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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


GalCiv Graphic Editing Suite ( release )
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#50  by Citizen Moser_Alchemist - 9/20/2004 6:12:14 PM

As far as I know you can't use GalCivWriter to add new ship models directtly. However if you have the ship model successfully archived as a Pear file using Dark Rains tools, you can manually add ship model to .ship file created with GCW by using .txt editor like NotePad.

A .ship file looks like this:

//------------------------------------------------------------------------
SHIP DeathKnight
//------------------------------------------------------------------------

Name "Death Knight"
Model "deathknight"
Description "The Death Knight is the capital ship for the wealthy."

HitPoints 60
Attack 10
Defense 5
Speed 0
Cost 750
SensorRange 3
Tech_Requirement "Battleship1"
Maintenance 18
Range 1
ENDSHIP


Substitute your model name for the temp model name you entered using GCW.

I'd back up all of your Data and GFX folder data before experimenting with this.

                            
#51  by Citizen Wicked One - 9/20/2004 7:18:55 PM

Ok thanks, I think I get it. But I think I have tried putting my own created model in the galciv writer, using the method you jus told me. But I could be mistaken, I just don't know exactly. But its ok if I can't get it fixed because I'd rather spend my very little galciv time on trying to submit games!

                    
#52  by Citizen Moser_Alchemist - 9/20/2004 7:28:45 PM

But I think I have tried putting my own created model in the galciv writer, using the method you jus told me


Hmmm...my method doesn't use GCW to add model, so I think you might not quite understand. You use GCW to create .ship file than use NotePad to edit this .ship file to add your custom model. At this point the ship should use your model in game. I used this method to add a custom anomaly graphic I made. It worked in game but unfortunately it looked really bad because I'm a "bad" artist.

                            
#53  by Citizen Wicked One - 9/20/2004 10:32:52 PM

OHHHHH I think I get what you mean now Moser! Do you mean the .ship file that the galciv writer puts into the data folder in mycomputer/galciv/data? Because if thats what you mean then I think I understand enough to try it sometime. Thanks alot Moser, I might mess around with it.-------P.S. Sorry Moser for my stupidity, I just couldn't understand what you were saying and I've already spent enough time trying to get it to work on my own with no sucessful result. So anyway thanks alot!

                    
#54  by Citizen Moser_Alchemist - 9/20/2004 10:52:26 PM

Sorry Moser for my stupidity,


It wasn't your stupidity as much as me not being clear. Sorry 'bout that!

As long as we finally communicated, all is well!

Let me know how it turns out. I'm always on the look out for new mods/graphics.

                            
#55  by Citizen Wicked One - 9/20/2004 11:07:20 PM

It wasn't your stupidity as much as me not being clear. Sorry 'bout that!


It's ok thanks for helping me at all.
As long as we finally communicated, all is well!


That's right!
Let me know how it turns out.


If I ever get around to working with it I'll do that! I'm signing out for the night, so goodnight Moser and thanks again for your time and insight on my question!

                    
#56  by Citizen Darklor - 9/25/2004 1:21:30 PM

Do you know if this work also for the Babylon 5 shipgraphics?

                        
#57  by Citizen Moser_Alchemist - 9/25/2004 6:37:25 PM

Do you know if this work also for the Babylon 5 shipgraphics


Yes with some additional work.

I'll use the WhiteStarRangerMod as an example.

1)After extracting the files from downloaded .zip file, find the 0Ship13Pal.Pal_ file. Open this file with Dark Rain's palette editor. "Save As" "0WhiteStarPal.Pal_, exit.
2) Open 0Ship13.SPR1 with sprite editor. Highlight first sequence, click on "rename sequence", change "0Ship13_Default_A32C1" to "0WhiteStar_Default_A32C1".
3) Repeat renaming for the other two sequences.

4)"Set palette" to "0WhiteStarPal.Pal_".

5) "save as" "OWhiteStar.SPR1. We've now created a unique sprite for a Terran ship.

6)In order to use this same model for all races, you need to repeat the process for races 1-7 and 35. Once you've created OWhiteStar.SPR1,1WhiteStar.SPR1,etc, you use WinPack to add the sprites and their palettes to a new .mdl file named WhiteStar.mdl.

7) At this point, you can use the model for any .ship file that you want by manually adding "WhiteStar" after model in the .ship file. Save as .ship file. Your done.


                            
#58  by Citizen Darklor - 9/26/2004 11:25:37 AM

Oh... I havn't thougth there would be so much work left, since I wanted only some of the ship mods fitup with nice graphics... , but if I find the time, I will give it a try.

Thanks!

                        
#59  by Citizen Chippoka - 12/12/2004 9:11:10 AM

Heh... I tried the Mutil.exe which I got as a download from another post.... I'm trying to make a simple Borg ship.... seems I don't have a way to convert to tga file format (I wish developers would stick to jpg, bmp, etc, assuming such is possible). So now I'm looking around and found this thread... I've just download the tools... hopefully I'll be able to create a ship soon...

BTW.... where are folks sharing thier various ship creations at (if they are willing)? I haven't noticed a place here at this site (yet) for obtaining new ship models to try.



      
#60  by Citizen Chippoka - 12/12/2004 11:09:28 AM

OK, I was able to import a single bit map of my borg cube that looks good into the Sprite Editor. Heh! I need 31 more? Arg! I used the Stellar Frontier Ship Rotator to make 32 images, however... arg, they are all stored as a single strip, as a single file, which the Sprite Editor won't seperate into 32 seperate images as it imports from the single bit map file and converts to png. I have to figure there is an easier way (no, I don't have and special graphic programs except what I've down-loaded per this site and which came with Windows). Trying to cut out each bit map image and paste into a new seperate file into a same spot of each frame is going to be a pain (if I explained that right). Any suggestions or links to some public domain graphic programs or shareware (if such are needed)?



      
#61  by Citizen mjr162006 - 1/24/2007 8:24:41 AM

Does anyone have a copy of this program that they can send me?

#62  by Citizen STracR - 4/12/2007 10:15:11 AM

I believe that you can download it here:

http://www.neotechgaming.com/forums/index.php?automodule=downloads&showcat=77 Link


      
#63  by Citizen DMF - 7/25/2009 3:54:46 PM

The last link given has morphed into http://www.gamingvault.net Link but I can't find the files.

Anyone?


                  
#64  by Citizen Awas73 - 6/1/2010 5:29:25 PM

Is there anyway or anyone who has a copy of this program anymore? If so is it still possible to get one?

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