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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Planetary Pictures & Models

Image de MasterChiToes
Soumis par MasterChiToes le Jeu, 2007-11-15 02:43 SE:V MODs

***********************************************************

[edit]The links in this thread will expire by 2008. Most of the pictures linked are of test planets that won't/didn't make it into the final multimedia pack.

http://mm.spaceempires.net/index.php

***********************************************************

I am working on some new planet textures. Almost finished the first texture, yielding 20 Rock and Ice worlds (I just have to load and re-save 200 Pictures/Planets pictures using Paint... I've already loaded flipped and re-saved the model textures).
Rock_CO2_0001_huge_lp.jpg

Anyway, I have some questions...

Do I just need to add entries into StellarObjectTypes.txt and XFileClasses_Stellar.txt to be able to test the textures (in a test map I am manually editing)?

In StellarObjectTypes.txt what is "Picture Index := ###"?

When I have something ready to share, who should I send it to?

‹ unique or racial technologies Cap Missile Research problem ›
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Image de ekolis
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Re: Planetary Pictures & Models

Soumis par ekolis le Jeu, 2007-11-15 08:16

In StellarObjectTypes.txt, the Picture Index field is a miniature portrait index in Planets.bmp.

When you have something to share, let Fyron know - he's in charge of the SE5 Multimedia Pack.

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Image de MasterChiToes

Re: Planetary Pictures & Models

Soumis par MasterChiToes le Jeu, 2007-11-15 11:08

Oy.. has anyone added planets to planets.bmp before? Does the game even use the index?

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Re: Planetary Pictures & Models

Soumis par Fyron le Jeu, 2007-11-15 11:57

All of the major report screens use the mini icon from Planets.bmp, via the Picture Index value. The larger portraits are only used in the individual planet report/details screen.


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Jeu, 2007-11-15 14:46

Re-saving everything in Paint is a pain... but I finished the first batch. Here is a link to a picture of the new planets for the index... feel free to critic them.

Planet Index

In case it isn't clear, the rows are Oxygen, None, Hydrogen, Carbon Dioxide, Methane... and the column sets are Rock, Rock, Ice, Ice. I left space on the right for two sets of Gas planets.

This was just the first terrain texture... and more work than I thought (I have a dozen more terrain textures and cloud sets all ready for processing). The clouds and the poles do not com across great in the portraits, but the amount of additional work to change that seemed too great.

Problems some people might have with the textures are:
The second Rock None set looks a little like Ice.
The Hydrogen sets look similar because the Oranges and Reds are so similar.

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Re: Planetary Pictures & Models

Soumis par ekolis le Jeu, 2007-11-15 15:26

Resaving in Paint? You ever tried IrfanView? If you do a batch BMP -> BMP conversion it will fix all the files at once Smiling

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Jeu, 2007-11-15 17:50

Nice, I'll try that with my next batch.

Got the StellarObjectTypes.txt and XFileClasses_Stellar.txt entries working, as well as the extended Planets.bmp. Now, I just need to make a quick map with all 100 planets to see if anything is fubarred.

Still not sure about Gas Planet models yet... I should do them next before I create more Rock and Ice, but I have a recipe for the Rock and Ice and not the Gas.

Any complaints about the color schemes in the pictures above, I will incorporate into the next batch... this batch is essentially put to bed. Smiling

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Re: Planetary Pictures & Models

Soumis par Fyron le Jeu, 2007-11-15 21:31

To me, the minis look a little weird with the cut-off shadowed portion.

Why does the second set of rock/oxygen (minis 6-10) look more like carbon dioxide? Generally, its best to keep a fairly consistent overall color scheme for each atmosphere type. That was part of the problem with the stock texture set, oxygen planets that looked like methane, hydrogen that looked like carbon, etc...


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Jeu, 2007-11-15 22:31

The second set is a Rock Oxygen "desert"... with the oceans replaced with "sand". The idea for the second sets in each row was to have dry Rock planets.
Rock Oxygen Set 2
The CO2 worlds also have yellow clouds (the clouds on these minis are in the lower left). The minis are smaller than I was expecting when I made the textures... the liberties I took with Rock Oxygen colors (trying to get them to fit real world colors) seemed to work pretty well on the larger scales.

The shadows are actually a problem with the minis because the game uses black as the fill color... that will require some work.

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Re: Planetary Pictures & Models

Soumis par Cerberus le Ven, 2007-11-16 00:23

That looks like Final Fantasy 3 World Laughing out loud

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Ven, 2007-11-16 00:31

Okay, I am planning to:

1) Get rid of the shadowing in the portraits.
2) Make the lighter color in second set of Rock None a darker gray.
3) Change the second set of Rock Oxygen and the first set of Rock Ice... but I need a second Oxygen color besides Blue, which is not a neutral color that can be confused with None
(Gray), and not White which is dedicated to Ice (and Oxygen Clouds). Should I just use light and dark blue?
4) Change the first set of Ice Methane (Cyan) which can can be confused with the second set of Ice Oxygen (Blue). Should I just use light and dark purple?

