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Sirian's EVE Component Mod (new version 1.3) Universe compatible

 
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Sirian's EVE Component Mod (new version 1.3) Universe c... - 12/18/2012 10:32:13 AM   
Sirian


Posts: 174
Joined: 11/29/2012
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Hello!

Here comes my second mod, this time its the components. I used EVE icons to replace most of the components, firswt I wanted to increase the size of the icons to 64x64 pixels and have them transparent, everything worked fine until I actually researched something. The icons get enlarged inthe messagebox and so ruin everything. So back to 32x32 pixels. After some experimenting I discarded the idea of transparent icons and put a grey background in. This way they look far better than transparent, so I kept them.

V1.3: Corrected the filesnames of several copmponents that got different filenames in Universe. Added spare icons for new components to be introduced by modders.

V1.2: Added icons for new components introduced in the Shadows expansion. In the procedd changed some color coding and swapped some icons for existing components.

V1.1: This is a refinesd version based on my experiences while using the mod in actual games. I shuffled a few icons around, mainly beam weapons, as I didn't like the titan beam icon as titan beam icon. I also changed some color coding to make is more intuitive. Also added help files using the modded icons. (Oh I do love my helpfile compiler...)

Components are color coded where applicable:

Quality: Grey - Green - Blue - Purple. Sone items have distinct tiers, like armor or troop compartments. These tiers are color coded where possible. If only two tiers exist they are green - blue, three tiers are green - blue - purple and four tiers add a grey as least quality color.

Fleet components: components that boost nearby ships have a yellow background

Race exclusive items have a cyan background

Reactors: red background: uses hydrogen, purple background: uses Caslon

Shields, Engines and Hyperdrives have a different color coding: the basic varaint is grey (or blueish gray in case of the shields) Green is efficient, Red is fast (or fast recharging) and purple is the final super-technology.

Superweapons have a bright orange background, except for the Superlaser which has... oh well, you will recognize it!

Installing the mod: extract the contents of the zip file into the Distant Worlds/images/ui/components directory. Do not forget to backup any original contents there first!

All versions and the helpfiles can be downloaded here: Sirian's EVE Component mod

Should anyone want to include this mod in a mod compilation, you are allowed to do so, just do not alter the icons (except for renaming the files) and include my name in the credits somewhere. I would also like to be informed on such an occasion by forum PM.

Have fun!
Sirian

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< Message edited by Sirian -- 5/31/2014 1:10:37 PM >
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RE: Sirian's EVE Component Mod - 12/18/2012 10:34:49 AM   
Sirian


Posts: 174
Joined: 11/29/2012
Status: offline
Here is a preview. Sadly the preview does not do the icons justice, they are of far better quality. This has to do with resizing issues in the file browser.



Attachment (1)

< Message edited by Sirian -- 2/15/2013 9:52:19 AM >

(in reply to Sirian)
Post #: 2
RE: Sirian's EVE Component Mod - 12/18/2012 1:05:41 PM   
Tyrador


Posts: 170
Joined: 1/29/2012
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Some great work on display here, these icons are so cool! Much better than default!

BTW. What about the super weapon icons?

< Message edited by Tyrador -- 12/18/2012 1:06:41 PM >

(in reply to Sirian)
Post #: 3
RE: Sirian's EVE Component Mod - 12/18/2012 1:29:41 PM   
Sirian


Posts: 174
Joined: 11/29/2012
Status: offline
Death Ray icons are 23 and 25. I fthere are more super weapons I have missed them. I must admit, I haven't played the game as much as I spend time modding. :-)

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Post #: 4
RE: Sirian's EVE Component Mod - 12/19/2012 2:55:11 AM   
Ponicus

 

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Awesome. Thanks for this mod. Enjoying this and your resource icon mod.

(in reply to Sirian)
Post #: 5
RE: Sirian's EVE Component Mod - 12/21/2012 4:20:12 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
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Nice piece of work; thank you!

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 6
RE: Sirian's EVE Component Mod - 2/15/2013 9:52:22 AM   
Sirian


Posts: 174
Joined: 11/29/2012
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Added version 1.1, see first post.

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Post #: 7
RE: Sirian's EVE Component Mod - 2/15/2013 10:52:03 AM   
Igard


Posts: 2282
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From: Scotland
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Really nice looking components here. The colour coding is a great touch!

