2D Species Recipe
Preparation1. Download the base_mod.zip file attached to this post
2. Run the base vanilla stellaris game at least once
3. Ensure you have a ".../documents/paradox interactive/Stellaris/mod" Folder. If you do not then make one.
4. Extract the .zip file to your ".../documents/paradox interactive/Stellaris/mod" folder
5. Rename the "base_mod_portrait" folder and "base_mod_portait.mod" file to whatever name you like
6. Open the .mod file with a text editor
7. Delete everything in the file
8. Paste the following code into the file, replacing names and location where necessary:
2. Run the base vanilla stellaris game at least once
3. Ensure you have a ".../documents/paradox interactive/Stellaris/mod" Folder. If you do not then make one.
4. Extract the .zip file to your ".../documents/paradox interactive/Stellaris/mod" folder
5. Rename the "base_mod_portrait" folder and "base_mod_portait.mod" file to whatever name you like
6. Open the .mod file with a text editor
7. Delete everything in the file
8. Paste the following code into the file, replacing names and location where necessary:
Code:
name="{INSERT THE NAME OF THE MOD YOU WANT PEOPLE TO SEE}"
path="mod/{INSERT THE FOLDER NAME EXACTLY HERE}/"
tags={
"Graphics"
}
supported_version="0.3.1.0"
9. Start the game launcher.
10. Click the "mod" tab.
11. Select the mod and ensure it is ticked.
12. Start the game and start a new game.
13. Make a custom species, click "appearance".
You should see a green picture under the mammal group. If you did, SUCCESS! if not then you have failed somewhere.10. Click the "mod" tab.
11. Select the mod and ensure it is ticked.
12. Start the game and start a new game.
13. Make a custom species, click "appearance".
EXTRA
- If you DO NOT have photoshop or gimp then delete the .PSD and .atn file as these are for photoshop only
- If you use photoshop, use the .psd file to make your .dds file
- If you use gimp, use the .psd file to make your .dds file (Gimp supports .psd files
- If you have gimp, delete the .atn file
- If you have photoshop, the .atn file is the action file. If you do not know how to use action files delete this file.
- If you know how to use actions, this action will automate the alpha channel. Simply select what you want on the alpha channel in your selection, have the appropriate layer selected and run the action.
NOTE: All references in the future to the "base_mod_portrait" will be talking about the folder and file you renamed in step 5 of this "Preperation" section.
Method
.DDS File
These instructions were made with photoshop in mind. You can use these instructions with any advanced picture editing program (like GIMP) but the specifics of the instructions may be a little off. The overall instructions should work with any advanced picture editing program.
Ensure you have downloaded the attached base_mod.zip file and followed the install instructions found in the "Preperation" section of this post.
Ensure you have downloaded the attached base_mod.zip file and followed the install instructions found in the "Preperation" section of this post.
1. Install the .DDS plugin for your relevant picture editor.(See Below)
2. Find and open the "testportait.dds" in your "../base_mod_portrait/gfx/portraits" folder with your picture editing program.
3. It is highly recommended that you just use the green area of this .DDS file. Whilst you can use the orange area it is not recommended at all and could cause issues.
4. Place the picture you have decided to use for your species in the green area, edit as required.
5. You want to ensure the area you want the players to see is already cut out so you have what you want people to see on only 1 layer.
6. CTRL+Left click the thumbnail of the layer, this should create a marquee area around every object on that layer.
7. Open the "channels" window.
8. Left click the "alpha 1" channel so that you activate that channel.
9. Fill your, already selected, marquee area with white
10. Inverse your selection.
11. Fill this new area with black
12. Select your "RGB" channel (the Alpha 1 channel should now no longer be active in any way)
13. Save your file as a .dds file using the following settings: (Named: {SPECIES-NAME-HERE}.dds)
3. It is highly recommended that you just use the green area of this .DDS file. Whilst you can use the orange area it is not recommended at all and could cause issues.