Or I can just trash the second set of Rock and the first sets of Ice.

Question: Should I just omit the polar ice on the portraits? (The main reason I am using polar ice at all is to cover the maping distortion on the models.)

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Mod Designer

Re: Planetary Pictures & Models

Soumis par ekolis le Ven, 2007-11-16 09:52

I personally like polar ice as it makes the planet look more Earthlike (and thus realistic in my mind). So on the rock worlds you could just make the icecaps smaller, while making them almost to the equator on the ice worlds...

~~~
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Re: Planetary Pictures & Models

Soumis par Fyron le Ven, 2007-11-16 12:43

Keep in mind we need to leave color sets for alternate atmospheres available. Eye-wink

If you are feeling very ambitious, you could even make some textures for these possible types:

Ammonia, Sulfur Dioxide, Chlorine, H20, Phosphane/Phosphine

They could come in quite handy for certain modders... *cough*cough*


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Ven, 2007-11-16 13:55

Since I have to rethink everything (because, I have to redo everything because of the shadows)... I am up for trying at least one set with double the atmosphere types. However, I am going batty with the palettes.

Here are the two Methane Rocks from the first go:
Basic Methane

textured Methane

Does the texture in the second work? Would another texture work, just not that one (that's just a sponge effect)? A "moon" texture might work but generally wouldn't mesh with the land (half-craters and stuff). (Palette comments welcome too).

Anyway, back to the palettes...
The only way I see this working, within the limits of ROYGBIV, is to have single colors overlap but not pairs of colors. This is made harder by ICE, which is basically white with subtle tints, and st least in my attempts replaces one the (three) colors on my planets.

My planets are currently colored:
Atm_ Type Water_ Land__ Clouds
O2__ Rock Blue__ mixed_ White_
O2__ Ice_ White_ Blue__ White_
None Rock Gray__ Gray__ None__
None Ice_ White_ Gray__ None__
H2__ Rock Red___ Orange Red___
H2__ Ice_ White_ Red___ Red___
CO2_ Rock Green_ Green_ Yellow
CO2_ Ice_ White_ Green_ Yellow
CH4_ Rock Purple Cyan__ Purple
CH$_ Ice_ White_ Purple Purple

Now, for the Rock worlds, I've been trying to vary the darkness of the primary (water) color and also exchange the water and land color for variation. However, this creates problems (the methane pics above just change a pinkish purple for a deep purple). Problem: the deep purple cannot be used on Ice worlds because it looks too Blue next to white.

I've also tried to make Light and Dark water versions, with the dark water version have a second version varying land color. (Three versions instead of the original two). However, this creates the need for three tints for the Ice worlds using only the Rock-Water color.

Okay, now I've even confused myself... back to some thinking. At the moment, I am forgetting about Gas planets completely for this project... they are a whole different artistic endeavor. Right now, any thoughts on palettes would be greatly appreciated.

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Ven, 2007-11-16 14:04

The extended atmosphere types are interesting, but the H20 palette has been essentially bogarted by O2.

Has a palette for these been proposed already?

[Edit] Actually, shouldn't H20 be an extended planet type instead of an atmosphere type... i.e. Liquid Planets?

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Image de Noble713
Mod Designer

Re: Planetary Pictures & Models

Soumis par Noble713 le Ven, 2007-11-16 14:05

Overall, your planets look great and I can't wait to use them.

Quote:
Does the texture in the second work?

I think it makes the oceans look strange.

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Ven, 2007-11-16 14:55

Here is the complete set of Huge Portraits of the alpha batch... to make this thread clearer.

Rock_O2_0001_huge_lp
comments: This is the Base Terrain this set is made from... with clouds added.

Rock_O2_0002_huge_lp
Comments: This was an attempt at a desert world... hence all the Rock 0002's were made with the same texture for dryness.

Rock_None_0001_huge_lp

Rock_None_0002_huge_lp
Comments: 75% desaturation of the desert world above made this too much like an Ice Planet.

Rock_H2_0001_huge_lp

Rock_H2_0002_huge_lp

Rock_CO2_0001_huge_lp

Rock_CO2_0002_huge_lp

Rock_CH4_0001_huge_lp

Rock_CH4_0002_huge_lp

Ice_O2_0001_huge_lp
Comments: Using the original terrain here made this too close to an Ice CO2 planet.

Ice_O2_0002_huge_lp
Comments: This looks like one of the CH4 Ice planets because Cyan and Blue are similar.

Ice_None_0001_huge_lp

Ice_None_0002_huge_lp

Ice_H2_0001_huge_lp

Ice_H2_0002_huge_lp

Ice_CO2_0001_huge_lp

Ice_CO2_0002_huge_lp

Ice_CH4_0001_huge_lp

Ice_CH4_0002_huge_lp

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Re: Planetary Pictures & Models

Soumis par Fyron le Ven, 2007-11-16 15:41

I was trying to get the extended set of atmospheres to be fixed at 10, to make all the math easy. Its harder than you'd think coming up with a good set of 10 plausible atmosphere types, where the type is the gas used for respiration by the primary lifeforms. Smiling H2O is an extremely polar molecule, making it a prime candidate for usage by organisms. I just figured it would be good for fish-type creatures. Have any ideas for a better atmosphere than H2O?


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Re: Planetary Pictures & Models