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Post #: 8
RE: Sirian's EVE Component Mod - 2/16/2013 10:10:16 PM   
Buio


Posts: 247
Joined: 11/21/2012
Status: offline
Very nice update v1.1

Thanks a lot!

(in reply to Igard)
Post #: 9
RE: Sirian's EVE Component Mod - 5/27/2013 10:13:20 PM   
AstroCat


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Was thinking of using this but I noticed the game goes to Component_195.bmp but this mod stops at Component_113.bmp. Any issues? Thanks.

(in reply to Buio)
Post #: 10
RE: Sirian's EVE Component Mod - 5/28/2013 7:50:35 AM   
Sirian


Posts: 174
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I noticed the same and wondered why there were so many more icons in the directory than are apparently used in game. I modded every icon I where could identify a component in game, the others seem to be unused duplicates. I didn't include these in the mod as they are essentially unmodded.

I have not tested my mod with Shadows, in fact I haven't even installed Shadows yet - real life is keeping me extremely busy. There are several new components in Shadows, while I have ideas and sorted through my EVE icon library I havent had time to create icons themselves.

Greetings,
Sirian

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Post #: 11
RE: Sirian's EVE Component Mod - 5/29/2013 1:06:13 AM   
AstroCat


Posts: 440
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No worries, if you get a chance to check out Shadows and do a mod update I'll definitely check it out.

(in reply to Sirian)
Post #: 12
RE: Sirian's EVE Component Mod - 6/3/2013 3:37:50 PM   
Sirian


Posts: 174
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Status: offline
Shadows icons added (see 1st post)

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RE: Sirian's EVE Component Mod - 6/3/2013 6:12:58 PM   
Buio


Posts: 247
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Thanks for the update!

(in reply to Sirian)
Post #: 14
RE: Sirian's EVE Component Mod - 6/16/2013 2:25:24 PM   
AstroCat


Posts: 440
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Hmmm v1.2 only goes up to component_129.bmp but the game goes up to Component_195.bmp. Is that correct or are all those unmodded ones not used by the game? Thanks.

< Message edited by AstroCat -- 6/16/2013 2:27:59 PM >

(in reply to Buio)
Post #: 15
RE: Sirian's EVE Component Mod - 6/17/2013 11:16:29 AM   
Sirian


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The icons from #130-195 seem to be unused. I could'nt find any place in DW where these are displayed, so I left them unchanged.

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Post #: 16
RE: Sirian's EVE Component Mod - 6/17/2013 12:43:10 PM   
AstroCat


Posts: 440
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Ok, cool that's what I thought. Thanks for the info.

(in reply to Sirian)
Post #: 17
RE: Sirian's EVE Component Mod - 6/17/2013 1:20:50 PM   
AstroCat


Posts: 440
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I added the images to the 4 missing help files.

Component_AssaultPod
Component_GravityAreaWeapon
Component_GravityBeamWeapon
Component_TractorBeam

I also noticed Component_PointDefenseWeapon was missing. So I've now added that one too.

You can double check to make I got them right.


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< Message edited by AstroCat -- 6/17/2013 1:34:23 PM >

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RE: Sirian's EVE Component Mod - 6/25/2013 5:40:10 AM   
Sirian


Posts: 174
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These look good, AstroCat, thanks a bunch! Never noticed that point defense was missing, guess I don't open the Galactopedia too often. :-)

Regards, Sirian

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Post #: 19
RE: Sirian's EVE Component Mod - 5/26/2014 9:32:07 AM   
Tcby


Posts: 342
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From: Australia
Status: offline
For some reason this mod is not compatible with Universe. Several components are showing the wrong icon. Perhaps the component naming order was changed. I'm trying to figure out what was changed in order to manually fix the mod, but it's slow work. Any chance of an update from Sirian? ( )

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Post #: 20
RE: Sirian's EVE Component Mod - 5/27/2014 4:53:23 AM   
RICO7878


Posts: 46
Joined: 8/24/2012
Status: offline

quote:

ORIGINAL: Tcby

For some reason this mod is not compatible with Universe. Several components are showing the wrong icon. Perhaps the component naming order was changed. I'm trying to figure out what was changed in order to manually fix the mod, but it's slow work. Any chance of an update from Sirian? ( )


Thanks for bringing it up because I just noticed that too. Yea it would be nice if Sirian were reading this and updated it ;) I wouldn't mind helping you if you need it. Mostly if you still have your Shadows version component txt file to compare to Universe, unfortunately I deleted mine. Good luck.

