barocca
11-07-2003, 05:21
Adding Trade Goods to an Expansion mod is a bit different to standard VI campaigns,
and less work too...
To add a trade good to a VI expansion,
add the trade item bif to textures/campmap/EXPANSION/goods folder
add goods entries to loc/eng EXPANSION region specific file
2 entries under the headings
@["goods_names"] and @["tradable_goods_intro_tooltips"]
(use the same name as the bif file)
make entries in the same order as region specific to EXPANSION startpos script
(campmap/startpos EXPANSION.txt)
an entry under the heading "declare goods"
and then add goods to region under the heading "tradable goods",
(again same name as your bif file)
TO MAKE THE IMAGE WORK
may need to adjust colours to allow for bif bug,
I always pass through Photoshop to get pallette,
open Photoshop, copy the image, paste into a new file, flatten the image
then paintbucket the background green (RED 0, GREEN 128, BLUE 0) (tolerance setting of ZERO)
remove/recolour edges if desired - sometimes these can be too white/bright,
use cream (224,216,192),
save as psd, (as many colours as you want - purpgrab does the hard work for you)
then open ACDC and convert to TGA,
open CA's Purpgarb, drag and drop the tga into Purpgrab, (this creates a bif file)
(discard the lbm)
open bifreader_22B, open the bif created by Purpgrab,
select pallette tool,
change pallette entry #2 (INDEX ONE) to 240, 0, 240,
pallette entry #1 (INDEX ZERO) should ALWAYS stay green (0,128,0)
extract image as bmp,
open image in photoshop, paintbucket the purple (240,0,240) to green (0,128,0) (tolerance ZERO)
save file,
import into bifreader,
save bif
TEST THE IMAGE,
if you see any "black bits" around the edges that should not be there then open the bmp in photoshop again and use colour (224,216,192) to paint around the edges where you saw the black bits,
save, MAKE A NEW bif (IF you have just added a new colour),
or if you have used an existing colur simply open the old bif and import the new image, save bif and test again.
:-)
B.
and less work too...
To add a trade good to a VI expansion,
add the trade item bif to textures/campmap/EXPANSION/goods folder
add goods entries to loc/eng EXPANSION region specific file
2 entries under the headings
@["goods_names"] and @["tradable_goods_intro_tooltips"]
(use the same name as the bif file)
make entries in the same order as region specific to EXPANSION startpos script
(campmap/startpos EXPANSION.txt)
an entry under the heading "declare goods"
and then add goods to region under the heading "tradable goods",
(again same name as your bif file)
TO MAKE THE IMAGE WORK
may need to adjust colours to allow for bif bug,
I always pass through Photoshop to get pallette,
open Photoshop, copy the image, paste into a new file, flatten the image
then paintbucket the background green (RED 0, GREEN 128, BLUE 0) (tolerance setting of ZERO)
remove/recolour edges if desired - sometimes these can be too white/bright,
use cream (224,216,192),
save as psd, (as many colours as you want - purpgrab does the hard work for you)
then open ACDC and convert to TGA,
open CA's Purpgarb, drag and drop the tga into Purpgrab, (this creates a bif file)
(discard the lbm)
open bifreader_22B, open the bif created by Purpgrab,
select pallette tool,
change pallette entry #2 (INDEX ONE) to 240, 0, 240,
pallette entry #1 (INDEX ZERO) should ALWAYS stay green (0,128,0)
extract image as bmp,
open image in photoshop, paintbucket the purple (240,0,240) to green (0,128,0) (tolerance ZERO)
save file,
import into bifreader,
save bif
TEST THE IMAGE,
if you see any "black bits" around the edges that should not be there then open the bmp in photoshop again and use colour (224,216,192) to paint around the edges where you saw the black bits,
save, MAKE A NEW bif (IF you have just added a new colour),
or if you have used an existing colur simply open the old bif and import the new image, save bif and test again.
:-)
B.