Soumis par Fyron le Ven, 2007-11-16 16:25

I'm wondering if it would be better to increase the cloud cover slightly, so there is more of the dominant gas color. It might make the planets easier to recognize at a glance in the planet screen and when they are rendered smaller on the map.


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Ven, 2007-11-16 17:48

The current four atmosphere types seem to be taken from both ends of the Carbon and Hydrogen Cycles. Which is rather ambiguous... eg CO2 and water is part of both cycles.

H2 breathes out CH4
CH4 breathes out H2
something like CO2 + 4H2 → CH4 + 2H2O
something like CH3COOH → CH4 + CO2

O2 breathes out CO2
CO2 breathes out O2
something like C6H12O6 + 6O2 → 6CO2 + 6H2O
something like 6CO2 + 6H2O → C6H12O6 + 6O2
I guess that makes half of them autotrophs.

I think the key would be to determine the assumed respiratory cycles for the other likely atmospheres... some of them might be paired.
1 Hydrogen Sulfide H2S might be paired with SO2.
2 Sulfur Dioxide SO2 might be a by product of another respiratory gas.
3 Ammonia NH3
4 Nitrous Oxide N2O probably paired with Ammonia
5 Phosphine PH3
6 Chlorine Cl2
7 Fluorine F2

I think if we find likely reactions for these, the 5 choices will be clear.

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Ven, 2007-11-16 18:42

Fyron wrote:
I'm wondering if it would be better to increase the cloud cover slightly, so there is more of the dominant gas color. It might make the planets easier to recognize at a glance in the planet screen and when they are rendered smaller on the map.

A problem with the alpha batch for that first model was the clouds were toward the edges. I've already moved the clouds so there is more cloud cover near the center. Centralizing cloud cover should allow different model groups to have varying degrees of cloud cover while still making the clouds prominent in the small portraits.

But with 10 atmosphere types... can be come up with 9 cloud colors?
Red - Hydrogen
Yellow - Carbon Dioxide
Purple (pinkish) - Methane
White - Oxygen
Gray -
Dark Green - ?Sulfur Dioxide (colorless)
Light Green - ?Chlorine (pale green)
Yellowish Brown - ?Fluorine (yellowish brown)
Dark Blue - ?Ammonia (colorless)
Light Blue - ?Phosphine (colorless)
Light Orange -

Dark Orange is too close to Red
Dark Purple is too close to Blue

[edit] if the cloud colors match the halos then oxygen is bogarting both blue and white... hrm.

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Ven, 2007-11-16 20:17

I'd hate to change the Carbon Dioxide clouds to Dark Green... but I probably need to.

Chlorine Cl2 halo/clouds could be Light Green.
Sulfur (SO2 + H2S) halo/clouds could be Yellow.
Fluorine could be Dark Yellow/Brown.
Nitrogen compounds (NH3 + N2O) could be Dark Blue.
Phosphine PH3 could be ???

(Oxygen being Light Blue/White)
(Hydrogen being Red)
(Methane being Purple)

Then the halos and clouds would match, except for Oxygen. Would this work?

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Re: Planetary Pictures & Models

Soumis par Fyron le Sam, 2007-11-17 00:10

When you get bottles of chlorine for your pool, they are always yellow. Dunno if there are other things in there or what, but its not typically green. I think Chlorine Dioxide is orange colored.

I'm not sure there really needs to be both Fluorine and Chlorine. They are fairly similar types of diatomic, highly electronegative elements. Better than a random noble gas, of course. Eye-wink

Note that N2O and Ammonia are colorless. Maybe the Ammonia (NH3) atm could be orange, due to the presence of some NO2? I'm not sure, but I think Ammonium (NH4+) is also orangish.

Burning phosphine apparently creates dense white clouds of phosphorus pentoxide (P2O5) fumes.


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Sam, 2007-11-17 04:46

The main reason to include Fluorine (or any in the list) would be its appearance on scifi planets. With the piggybacking I think that is a total of 10 anyway.

Chlorine Gas is pale green according to wikipedia... Chlorine gets its name from that color. But anyway... realistic or not, there need to be 9 distinct halo colors. Most Yellows and Oranges are going to be hard to discern... anyone tested additional halo colors?
I can make the clouds match whatever halo colors people come up with... but I don't feel comfortable making that decision completely alone.

Here is my first attempt to sort the colors... but the colors could be too similar in halos. If one of the halos could be a smokey gray, that might make things easier.
Colors (link deleted)

[edit] Actually, I think matching the cloud color to the primary planet color isn't so good... and CO2 can keep its yellow clouds. I like the idea of Rock SO2 planets being sulfur yellow planets with dark gray clouds.

[edit again]
I was looking at a color wheel and noticed a pattern. The current planet colors were composed of alternating pairs on the wheel... All three colors I used for methane were alternating. So, I made this chart:
color palette

As the four atmospheres are currently laid out...
#12 is clearly Methane, and #1 is basically Oxygen.
#7 or #9 is Hydrogen, and #3 or #5 is Carbon Dioxide.

The B column is the primary/central color... which I usually use for oceans.
The A column is the secondary/precursor color... which I usually use for land.
The C column is the tertiary/following color... which I usually use for clouds.
The D column is just the color opposite B on the color wheel... which I am not currently using.

