It has been a wfile since you last visit, Big Mc! I am glad you are back.
Good pictures of the cities evolving (or are they actually sprites?).
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Old August 9, 2002, 15:59   #168
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pedrun i got you the tga just use the sprit maker and there yours
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Old August 9, 2002, 16:03   #169
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Pedrun here is the first file for my gui mod there’s two
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Old August 9, 2002, 16:08   #170
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And the second one


Pedrun how about the cities fro the pic at the top of thes thread

And wombat I always like the idea of the people who kill the first ones ship going into there dimension and wiping the first ones out






Oh and I know about the city manger bug.
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Old August 9, 2002, 17:00   #171
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That is amazing. You did quietly put a lot of work in this. It is amazing.
I will test the tgas to check how the UI look is going on.

As for the city i think we got a new Emphat city style (blue one)
And I am thinking in using the green one as the Th'ree Kreen.
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Old August 9, 2002, 17:07   #172
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Pedrun there is another one.

It s the arcologies pic on your ctp1 wall chart.

Also on that chart notice to two missing units

War walker and star cruiser

and thanks
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Old August 9, 2002, 23:12   #173
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What i have just launched really was CTP2?

I take my hat off. What you did was incredible. It looks how i had imagined if not better. A Homeworld-like interface where everything gives the idea of space. I really cant wait to see that interface with the space terrain, the black background of the space units and advances.
Congratulations, i really am amazed.

Here are some notes:
- The Scenario editor has a different collor (a white texture and not the blue)in the top of the background
- Would be nice to improve the main control. It is all blue with no details. Not even borders to separate the map info from the tabs, and those from the wheel with buttons (could you list the tgas that are part of it. I may take a look).
- I think The GL background may look better with the same background of the Gaia Controller screen.
- The title of the screen have white shadows what makes them dificult to read but i think this cant be changed without changing the files. Yet it isnt such a big problem
- Do you get crashs when trying to open the science screen or it is just me?

The rest is terrific. Congratulations again
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Old August 27, 2002, 16:45   #174
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It is you with the science screen

I fix some bugs like the city screen and the money bit I have been playing with it on for a few weeks now I got use to it and thick it looks professional.

I have mainly been on holiday and working on the colony bit as well as my scenario.

What’s any body else think of it or has pedrun downloaded it five times
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Old August 27, 2002, 16:59   #175
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Pedrun were are the city sprites you promised from the top of the page
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Old August 27, 2002, 17:02   #176
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All the people with 58 k modems are going to kill me you need to download the first set of files for the mod as well as the second
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Old August 28, 2002, 13:08   #177
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Just downloaded so i will check it now.
And you were right it was my science manager and not the pics.

You have disapeared didnt you. There has been such a long time since you did not come to the forums that you probably dont know that those cities were to the city expansion code. And since it did not worked out i am currently making a new version of it using TIs.
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Old September 15, 2002, 10:41   #178
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http://www.cdmag.com/articles/017/180/shot1.html


This is a really old screenshot of ctp1.
It has an old version of a space city. This could be used in your scenario
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Old September 15, 2002, 10:52   #179
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It already is in my scenario.
Check a couple of pages ago. I got a sample of how the cities will look like and this city is part of the human cities series.
But the work on this scenario was delayed because i was learning slic, working on the city expansion and others stuff. It has no date to start again. But i really wanted to see it in action.
And i know how to implement all stuff.
But currently i am working on a mod that i plan to release its BETA before september 30th. After that my university class will start and modding will be much harder.
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Old September 19, 2002, 07:47   #180
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pedrun i am back at collage on moday
so i will be around a bit more

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