What can i say? This is my Impulse Blog!
Screen shot from Galactic Civilizations 2: Dark Avatar Beta 2b, using 4096 x 2048 pixel resolution surface maps for earth, 2048 x 1024 pixel resolution cloud maps, 1024 x 512 pixel resolution maps for the moon, and updated background nebula graphics:



Comments (Page 6)
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on Jan 23, 2007
yes the sick greenish is the lowlands, and the reds are the higher altitudes and mountains. The yellowish/blackish soup is the beautiful Drengi Ocean. One of the most breathtaking sights on Drengi, the Great Ocean is only slightly radioactive, and the sludge layer is only 3 feet deep in some remote resort areas! Some of the fabulous activities offered in these resort areas include "Spot the fish mutation," "Sludge treasure hunt," "Pollution Skiing," and "Acid bathing." Be sure to book your reservations early and you'll receive a free beating at the famous Aladrengi Spa!


sound like paradise
on Jan 23, 2007
hey Logic if i send you map and raw file can you try to do something with it ???

PS
Drengi's world sort of looks like Michigan.
on Jan 23, 2007
hey Logic if i send you map and raw file can you try to do something with it ???


depends... what do you want me to do??


Drengi's world sort of looks like Michigan.


Aren't they the same thing? OUCH! J/K!
on Jan 23, 2007
Aren't they the same thing? OUCH! J/K!


on Jan 23, 2007
depends... what do you want me to do??


re do the TerrainColorSchemes actually so that the raw matches the planet map better

I can post or send you all the files.




here is the world map


Free Image Hosting at www.ImageShack.us

i want my raw map (the before one) to match better than what i got it to. if that is possible ???

look at it tell me if you think it needs improves ???


and thanks in advance for any help
on Jan 25, 2007
It's more complicated than just making it match i'm afraid. But i'll be happy to give you pointers, if you still can't get a better match after that i'll look at it for you.

You're going to need an advanced graphics program, something free like the GIMP, or something like Paint Shop Pro, or Photoshop/Imageready. First take the texture map and do a color select and select all the oceans. With the oceans selected, greyscale the image. Adjust the brightness and contrast of the oceans to make them the darkest colors on the map. Invert your selection and make the contents brighter and more contrasted.

The next part is tricky. You'll need to start selecting colors on a scale (like was discussed earlier). For example, select everything in the image from color 0,0,0 to 25,25,25. The area selected will be what is colored when you adjust the settings for height 0.0-0.1 in the terrain color scheme. Keep adding 25 and 26 alternatively until you reach 255, that will correspond to a 0.1 increase in height. If the areas you want aren't at the right color, you'll have to manually select them in the image and adjust them brighter or darker to match them to the color (height) you want.

Let us know if you run into issues.
on Jan 25, 2007
Well i have a general question for everyone. How do you think this mod should be packaged? One High-Res mod, or seperate planet mods? If it's all in one it will be a sizable mod, on the order of 60+Mb. But individual mods would be a pain in the @rse to release.

The mod (when completed) will:
Replace the textures for all the races' homeworlds with new, original higher resolution versions.
Replace all Class 0 planet textures with new, original higher resolution versions.
Replace all ring and moon textures with new, original higher resolution versions.
Replace all cloud textures with new, original higher resolution versions.
Include authentic all-new matched Raw Terrain maps for all of the races' homeworlds.
Add more color variation to the background nebulae.
on Jan 25, 2007
I would prefer 1 download, and certainly not 1 per planet (ouch). If necessary for size you could split it into, say, one mod for homeworld-related stuff and one for everything else.

Your work looks impressive, though I am no computer graphics expert. I have to admit I probably wouldn't see much of it since I play zoomed out to icon level, but it would be very nice when I am close enough to see it, and a nice touch if I wrote an AAR with pictures.
on Jan 25, 2007
It's more complicated than just making it match i'm afraid. But i'll be happy to give you pointers, if you still can't get a better match after that i'll look at it for you.

You're going to need an advanced graphics program, something free like the GIMP, or something like Paint Shop Pro, or Photoshop/Imageready. First take the texture map and do a color select and select all the oceans. With the oceans selected, greyscale the image. Adjust the brightness and contrast of the oceans to make them the darkest colors on the map. Invert your selection and make the contents brighter and more contrasted.

The next part is tricky. You'll need to start selecting colors on a scale (like was discussed earlier). For example, select everything in the image from color 0,0,0 to 25,25,25. The area selected will be what is colored when you adjust the settings for height 0.0-0.1 in the terrain color scheme. Keep adding 25 and 26 alternatively until you reach 255, that will correspond to a 0.1 increase in height. If the areas you want aren't at the right color, you'll have to manually select them in the image and adjust them brighter or darker to match them to the color (height) you want.