Anyway, there are twelve sets for me to work with here (modifying set #1 slightly to use generated terrain and white clouds). So, I am going to try to use all 12 sets reconstructing the first terrain models.

Feel free to say which ones you want named Hydrogen and Carbon Dioxide. From scratch I would have called #7 Carbon Dioxide because it is the most Mars-like... but instead it is one of the main candidates for Hydrogen.
The rest I will just name by number unless the extended atmosphere types achieve a consensus.

This will take quite a while, just for this first terrain... so, that's the end of me spamming this thread for now. Smiling

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Re: Planetary Pictures & Models

Soumis par Fyron le Sam, 2007-11-17 11:14

Once you get the first map down, shouldn't the rest be primarily a matter of recoloring the layers?

I suppose you could just make all of the 12 sets, plus a greyscale one, and label them with numbers. Individual modders could then just choose which colors they prefer to use. One might want to use 3 per stock atmosphere, another might want to have a whole bunch of different atmosphere types, etc. Just need to make sets of rock/ice/gas planets with the same color schemes, and name them the same way. Stock is really bad about just randomly labeling things...

I don't think labeling texture by just a number would be the best idea, though. It is better to have something identifiable directly in the name. One possible labeling scheme could be:

Planet_Ice_COLOR_0001.bmp

COLOR would be a 6 character string composed of abbreviations for the 3 colors, ordered in whichever method is appropriate (BAC to go with the primary/secondary/tertiary thing?). For example, 1 could be FgBuVi, for Forest Green, Blue, Violet. A preliminary chart, with 2 colors im not sure how to name:

Also, keep in mind that rock planets have 3 types of texture: Moon, Terr and Ven. Moon should be ocean-less and crater pock-marked. Terr is like earth. Ven is like Venus, some sort of rock planet with a very thick atmosphere. You could possibly name the "desert" versions you were making as "Arid" or something. You could also add an "Ocean" type without any land. Should be fairly easy to just make versions without the land parts, right? Maybe a version of pure ocean, and one with tiny island archipelagos. Could also make a primeval-looking world, with lots of marsh and jungle. Dunno how that would look at this scale though... maybe pangea land mass? Volcanic worlds could be interesting. Just brain-storming about ideas for more general variety certain modders might appreciate... Don't let me get carried away though. Eye-wink


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Sam, 2007-11-17 15:20

I had to tweak the palette a bit to make it usable with HSB functions, as well as RGB. It is notable the Green and Indigo are just darker versions of Lime and Violet. I'll put this all in a readme.txt with the models.

H S B - R G B - Approx Name
300 100 100 - 255 000 255 - Ma:Magenta
280 100 100 - 170 000 255 - Vi:Violet
280 100 050 - 085 000 128 - In:Indigo
240 100 100 - 000 000 255 - Bl:Blue
180 100 100 - 000 255 255 - Cy:Cyan
120 100 050 - 000 128 000 - Gr:Green
120 100 100 - 000 255 000 - Li:Lime
060 100 100 - 255 255 000 - Ye:Yellow
045 100 100 - 255 191 000 - Sa:Saffron
030 100 100 - 255 127 000 - Or:Orange
015 100 100 - 255 064 000 - Ta:Tangerine
000 100 100 - 255 000 000 - Re:Red

I still don't have the secondary textures picked out (craters, ice, arid, etc). Both Gas and many Venus planets will require better weather/cloud formations, which will be another project.

I am planning 12 sets of three Rock and three Ice plus another two - one for None and one for the base Terrain (with a 'desert' color for arid, and a 'brown' color for moon). So that is 14 sets of 6... or 84 models in five sizes per terrain (long term project! Smiling ).

Currently I am hoping for three sets for each atmosphere: normal, arid/(?venus?) (water color replaced with cloud color and add 'desert' texture to ocean) and moon (water color replaced with land color and add crater texture to water-zone). Cloud and Land colors will remain constant.

For the three Ice versions, the water regions would be white tinted with the ?land? color and textured with an ice texture(cracks), or the arid, or the moon texture... then the land would be colored with the (primary) water color.

How is Stock really bad about randomly labeling things? In my alpha set, I ran out of space for the portrait names (the jpgs have a lot of suffix terms)... you can see how I ended up naming everything in the huge portrait links above.

Anyway, I need some ~984x984 textures for ice, arid and moon for overlaying the oceans.

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Re: Planetary Pictures & Models

Soumis par Fyron le Sam, 2007-11-17 17:11

MasterChiToes wrote:
How is Stock really bad about randomly labeling things?
Erm... Planet_Ven_0010.bmp? Planet_Ice_0026.bmp? Sure you can tell the physical type, but the textures aren't even grouped by atm type within the Ven/Ice/etc. sets. It's really hard to tell what something is intended for without manually looking at every file, every time. Real pain in the arse when mod-making...

Quote:
In my alpha set, I ran out of space for the portrait names (the jpgs have a lot of suffix terms)...
I'm note sure what you mean. File names do not have a practical length limit. There's nothing wrong with file names like:

planet_terr_hydrogen_0001_large_lp.jpg

Though if you want to go with a more generic color code instead of a stock atmosphere name, there would only be 6 characters in place of hydrogen.