(in reply to Tcby)
Post #: 21
RE: Sirian's EVE Component Mod - 5/27/2014 2:21:56 PM   
Sirian


Posts: 174
Joined: 11/29/2012
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I'm sorry, I still have to buy Universe. At the moment I don't have that much free time, but eventually I will look at it. Just din't hold your breath...

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Post #: 22
RE: Sirian's EVE Component Mod (new version 1.2) Shadow... - 5/27/2014 3:36:00 PM   
ShaBahNakk

 

Posts: 5
Joined: 5/27/2014
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Hello,

first of all, thank you, Sirian, for your mods, i really like them very much !

I took a look into this particular one and realized that DW Universe changed the numbers for the ship components.

All components from 107+ were downgraded by 1 - which means :
- The "component_105.bmp" and "component_106.bmp" in its original state are placeholders in the former DW parts, in DW Universe "component_106.bmp" became the first active again.
- So you need "only" to rename "component_107.bmp" to "component_106.bmp", "component_108.bmp" to "component_107.bmp" and so on until you hit "component_129.bmp" which becomes "component_128.bmp" - keep in mind to start renaming at 107 not at 129

You will see now, that everything is in place again.

Regards,

ShaBahNakk

< Message edited by ShaBahNakk -- 5/27/2014 4:39:33 PM >

(in reply to Sirian)
Post #: 23
RE: Sirian's EVE Component Mod (new version 1.2) Shadow... - 5/27/2014 5:17:37 PM   
RICO7878


Posts: 46
Joined: 8/24/2012
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Thanks ShaBahNakk, that helps a lot! And a big thanks to Sirian again too, really enjoy all your mods. I'll hold my breath as long as I can.

(in reply to ShaBahNakk)
Post #: 24
RE: Sirian's EVE Component Mod (new version 1.2) Shadow... - 5/27/2014 5:38:41 PM   
Brone

 

Posts: 17
Joined: 5/24/2014
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quote:

- The "component_105.bmp" and "component_106.bmp" in its original state are placeholders in the former DW parts, in DW Universe "component_106.bmp" became the first active again.


Just to be clear, what do you do with component_105.bmp and component_106.bmp? Specifically what to do with component_106.bmp since you are renaming component_107 to 106?

(in reply to ShaBahNakk)
Post #: 25
RE: Sirian's EVE Component Mod (new version 1.2) Shadow... - 5/27/2014 8:37:14 PM   
ShaBahNakk

 

Posts: 5
Joined: 5/27/2014
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Hi,

as i see it, they are simple placeholders without use, like all 130+ components, but i recommend to rename or backup them in any way, just in case, something gets changed again.

Regards,

ShaBahNakk

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Post #: 26
RE: Sirian's EVE Component Mod (new version 1.2) Shadow... - 5/27/2014 8:45:33 PM   
Brone

 

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Ok thanks! I just wanted to make sure they weren't important or needed to be renamed to something specific.

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Post #: 27
RE: Sirian's EVE Component Mod (new version 1.2) Shadow... - 5/28/2014 12:57:04 AM   
FireLion1983

 

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Excellent, thanks so much for this fix! :)

(in reply to Brone)
Post #: 28
RE: Sirian's EVE Component Mod (new version 1.2) Shadow... - 5/31/2014 12:07:55 PM   
Sirian


Posts: 174
Joined: 11/29/2012
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Since I could not live with RICO7878 suffocating from holding his breath, I uploaded a Universe compatible version. This time, I even uploaded it into the forum post - forgot that last time. As Schabernack, erm, ShaBahNakk said, it was only an issue with filenames. I also added some spare images to use as images for new components a modder might come up with.

Regards, Sirian

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RE: Sirian's EVE Component Mod (new version 1.2) Shadow... - 5/31/2014 9:49:54 PM   
Tcby


Posts: 342
Joined: 12/16/2013
From: Australia
Status: offline
Thanks a lot Sirian! I'm surprised this thread doesn't have more posts...these icons are great. They are way more visible in the tech tree, and look cooler than the default ones when you are in the design screen :)

(in reply to Sirian)
Post #: 30
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