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Thema: [RWL] Grafiken und GameFonts

  1. #151
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    Very very nice.

    Really like it.

    Some suggestions:

    Medical Herbs-> Just plants. Mixture of Oregano and Ginger, maybe even another third plant.
    Herbal Medicine -> Just different shaped bottles with different coloured liquids inside, maybe a bowl and a little cloth in front. No plants.
    OK, how about such variant?



    Herbs here is a combination of Oregano, Ginger and Gumamela.

    I will continue with Gamefonts and resource_icons_64ea.dds.....
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    Geändert von KJ_Jansson (07. März 2011 um 19:40 Uhr)

  2. #152
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    OK, how about such variant?
    Yes, that is it !!!!!

    Exactly what I imagined.
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  3. #153
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    Gamefonts and resource_icons_64ea.dds are ready. Please, test.

    Zitat Zitat von raystuttgart Beitrag anzeigen
    @KJ:

    After I have integrated these things into RWL, would you like to have a Preview-Version this weekend ?

    Still problems with screens, gamefont-icon-order and missing texts, but maybe you could take out some stuff for your work ?

    Also you could take a look at some of my new DLL-Features, for example:

    * Abandoning Cities (which is basically a rework of another modcomp with some improvements)
    * New bargaining with natives (People that have seen it really love it.)
    * New system of Missioning

    And lots of other DLL-Stuff I had made for TAC.
    Thank you very much. Of course, I am very interesting to see and to test your mod.
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    Geändert von KJ_Jansson (07. März 2011 um 22:20 Uhr)

  4. #154
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Gamefonts are ready. Please, test.
    Looks good.
    Thanks a lot again.

    (I have some problems with shifted icons but that has been there before.
    Since I added more Specialbuilding-Icons in the second row.
    So it is not related to your work and I will fix it.)

    What was that Bonus-Icon you replaced originally intended for ?
    (6. row, right of stone)

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Gamefonts and resource_icons_64ea.dds are ready. Please, test.
    Perfect.
    You are really the master of Graphics !

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Thank you very much. Of course, I am very interesting to see and to test your mod.
    Ok, I will integrate these new ressources (including full production line for Medicine) and send you my work upcoming Sunday night.

    The only thing I am still missing is graphics for Bonus-Ressource "Medical Herbs" but I will find something or just use place-holder graphics till later.
    Geändert von raystuttgart (07. März 2011 um 22:28 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  5. #155
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    6 row right of Stone is Medical Herbs. Now you added your current Medical Herb (combination of Oregano, Ginger and Gumamela). Earlier here was also Medical Herb.

    This icon in Bonus resources section. And of course in Yield section, too. Please, check again....

    Ok, I will integrate these new ressources (including full production line for Medicine) and send you my work upcoming Sunday night.
    Great!

  6. #156
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    6 row right of Stone is Medical Herbs. Now you added your current Medical Herb (combination of Oregano, Ginger and Gumamela). Earlier here was also Medical Herb.

    This icon in Bonus resources section. And of course in Yield section, too. Please, check again....
    No Problem, everything is fine.

    I was just wondering what the original icon at the mentioned position in Bonus-Ressource section was intended for.
    Did not know that it was also ment for Medical Herbs.
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  7. #157
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    No Problem, everything is fine.

    I was just wondering what the original icon at the mentioned position in Bonus-Ressource section was intended for.
    Did not know that it was also ment for Medical Herbs.
    Of course, it's very difficult to recognize an unknown object on 21x20 pixel image. The solution here is to use as simple icons as possible.

    For instance, for Luxure Goods you have now a rather complex image. On large size (64x64 pixel) icon you can see all parts, but on 21x20 or 16x16 all details are mixed.

    (I have some problems with shifted icons but that has been there before.
    Since I added more Specialbuilding-Icons in the second row.
    So it is not related to your work and I will fix it.)
    I don't know that you mean, but when Preview version will be available, I will check the problem.

  8. #158
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    I don't know that you mean, but when Preview version will be available, I will check the problem.
    That would be nice.

    I am pretty sure it happened when I added further Specialbuilding-Icons in second row.

    I think I could fix it myself but if you could take a look (with my Preview-Version on Sunday) I will be able to spend the time I gain for other things like the Advisor-Screens, for example.

    So ok, everything is fine for now.

    Thanks again for your fantastic help.
    I hope I will be able to pay back some of your favours in the future.
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  9. #159
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    Hi Ray!

    Here a new variant icons for Luxury Goods.

    I guess my first variant with luxury dress and jewelry was wrong.

    Why:
    - Luxury dress can be produced in the colony.
    - Jewelry was also not so actual for the people who send a lot of natural gems, gold, silver etc. in Europe.

    I tried to find the product that was really rare and very expensive in colony, but required only by rich people.