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Sam, 2007-11-17 18:02

Fyron wrote:
MasterChiToes wrote:
In my alpha set, I ran out of space for the portrait names (the jpgs have a lot of suffix terms)...
I'm note sure what you mean. File names do not have a practical length limit. There's nothing wrong with file names like:

planet_terr_hydrogen_0001_large_lp.jpg

Though if you want to go with a more generic color code instead of a stock atmosphere name, there would only be 6 characters in place of hydrogen.

I think photoshop complained about Mac name compatibility or something, and truncated my names to 31 characters.

In the name, planet_terr_hydrogen_0001_large_lp.jpg
"planet" seems superfluous to me... and I am not sure about grouping my designs into terr/ven/moon some of the time.

I think Rock_Arid_BlViRe_0001_large_lp.jpg is too confusing.

I am thinking of just calling #1-3 O2, #4-6 CO2, #7-9 H2, and #10-12 CH4, with some secondary descriptor.
maybe like:
Rock_O2_Blue_Arid_0001 for Color set #1 Arid
Rock_O2_Cyan_Norm_0001 for Color set #2 Normal
Rock_O2_Green_Moon_0001 for Color set #3 Moon
etc...
Then if an advanced modder decides H2_Orange (Row #7) is good for SO2, it will be a simple pattern in the data files. Of course, the O2 isn't strictly anything but a hint for usage.

Not even close to naming things yet... got to work out the coloring methods for the clouds and land (Hue conversions mess up the brightness)... and my attempt at Red-ifying some clouds looks a bit fluorescent. Not sure how exaggerated or muted I should allow the colors to get.

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Re: Planetary Pictures & Models

Soumis par Fyron le Sam, 2007-11-17 18:53

You can disable the stupid mac filename compatibility thing; no need to support mac oses form the early 90s. Smiling

I still think that if you are going to make a wide range of colored textures, it would be better to not tie the atmospheres to specific names, and just do it based on color templates. Perhaps just the primary color, rather than all 3?

I think "planet" should remain as part of the name so that textures don't get mixed up, with stars and planets interspersed. Plus, maintaining a consistent naming scheme for the multimeida pack is desirable.


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Sam, 2007-11-17 21:30

Okay Smiling
Planet_Rock_Blue_Normal_0001

Just how bad was the sponge texture?

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Re: Planetary Pictures & Models

Soumis par Fyron le Dim, 2007-11-18 00:16

Is that the water parts? If so, its a little too two-toned, lacking a smoother gradient one would expect from a real ocean.


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Dim, 2007-11-18 01:25

Yeah, the two toned mess... honestly it is only a factor in the portraits, but it does look pretty weak.

I've realized I have a fractal generator plugin that does sand, water, metal, wood, etc... I think I can combine them to produce 3-4 textures that will work for overlaying the ocean regions. It will be a tiny bit of effort, that won't be noticeable in the system map or planet list, but I might enjoy it.

I don't know about making "sea floor" craters for the dry oceans... and how well I could apply them with the mapping distortions away from the equator, AND the partial craters that map under the land mass. I'll probably just forget about them unless someone has a suggestion.

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Dim, 2007-11-18 02:11

I took one of the odd looking color sets (#11 seen in the upper left corner) and tried a Normal Rock Planet for color testing. The poles have not been corrected for this portrait, and the ocean hasn't been textured.

The question is about color balance (intensity/darkness)... especially the clouds.

What do do about cloud colors

If I can get the red clouds right, then the rest should be much easier.

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Re: Planetary Pictures & Models

Soumis par Fyron le Dim, 2007-11-18 14:18

The clouds should probably be a bit darker, to go with darker land masses. I'm primarily thinking of the large mass in the top left; the bottom right clouds and the thin wisps over the oceans are ok. Its mostly an issue of over-saturation, I think.


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Mer, 2007-11-21 15:02

Three versions of the Ice planets wasn't working... so I am back to four sets, 2xRock (normal [light water oceans] and arid [textured dark water oceans]) and 2xIce (normal [dark 'water' land] and arid [light 'water' land] for each color set.

I'll post some pictures by next Monday... with properly fudged polar ice for the portraits, and completely new clouds.

Happy Thanksgiving.

[edit] Test Planet Here
I am not completely happy with the poles... and not sure if the slight spherical shading helps or hurts or isn't enough.
Anyway, that is 'Rock Violet Normal'.

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Jeu, 2007-11-22 13:13

I've been slowly merging the elements... since I am naming everything by color, there is still a little time to change the color names.

The current color names are:
Red
Tangerine
Orange
Saffron
Yellow
Lime
Green
Cyan
Blue
Indigo
Violet
Magenta

People might especially want a name change for Tangerine (Red-Orange), Saffron (Orange-Yellow) and Lime (Light-Green). I am not using the word Purple anywhere because both Indigo and Magenta are generally considered purples.

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Ven, 2007-11-23 14:24

