I thought I'd just drop by and see if galciv modding was still alive. I saw that my graphic editing suite was still getting hits, so I thought I'd check on the galciv world. Can't wait to hack galciv II!!
Dark Rain
x and Icho Tolot , it's been a while!
I worked on a skin at some point when I made the graphic editing suite but I got bored with it to tell you the truth heh ^_^.
Prices might be higher now but when it came out it was MUCH cheap to get it from stardock. I remember buying it for an insane 89 CND$. I could've save quite a lot had I gone the direct download route but I found out only after I got involved in the online community. Ah well, live and learn. Also, those might be bargain bin prices. GC isn't exactly the new kid on the block game wise.
You need to keep the order of strips only if you're using the gfx mod folder which is buggy to begin with.
Ok, new update, version 1.6 is done. -It now support 16 bit sprites. -A major strip import bug has been fixed. Any image sequence you imported using the strip import didn't use error diffusion as it's dithering method but instead always used the closest color dithering method. That and the images you saw until you saved didn't correspong to the closest color dithered versions. -A very minor bug in the palette editor has been fixed. When reloading a new palette, the color being c
Ok, new update, version 1.6 is done. -It now support 16 bit sprites. -A major strip import bug has been fixed. Any image sequence you imported using the strip import didn't use error diffusion as it's dithering method but instead always used the closest color dithering method. That and the images you saw until you saved didn't correspong to the closest color dithered versions. -A very minor bug in the palette editor has been fixed. When reloading a new palette, the color being c
Ok, new update, version 1.6 is done. -It now support 16 bit sprites. -A major strip import bug has been fixed. Any image sequence you imported using the strip import didn't use error diffusion as it's dithering method but instead always used the closest color dithering method. That and the images you saw until you saved didn't correspong to the closest color dithered versions. -A very minor bug in the palette editor has been fixed. When reloading a new palette, the color being c
Adding 16 bit support lead me to get a better look at font files and the only thing I can say is that it's a real mess. I've identified a new type of font, new intricacies in the palette usage and more weird things. -Not happy [Message Edited]
I'm working on adding 16-bit sprites support in the sprite editor. On one hand it will make it more convenient for modders who aren't used to deal with palettes and well, it IS 16 bit colors. This mean higher quality graphics but the trade off is that it's almost exactly 2x the size of sprites using 8 bit graphics. You'll now be able to edit those few 16-bit graphics in galciv and if IIRC TurgotZ had encoded a lot of ships using 16-bit, so there ya go TurgotZ. It's still not do
Couldn't you release the mod manager as a stand alone utility? That seem much more convenient to me no?
Yes well sorry for that bug, it made the sprite editor totaly useless in version 1.4 :\
Yes, it can be done. Check out the sprites in "Weapons.mdl".
A lot of things are possible with galciv sprites that I haven't seen yet. I've been wondering if ppl didn't know about some of these possibilities : Animated background tiles : A new background image except with animated stars or some such. New anomalies gfx : Creating additional anomalies graphics, not just replacing existing ones. Animated Ship "build picture" : When selecting a ship to be built in the military menu, you can create a picture of the ship that's animat
No, it's not related at all to galciv writter. The writter is useful for CREATING mods, not using and managing them. Let's say you download TurgotZ tile mod. You have to make a backup of Space01.tiles, copy the new Space01.tiles and then you can play. Easy enough, but when you become bored and want to use his other tile mod, you have to again open windows explorer, go to the galciv directory, backup the old mod file and replace it. With this program, you'd only have to start it
Edit : yes, the bug was something I introduced in the last version, I just checked, sorry for that!
Edit : yes, the bug was something I introduced in the last version, I just checked, sorry for that!
Well, I've taken a small break from writting tools for galciv after having given a big push to finish the graphic editing suite. Now I'm ready to start thinking again about new tool ideas. I've got my own ideas but what do YOU want as mod creators and mod users? What annoys you right now about mod creation / usage? I might not be able to help you with your problems / idea but if you don't suggest them we won't know for sure ^_^. I have my own project idea : A mod manager I've a
Yuri : Well I'm not a profesional artist but I'm not exactly a newbie either. For me, getting really good looking ships is really hard without having 3d models to render into the final result. Of course, nothing stop you from trying to get a more old school look, since it's "easier" without 3d models (which would be interesting IMHO). I'm thinking of the look starships had in old SNES games and such.
Update to version 1.5 .As usual, you can get it from : graphix.galciv.org An encoding bug has been fixed, I'm not too sure how it slipped past me for so long since it was a fairly big encoding error. I'm pretty sure it was there from the start but I still have suspicions it was introduced in version 1.4 .Anyways it's working now, thanks to Horst. Remember folks, if you don't report bugs, I can't fix 'hem!
Update to version 1.5 .As usual, you can get it from : graphix.galciv.org An encoding bug has been fixed, I'm not too sure how it slipped past me for so long since it was a fairly big encoding error. I'm pretty sure it was there from the start but I still have suspicions it was introduced in version 1.4 .Anyways it's working now, thanks to Horst. Remember folks, if you don't report bugs, I can't fix 'hem!
btw, its "Rain" :p
Heh, yeah I know. I hacked the file format and sat on them for about 10 months hoping someone else would do it. The reverse engineering was the fun part, writting the tools was mostly grunt work ^_^.
Trinox : Yes well, galciv sprite format support 16 bit and 8 bit pictures. I've only reverse engineered the 8 bit file format. I'll surely get to the 16 bit format someday but since so little of galciv files use it, I don't feel like I'm in much of a hurry ^_^.
The suite has been update to version 1.4. Get it at : http://graphix.galciv.org/ Only the sprite editor has changed. The was a bug which prevented you from saving SS.SPR1 from startscreen.mtd. For those wondering, it's not added support for 16 bit sprites. I've just fixed a special case of file that happens only in that file. I had thought I'd had taken care of it but since I never tested it before, it was buggy. I'd like to thank Martin Dobias for pointing that one ou