Let us know if you run into issues.


UHU What did you just SAY ??? I realize there were steps i did not know about

first thing i think is the raw map is to complicated. it needs to be simpler.

and yes i need to try for my self. Photoshop cs2 and gimp is what i have could you email me step by

step for photoshop if not for photoshop then gimp ???
on Jan 25, 2007
Logic it is the tricky part thats got me.
on Jan 27, 2007
ok, stay calm what exactly has you confused?
on Jan 27, 2007
ok i`m a need to know why freak.

so the geryscale is needed for th raw map because it works that way

why do we need to invert the raw map??? also i don`t understand how we do ((selecting colors on a scale (like was discussed earlier). For example, select everything in the image from color 0,0,0 to 25,25,25. The area selected will be what is colored when you adjust the settings for height 0.0-0.1 in the terrain color scheme.))

i shaded the raw map 4 more times and the one beta six before pic with the color scheme

i did by try it this way and ok now lets try to add this you know trial and error lol more error`s then hay that works !!! basically i guess i`ve done the color scheme by going back to the world map and picking the colors getting the RBG # and putting them at .45 ok next lets say .52 next set of # at .57 which tells where on the hight map where to put the colors

so .00 -.38 basically mean water and so on ok then i try it to see what it looks like.And ajust to make it look better.



Question then is it wrong to want the tile maps to look better than what they Do???

is that asking to much from they raw map ???




on Jan 27, 2007
First off, you don't need to invert the raw map. You just want to make the oceans the darkest parts of the map, so they will not take up a lot of your "spaces" when you make the terrain color scheme.

Here's how the raw map works. You have a greyscale image, using 256 shades of grey. I.E. every pixel in the image is one of 256 grey colors, from RGB 0,0,0 (black), to RGB 255,255,255 (white). Now when you make your terrain scheme, you enter a range, say 0.1 to 0.2, and the game selects everything in the image from that range and colors it accordingly. The scale the game uses is 0.0 = RGB 0,0,0, and 1.0 = RGB 255,255,255. So basically its a range, 0.0 = black, and 1.0 = white, and all the numbers inbetween 0 and 1 (0.01, 0.5, etc...) equal the shades of grey inbetween.

So when you tell the game via your color scheme to make everything from 0.0 to 0.1 purple, the game scans the image, and finds every pixel in your raw map that is the color RGB 0,0,0, RGB 1,1,1, RGB 2,2,2, all the way to RGB 25,25,25, and makes them purple.

Ok, back to the image itself. So why do you make the oceans darker? So they will only take up say 0.0 to 0.3 in your scheme, so you can have the rest to use for land colors. So, now that you have the dark oceans, you need to make sure your land is brighter than the ocean, so when the game scans for those pixels, it doesn't find pixels in your land area, that are as dark as the ocean, because if it did, it would make them ocean colored.

So when your looking at your raw map in an image editor, you can select all the pixels in the map that are in a certain range of color, say RGB 127,127,127 - RGB 153,153,153 (terrain 0.5 - 0.6). Thus this well tell you without trial and error opening up the game, what areas of your raw map fall in that 0.5 to 0.6 rage. So when it comes time to color them, you know exactly what area of your image is going to be made that color.

Now if you find that an area you don't want to be a certain color is going to be, you can go and brigten or darken those areas of the image so they fall within another range, say 0.7-0.8 instead.

Your Raw map will never look exactly like your planet texture. You just have to get it close to it. In fact the actual greyscale image may look radically brighter or darker in some areas than the color image of the actual planet texture because you've had to lighten or darken areas to make them fall into a different color range in your terrain scheme.

Did that help you out any???
on Jan 27, 2007
yeah i think i got it terrain scheme ranges are for color not actual height of planet land mast (land,hills mountains) so by clicking a area on the raw map and say this spot is this shade green or brown or tan will tell you what it looks like


sorry for being illiterate of this stuff ((So when your looking at your raw map in an image editor, you can select all the pixels in the map that are in a certain range of color, say RGB 127,127,127 - RGB 153,153,153 (terrain 0.5 - 0.6). Thus this well tell you without trial and error opening up the game, what areas of your raw map fall in that 0.5 to 0.6 rage. So when it comes time to color them, you know exactly what area of your image is going to be made that color.))

how do i do this in photoshop CS2 if you know in this program please.

and thank you for your help
on Jan 29, 2007
how do i do this in photoshop CS2 if you know in this program please.


There are various ways, but the way i did it was to make a section of 10 colored squares below the raw map image, the first one being RGB 0,0,0, and the last being RGB 255,255,255, adding 25 or 26 each step inbetween. Then using the magic want tool, i would select one of the blocks with a tolerance of 10, non-contiguous.
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