@#$%&! Have to redo the Ice worlds... got the wrong land color on them all. Sad
Luckily, I hadn't begun outputing the files.

Modding Question:
What is entailed in adding new Atmosphere types. I am already editing StellarObjectTypes and XFileClasses_Stellar... what other files would need to be modified?

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Re: Planetary Pictures & Models

Soumis par Fyron le Sam, 2007-11-24 13:03

You need an entry in AtmosphereTypes.txt for every atmosphere, planet models in XFileClasses_Stellar.txt, and object definitions in StellarObjectTypes.txt.


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Lun, 2007-11-26 02:54

These aren't the new colors... and I didn't shade them at all (and they are missing polar ice). However, you can see the simple non-ocean texture I settled on... it seemed a reasonable choice that didn't mess up any of the 12 color schemes.

The Three Rock Planets based on the original texture #1.

Planet Rock Terran Normal 0001

Planet Rock Terran Arid 0001

Planet Rock Terran Semiarid 0001

Anyway, unless there are comments on these... for the next couple weeks, I will probably just continue processing a significant number of planet textures... still only rock and ice for v1.0.

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Re: Planetary Pictures & Models

Soumis par BlueTemplar le Lun, 2007-11-26 13:14

They look great!


Have a question? Search the wiki first!

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Re: Planetary Pictures & Models

Soumis par Combat Wombat le Lun, 2007-11-26 16:30

Hawt

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Re: Planetary Pictures & Models

Soumis par ekolis le Lun, 2007-11-26 16:33

Whoa, is the SE5-hating wombat actually posting on the SE5 forum??? Shocked

/me thinks he just wants to use them for Invasion! Laughing out loud

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: Planetary Pictures & Models

Soumis par Dkanre le Lun, 2007-11-26 16:34

Fantastic, make more soon!

---
Minister of Foreign Relations/System Lord Dkanre (PBCIV)

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Mar, 2007-11-27 13:15

Okay, I have a question:

Should I leave the poles off the portraits (not the model textures)?

This is why I am wondering... here are the Arid and Semiarid Rock Red Planets, without poles:

Now, if I leave off the poles to the portraits, the color of the poles can easily be changed on the model textures to create a specific use planet type... in this case, adding black poles to the model texture, and these portraits could be re-used for molten/fire worlds.

So basically, I am thinking that the polar graphics on the *portraits* do not add enough to the planets' graphical presentation to outweigh the limiting effect they will have on the re-imagining of the model textures.

Agree? Disagree?

(also, I added subtle shading to these images, to more closely match the stock portraits... hope that worked out to your satisfaction. [edit] I think it may need to be slightly darker on the edge).

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Mar, 2007-11-27 20:14

More on poles... here is Rock Blue 'Semiarid' 0010 (I am thinking of dumping the arid and semiarid descriptors and just numbering them 01_10 02_10 03_10):

Here it is in-game still without poles (not really what I was asking about in the previous post):

I like the look except in the tactical the graphics break down near the north pole.

Anyway, I don't know if people also want the pole-less versions with that glitchiness... and I don't know if people have a problem with the portraits not exactly matching the planets (I am not mapping the textures, just spherizing them for the portraits, so they don't really match).

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Mar, 2007-11-27 21:12

Okay, I think I solved the glitchiness... I made a small island and polarized it, then added it to the model texture... and it maps back to a decent texture on the top of the world. I can do this with clouds and water as well (I've already been doing it with the ice caps)... and a mixture of them should make the poles work fine with or without ice caps. (the only creative problem is they have to overlay the current clouds, so the boundary where the clouds end must be attended to).

The Good News... the ~390 planets (~6.5 colors out of 14) I've already merged don't have to be scrapped.
The Bad News... I have to map new ice caps, polar continents, polar clouds and polar seas for every color and texture... plus this leaves me making iced and non-iced pole version for every color and texture.

So, I am definitely leaving the polar ice off the Portraits, sorry... and if anyone wants me to make portraits using a more "correct" method than "Spherizing with a spherical map correction" (that isn't rigorously correct for a square map - actually I should try it after squishing the texture to a 1:2 proportions), then suggest a do-able method in the next few days. Smiling

Now off to play SE5 for a few hours of break...

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Re: Planetary Pictures & Models

Soumis par Fyron le Mar, 2007-11-27 22:06

You should be able to create a little batch script to do all of the spherizing for the base textures, so it shouldn't be a big deal to re-render them. In Photoshop you can either save a sequence of actions and use the batch processor, or learn to write an actual script.


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Mar, 2007-11-27 22:24