4. Place the picture you have decided to use for your species in the green area, edit as required.
5. You want to ensure the area you want the players to see is already cut out so you have what you want people to see on only 1 layer.
6. CTRL+Left click the thumbnail of the layer, this should create a marquee area around every object on that layer.
7. Open the "channels" window.
8. Left click the "alpha 1" channel so that you activate that channel.
9. Fill your, already selected, marquee area with white
10. Inverse your selection.
11. Fill this new area with black
12. Select your "RGB" channel (the Alpha 1 channel should now no longer be active in any way)
13. Save your file as a .dds file using the following settings: (Named: {SPECIES-NAME-HERE}.dds)
DTX5 ARGB 8 BPP | Interpolated alpha
2D Texture
No MIP Maps
MIP Map Filtering --> Filter Type: Point
2D Texture
No MIP Maps
MIP Map Filtering --> Filter Type: Point
Mod Files - Adding Species Variation (For Advanced Modders)
Ensure you have downloaded the attached base_mod.zip file and followed the install instructions found in the "Ingredients" section of this post.
Ensure you have followed the instructions in the ".DDS File" section of this post
Ensure you have followed the instructions in the ".DDS File" section of this post
2. Delete any reference to the species you plan on adding variation to.
3. Use as much of the following code as you need to, make more lines as necessary. Insert this code in between the "portraits = {}" block: ("SPECIES" refers to the species name you used in your "species_classes.txt" file)
Code:
SPECIES_default_1 = { texturefile = "gfx/portraits/SPECIES_default_01.dds"}
SPECIES_default_female_1 = { texturefile = "gfx/portraits/SPECIES_default_female_01.dds"}
SPECIES_leader_1 = { texturefile = "gfx/portraits/gamorrean/SPECIES_leader_01.dds"}
SPECIES_leader_2 = { texturefile = "gfx/portraits/gamorrean/SPECIES_leader_02.dds"}
SPECIES_ruler_1 = { texturefile = "gfx/portraits/gamorrean/SPECIES_ruler_01.dds"}
SPECIES_ruler_2 = { texturefile = "gfx/portraits/gamorrean/SPECIES_ruler_02.dds"}
Code:
portrait_groups = {
}
Code:
SPECIES = {
default = SPECIES_default_1 #The picture used in the species creator when selecting appearance
game_setup = { #Portraits added here will be the possible leader selection in the species creator
add = {
trigger = {
ruler = { gender = male }
}
portraits = {
SPECIES_default_1
}
}
add = {
trigger = {
ruler = { gender = female }
}
portraits = {
SPECIES_default_female_1
}
}
}
#species scope
species = { #generic portrait for a species
add = {
portraits = {
SPECIES_default_1
SPECIES_default_female_1
}
}
}
#pop scope
pop = { #for a specific pop (Such as on a planet)
add = {
portraits = {
SPECIES_default_1
SPECIES_default_female_1
}
}
}
#leader scope
leader = { #scientists, generals, admirals, governor
add = {
trigger = {
gender = male
}
portraits = {
SPECIES_leader_1
SPECIES_leader_2
SPECIES_ruler_1
SPECIES_ruler_2
}
}
}
#leader scope
ruler = { #New rulers selected from here
add = {
trigger = {
gender = male
}
portraits = {
SPECIES_ruler_1
}
}
}
}
EXTRA
- You can use "set" rather than "add". Leaders that are "added", for example, will also use the generic pops. Leaders that are "set" will only use the pics defined within the set.
- You can use ANY trigger at the leader, ruler, or pop scope in the above portraits.
- Once a portrait has loaded in, it will not reload during the game. If you tie a portrait to a leader trait, for example, and that leader does not get the trait until after they are already in the game, then the portrait will remain the same.
- leader_class = scientist
- leader_class = admiral
- leader_class = governor
- leader_class = general
- leader_class = ruler
- trait =
- gender = female
- gender = male
Attachments
- 16
- 3