    I guess I found such goods. This is Perfume.

    During the reign of Catherine de Medici (1519 – 1589) in France perfumes flourished. Catherine brought her own perfumer, Rene le Florentin from Italy, with her. His laboratory was connected with her apartments by a secret passageway, so that no formulas could be stolen en route.
    Source: http://www.perfumes.com/eng/history.htm

    Thus, most possible that new colonies have no possibility to produce Perfume.

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  10. #160
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Hi Ray!

    Here a new variant icons for Luxury Goods.
    I guess I found such goods. This is Perfume.
    Hey, good idea and great graphics.
    Yes I think I would choose this variant instead.
    (The other ones are harder to interpret at first sight.)

    Could you adjust the Gamefonts (here) so they fit to these buttons ?

    However, I think I will stay by the name "Luxury Goods (from Euope)" and not directly call it "Perfume".
    Thus it is probably easier to understand for the Players of my ModMod.

    Thing is that I wanted to have goods with the following:

    1. Not produced in the new world.
    2. Richer people would want to buy. (iTeachLevel = 2 buy a little, iTeachLevel = 3 buy more)

    I did not want to really pin it to one single product, but keep it a little more general.
    This is why I call it "Luxury Goods (from Euope)".

    I just want to have the following aspects in CivCol:

    1. The Colonists were consumers too !
    2. There was trade in both directions. (Of course the export was much larger than import.)

    Important aspect for Gameplay:

    This new feature should not be very powerful.
    -> Only little amount of "Luxury Goods (from Euope)" bought, if player has spare money and does not need to save for more important things.
    -> Only little amounts of "Luxury Goods (from Euope)" are sold every round.
    -> Only big cities (many colonists iTeachLevel = 2 and iTeachLevel = 3 available) are interesting at all to bring "Luxury Goods (from Euope)" to them.
    -> The gain of money compared to the initial investment is relatively small. (Small side business.)

    Not too much Micro-Management
    I will probably implement the selling totally automatically depending on city-size.
    The appropriate building is needed.
    (Similar to Custom House)
    A specialist will simply increase amount and percentual gain.

    AI should not get problems with this feature
    My AI-Concept is ready. Should not get any problems here.
    Geändert von raystuttgart (08. März 2011 um 20:55 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  11. #161
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    Hey, good idea and great graphics.
    Yes I think I would choose this variant instead.
    (The other ones are harder to interpret at first sight.)

    Could you adjust the Gamefonts (here) so they fit to these buttons ?

    However, I think I will stay by the name "Luxury Goods (from Euope)" and not directly call it "Perfume".
    Thus it is probably easier to understand for the Players of my ModMod.

    Thing is that I wanted to have goods with the following:

    1. Not produced in the new world.
    2. Richer people would want to buy. (iTeachLevel = 2 buy a little, iTeachLevel = 3 buy more)

    I did not want to really pin it to one single product, but keep it a little more general.
    This is why I call it "Luxury Goods (from Euope)".
    GameFonts with a new icon for Luxury Goods are ready.

    Of course, leave old name "Luxury_Goods". This is a general and very clear term.

    Here I just call a real name of product that (to my opinion, maybe I'm wrong again) could be imported in New World from Europe. Sometimes on icons rather difficult to recognize that it means.
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    Geändert von KJ_Jansson (08. März 2011 um 21:26 Uhr)

  12. #162
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    GameFonts with a new icon for Luxury Goods are ready.
    Thanks.

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Here I just call a real name of product that (to my opinion, maybe I'm wrong again) could be imported in New World from Europe. Sometimes on icons rather difficult to recognize that it means.
    I also think that this (Perfume) is absolutely plausible.
    The icon is looking great.
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  13. #163
    Col-Modder Avatar von raystuttgart
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    Hi KJ,

    would it be possible to take the graphics of the Bonus-Ressource for Herbs (which I use for Hemp) and simply give them another colour.
    (Maybe DarkRed)

    Or some other minor change that however makes these two Bonus-Ressource relatively easy to distinguish ?

    I really do not need anything extraordinary here.

    Then I would use these for my version of Medical Herbs.
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  14. #164
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    I have Flax as bonus resource. Please. try this version before I modify Hemp.

    Addition:

    the graphics of the Bonus-Ressource for Herbs (which I use for Hemp) and simply give them another colour. (Maybe DarkRed)
    Done.

    Bild

    I have also some flowers.

    Bild
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    Geändert von KJ_Jansson (11. März 2011 um 19:03 Uhr)

  15. #165
    Col-Modder Avatar von raystuttgart
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    Hi KJ,

    thanks once more.


    I will take a look at Flax.
    The flowers look good too.

    I will compare the 3 in game to make a decision.
    (Probably tomorrow since I will meet some friends tonight.)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

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