That sounds good... except I am still foggy on the proper "sequence of actions". I got that the game's planet mapping is close to taking the right half of the base texture and squishing to square, and then spherizing it... but that is just an approximation (which is probably good enough for the unpicky).

I need to find a good photoshop tutorial on scripts and stuff.

[edit] I also would like to automate the resizing of the base texture to 256... because to get the wraparound borders correct, I really need (AFAIK) to copy the layer and place the layers side=by-side and merge them before I resize the image... then take the merged edges from the middle and place them on the outer edged of half of it.

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Jeu, 2007-11-29 23:50

Version 1.0 (beta) of the Planet textures is finished... twelve atmosphere colors plus 'terran' and 'none'... in ten planet textures... and four variations, of both Rock and Ice worlds... for a total of 1120 models.

The Planets.bmp only include one planet texture for Rock and another for Ice... it wasn't practical to incorporate more.

The files total 361,578KB zipped... so I don't now where to upload it.

BTW, I haven't worked on the data files... and probably won't get a chance very soon... consequently, I haven't been able to test the new planets.

[edit] is there a good way of generating the 'Stellar' data entries? With 5600 entries, I can't see editing it manually.

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Re: Planetary Pictures & Models

Soumis par Draco18s le Ven, 2007-11-30 00:57

Perl script.

As for a 360 MB zip file...your best bet is a site like MegaUpload.com

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Re: Planetary Pictures & Models

Soumis par Fyron le Ven, 2007-11-30 02:36

Make sure to not use Zip format; use RAR or 7z. Zip inflates archive sizes by 50-1000%.

360 MB? How big did you make the textures?

FQM includes python scripts that generate the data files, including the xfile classes. Adapting it should be fairly easy, depending on the naming pattern you ended up with. You are looking for the stellar_objects_textures.py script.

If you want to avoid going through an upload site, you could always make a torrent and get them to me that way. Eye-wink uTorrent is a fairly simple and straightforward client. You'll want to go to File > New Torrent, then select the archive and put in the tracker URL (http://bt.spaceempires.net/announce.php). You might need to create an account to upload a torrent, I'm not sure. Once you do that, upload your saved .torrent file, then redownload it from the site and open it in uTorrent. Tell it to save over the archive file, and it will start seeding it.

btw, did I mention that you are my hero?


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Re: Planetary Pictures & Models

Soumis par Santiago le Ven, 2007-11-30 08:05

I thought making 45 models was bad enough but 1120! Congrats on taking the time to put in all that effort.

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Re: Planetary Pictures & Models

Soumis par Gideon le Ven, 2007-11-30 13:25

Have you considered useing LunarCell to save you some time?

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Ven, 2007-11-30 20:34

There are a few good retail fractal map generators...

Anyway, I MegaUpload-ed it to Fyron, if that worked. I have a new non-SE5 project I have to start tomorrow, so that's the end of this for me for a while.

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Re: Planetary Pictures & Models

Soumis par Fyron le Sam, 2007-12-01 01:09

download download download


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Re: Planetary Pictures & Models

Soumis par Fyron le Sam, 2007-12-01 15:35

MCT, I emailed you a test build of FQM with all of the textures and portraits in use. I didn't set up the mini icons yet.


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Sam, 2007-12-01 17:14

Yes, I tried it. The access violation on map creation seems to be due to the total number of planet types being too high. Even with the elimination of terrain 10, I am still crashing on map creation... I assume because I have less memory on my system (768MB).

The best option might be to try half the planets... not by terrain but by the variations (the first number), either select your favorites Rock and Ice from each line of the Planets.bmp OR just use 01_## and 04_## and skip 02_## and 03_##.

There might be a problem if the indexing in the Planets.bmp is too big, in that case we can remake the Planets.bmp without the space for the Gas planets (which could never be created&added without trimming even more planets from the Rock and Ice).

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Sam, 2007-12-01 23:21

Yeah, I think the 01 and 04 half is the best, Except for the Terran and None... the best are:

Terran Rock 02 and 04
Terran Ice 02 and 03
None Rock 02 and 04 probably
None Ice 02 and 03

But anything you decide is fine... you can even renumber them.
I can also make a smaller Planets.bmp when you settle on which ones to keep.

[edit] I only had to delete 1/5 of the remaining planets to get it to generate a map... (I deleted Carbon Dioxide to see if I could get it to work).

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Re: Planetary Pictures & Models

Soumis par Fyron le Dim, 2007-12-02 06:48

I'm not sure what's going on... the amount of objects I can define without access violation appears to be a moving target. SE5 peaked at 85 MB of virtual memory when I generated maps with tons of textures used (80% of the total), so you should be fine memory-wise.


