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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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#25  by Citizen turgotZ - 6/7/2004 1:25:17 PM

looking good. Its nice to see someone else doing some graphics mods.

      
#26  by Citizen Coplann - 6/7/2004 1:50:37 PM



gonna try to make an EA Omega Class Destroyer mod when I have more time. including rotating mid-section.

          
#27  by Citizen Epochalypse - 6/14/2004 3:16:37 PM

Nice program! thank you very much.

I can't seem to open the Deathknight file though.. Somethin' about the color depth not being supported. Nothing serious.

                      
#28  by Citizen Coplann - 6/15/2004 4:12:05 AM

but it works ingame, right?

uploaded the Vorlon Dreadnought and the White Star too. ^^

          
#29  by Veteran Dark Rain - 6/17/2004 5:39:10 AM

The suite has been update to version 1.4. Get it at : http://graphix.galciv.org/ Link

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 out and giving me precise instructions on how to reproduce the bug.

Have fun modding!
[Message Edited]

          
#30  by Veteran Dark Rain - 6/17/2004 5:40:57 AM

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 ^_^.

          
#31  by Veteran Dark Rain - 7/8/2004 2:21:48 AM

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!


          
#32  by Veteran Dark Rain - 7/8/2004 3:00:52 AM

Edit : yes, the bug was something I introduced in the last version, I just checked, sorry for that!

          
#33  by Citizen turgotZ - 7/8/2004 4:01:42 AM

Cool

gave it a quit try and found there were no problems

Thanks for the excellent tools

      
#34  by Veteran Dark Rain - 7/14/2004 7:40:22 AM

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 currently edited stayed the same if you were editing the color index 0.

Ok, as for the future a new update may or may not be close because I'm going on a two weeks vacation soon. Because of this, I've released it even if 16 bit support hasn't been tested as much as I'd have liked to. Of course, as far as I can tell it's working perfectly. The update assuming there's no bug will be a menu to switch the color depth from 8 bit to 16 bit or 16 bit to 8 bit. Oh yeah, I might even get my ass in gear and get that movie import working.

As usual, get it from http://graphix.galciv.org Link
[Message Edited]

          
#35  by Citizen Coplann - 7/14/2004 3:47:53 PM

Id like an option to replace strips instead of having to delete old and create a new one. if I want to keep the original order of strips/frames I end up redoing all 3-4 parts of a ship file if I changed just 1 thing.

          
#36  by Veteran Dark Rain - 7/15/2004 2:01:18 AM

You need to keep the order of strips only if you're using the gfx mod folder which is buggy to begin with.

          
#37  by Citizen Spartan0691 - 7/16/2004 4:05:45 PM

ok im confused about the whole mod thing... im a newb at this so help me please... i downloaded the White Star mod but it doesn't work... what do i do after i download it? thanks

                  
#38  by Citizen Coplann - 7/16/2004 5:00:13 PM

You need to keep the order of strips only if you're using the gfx mod folder which is buggy to begin with.


well I keept the order and used the mod folder without any problems.

ok im confused about the whole mod thing... im a newb at this so help me please... i downloaded the White Star mod but it doesn't work... what do i do after i download it? thanks


put the .mdl in the .zip into your galciv\mod\gfx folder. go ingame and ensure that mods are enabled in your option menu. then the ranger class graphic should be replaced with the White Star.


          
#39  by Citizen Spartan0691 - 7/16/2004 5:04:32 PM

i never got the .mdl file with the download... only the sprite and the palette

                  
#40  by Citizen Spartan0691 - 7/16/2004 11:23:07 PM

i tried creating an .mdl with MUtil but it doesn't work... so what should i do now?

                  
#41  by Citizen Coplann - 7/17/2004 10:39:23 AM

ah yes sorry. you need to place a copy of the ranger.mdl in the mods\gfx folder and open that with Dark Rain's toolset. then replace the .spr1 and .pal_ file inside the .mdl with what came with the mod.

I wouldnt touch MUtil at all. its a piece of garbage imo.

          
#42  by Citizen turgotZ - 7/17/2004 10:00:02 PM

Mutil is not so much garbage, just hard to use. no copy paste support is my major grip. Other then that it works well.

      
#43  by Citizen Coplann - 7/23/2004 4:45:03 PM

it never created the mdls correctly for me

          
#44  by Veteran Cosmic Fox - 8/5/2004 6:20:50 AM

Great job on the ships German or not.

I run a website called NeoTech Gaming Network, we support a few games, Galciv is the main game we focus on. I have placed your work in my downloads. If this is not okay with you let me know. http://www.neotechgaming.com Link The site is down at the moment should be back online later today if you want to stop by. Excellent work anyways.

                      
#45  by Citizen Coplann - 8/8/2004 3:50:25 AM

thx and dont have a problem with that

edit:
oh and Iam still planing to do a couple more ships from B5. but with temperatures at 30+ °C and me just having finished exams Iam gonna relax a bit first.
[Message Edited]

          
#46  by Citizen Excalidan - 9/7/2004 3:20:23 PM

Great program- a couple questions though-

Does anybody know how to rotate an image 45 degrees and kkep the whole image? Using Irfanview, it cuts off the top and bottom of the image that rotated out of the orginial image size. This happens with both JPEG and GIF images.

Also, saving the files saves them as sprites (.spr). Can you save them as .mdl/.mtd so the game could read them?

I know to many people these questions seem stupid and there is probably some really obvious solution that I don't see just because I'm me and... Anyway, I just downloaded the program and am still learning.

Thanks!

                
#47  by Citizen Coplann - 9/8/2004 3:58:56 AM

you mean like if the picture was black and you rotate it you will have white spaces where it turned?

if so you should use Dark Reign's tool, you can set a color that will automatically fill the gaps when rotating.

[Message Edited]

          
#48  by Citizen Excalidan - 9/8/2004 3:16:28 PM

No, how do I explain this...

It's like trying to rotate a picture while not rotating the frame. If you rotate a picture 45 degrees but leave the frame alone, the picture won't fit anymore. That's what's happening- the image is rotating but not the background. It is chopping of all of the "picture" that doesn't fit in the "frame".



                
#49  by Citizen Coplann - 9/12/2004 8:56:53 AM

you could use Dark Reign's Easy Ship Rotator and copy and paste the 45 degrees part of the strip generated by it.

          
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