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Lun, 2007-12-03 18:22

I guess that is good news... assuming you can get some light shed on the issue. Good luck! Smiling

[edit] Interesting that I can completely circumvent the crash issue with RogerN's Genesis Map Editor.

Maybe there is just something simple going on like we are exceeding the maximum name length for the planets... 43 characters is rather long.

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Re: Planetary Pictures & Models

Soumis par Fyron le Lun, 2007-12-03 20:18

If it were an issue, I'd never be able to generate a map with any of your textures; there are only problems with very large numbers of stellar object/xfile entries. 43 characters is a fairly short filename anyways; long names are in the 128+ range. Eye-wink


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Jeu, 2007-12-06 19:59

I've been toying with how to make Gas Planets, but so far the methods seem to preclude making as many types as with the Rock and Ice. However, a single set of the 12 colors might be possible, which at least would fill out the Planets.bmp.

However, I left space for Gas_None, when there isn't such a thing... perhaps there should be an analog Gas planet type... Gas_Plasma, sort of a sub-star that can be colonized and converted to another Gas Planet type. Perhaps, the game could even deal with it as a None, but the descriptions could all be Plasma.

*shrug* (especially, since the current textures don't seem to be working yet)

I like the effect, but the wrap around seam was completely botched... so my method was severely flawed.

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Ven, 2007-12-07 04:51

Just finished 56 Gas planet models, and filled in the Planets.bmp.

Here are the Planet_Gas_Red_01 and 03

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Re: Planetary Pictures & Models

Soumis par Fyron le Sam, 2007-12-08 17:05

I've thrown up a smattering of screenshots of the textures in action:

http://fqm5.spaceempires.net/gpt.php

What do you think? Note that the glow effects on each planet correspond with the actual atmosphere, and I tried to match texture colors to the atms. in an appropriate manner.


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Re: Planetary Pictures & Models

Soumis par Noble713 le Ven, 2008-01-25 18:09

Are the Gratuitous Planet Textures close to being released?

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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Sam, 2008-01-26 17:45

They've been available as a torrent for a while.
http://fqm5.spaceempires.net/dev.php

However, if you want to use all of these textures, then
you need to use an external map generator, because
the game errors out when it tries to generate a map.

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Re: Planetary Pictures & Models

Soumis par Fyron le Dim, 2008-03-02 17:34

I'm thinking we should get rid of the 5 sizes of portraits, and just use 1 (possibly the large since it is good sized, without stretching to the borders). You never see two portraits side-by-side, so the scaling isn't very relevant IMO. The only place you see more than one planet picture is in the Planets and Queues windows, which use the mini icons from Planets.bmp anyways. Cutting out the extra sizes of portraits would reduce the installed size of the Planets\GPT folder from 397 MB to 80 MB, with corresponding reductions in distribution size and bandwidth requirements. Any objections?


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Re: Planetary Pictures & Models

Soumis par Captain Kwok le Dim, 2008-03-02 18:27

Can you post a comparison between the 128x128 .bmp vs the 128x128 .jpg re-scale? SE5 doesn't scale down images nicely most of the time in game - for example the log pictures.


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Re: Planetary Pictures & Models

Soumis par Fyron le Dim, 2008-03-02 18:35

Eh? I was talking about Small, Medium, Huge, etc. portraits for the same style planet texture.


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Re: Planetary Pictures & Models

Soumis par Captain Kwok le Dim, 2008-03-02 18:47

Oops! Disregard my comment then!


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Re: Planetary Pictures & Models

Soumis par MasterChiToes le Dim, 2008-03-23 12:38

Sorry, I've been away. The only difference between the portraits is the size of the sphere in the black field... so I agree it doesn't really matter much. Trim as you wish, especially if that means easier distribution.

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Re: Planetary Pictures & Models

Soumis par xanet le Sam, 2008-07-19 04:59

MasterChiToes, Can you please add a new link to your more recent planet models? I think the old ones you had expired (are no longer there, or maybe its just me)

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Re: Planetary Pictures & Models

Soumis par marhawkman le Sam, 2008-07-19 06:43

O_O! YAY! wow, I never realized it made that much difference. O_o' but yeah, that sounds like a great idea. Smiling

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Re: Planetary Pictures & Models

Soumis par Fyron le Sam, 2008-07-19 13:06

xanet wrote:
MasterChiToes, Can you please add a new link to your more recent planet models? I think the old ones you had expired (are no longer there, or maybe its just me)
You can see the "final" versions in action in FQM screenshots:

http://fqm5.spaceempires.net/gpt.php


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