amazing. NOBODY here wants to have a custom empire logo??

and i thought thats the first thing modders do,...

i tried to fix this for a week now. seems to be quite a task to get the alpha channel in the tga image to work. no success yet. 

since nobody here bothered to answer to my desperate cry for help, i'll assume the WORST ;P

7,151 views 19 replies
Reply #1 Top
What's the trouble you're having with the alpha channel? I'm not much of a graphics guy, but when I tried messing around, I just selected the area used by my custom image, switched to the alpha channel layer and filled it with the background color like all the other images in the tga were done. Did the trick :P
Reply #2 Top

Definantly would like more logos but they must be added in via Stardock/Ironclad so they can be used on ICO :) So keep working on them and if they're good enough hopefully they will be made available online.
Reply #3 Top

If you are using Photoshop, just go the channels palette, and use black or white to set your transparency values. For the faction logos they should be solid.

Reply #4 Top
i open the tga file in photoshop, the alpha channel layer is by default masked red. (as al other tga files in the games texture folder). opacity and masking is the same. i save it as 32bit tga. alpha layer option is checked.
when i start the game the entire logo bitmap is just a red (respectively player coloured) square. no logos, nothing. just a coloured square.

since there must be something wrong with the transparency setting, i assume that: either I missed some important detail,
or photoshop 7 has a problem with tga transparency (which is a bug solved with the tga plugin update, - or so they say).

totally absurd that i cant fix this simple texture problem.... :-(
Reply #5 Top
I believe clan logos should be allowed. And maybe special logos for the pros once we get a right ranking system hehehehe.
Reply #6 Top
Well, here's what I did to make my custom image work (I replaced one of the research sub group pictures):

Opened the tga in PS, pasted the image (it created a new layer), then I moved it where I wanted it, flattened image, selected the image area that I just added, switched to the alpha channel, filled it with background color.

And it worked for me :P
Reply #7 Top

The red you are seeing (In Photoshop) is just a viewing mode. Press "\" and tell me what you see. 
When you are in the channels palette, dont forget to actually select the alpha layer, which should be at the bottom when you designate your transparent areas.

Reply #8 Top
fixed! wooohooo (with an absurd workaround)

Press "\" and tell me what you see. When you are in the channels palette, dont forget to actually select the alpha layer, which should be at the bottom when you designate your transparent areas.
End of quote


unfortunately, pressing that key didnt do anything.

however, i fixed it like Annatar11 suggested!
- open original file,
- paste whatever onto a new layer
- flatten image
- make sure the alpha channel layer gets the new shape with the backgr colour (in this case: white).
- save.
- e voila.

HOWEVER!! (report for the programmers): this ONLY seems to work, when i delete the original RaceLogo.tga file, and put my modified one in a folder called "backup". path: textures\backup\RaceLogo.tga

weirdly, the game would display the racelogo file only as red square when it is in the texture folder, where it actually belongs.. weird,
Reply #9 Top
I'm assuming you modified the associated brush file with the new pixelbox?
Reply #10 Top
This isnt a workaround...that is how it is done :)  You dont need to flatten though,  You can do that on the save.  Its good that you are making a backup, but it should work by just editing the original file as well.
Reply #11 Top
Yeah, mine worked by editing the original file, didn't have any problems with it. Took me a bit to figure out the pixelbox definition worked on pixel offset amounts, not the absolute [point a , point b], though :P
Reply #12 Top
id love to have my own logo but does it work in multiplayer?
Reply #13 Top
I'm assuming you modified the associated brush file with the new pixelbox?
End of quote


havent found any brush file here. (i assume you refer to the gradient effect for the larger empire logos? if so: i didnt bother to do any further editing :-))

as mentioned: didnt work with the original file. i had to delete the original file and put my edited one in a backup folder for the game to recognize it.

anyway: i'm happy now, gameplay has improved even more! i hereby recommend fooling around with the empire logos to all  :CONGRAT: 



Reply #14 Top
havent found any brush file here. (i assume you refer to the gradient effect for the larger empire logos? if so: i didnt bother to do any further editing )
End of quote


No :P The Window folder contains .brush files (they are in the mod package in text format) which define how the tga texture is spliced into the various images and defines the name for each image to use in the entity files.

For example, I don't know what the files in your case are called so I'll just make up the names to give you an idea:

racelogos.brush file will define a racelogotech in source "racelogos" (tga file name), and pixelbox [ x , y , x+i , y+k ] where i and k are the length and width of your image in pixels. Then your playertech.entity file will use "racelogotech" wherever it has which to use.

So to add a custom one, you just add another brush definition to the file (make sure you increase the brush count on top), name it whatever you want, and change the pixelbox definition to match the position of your image in the tga. Then just point the entity file to your new name :)
Reply #15 Top
Might as well post a picture I took from the last topic about Custom Logos.



It didn't take too much work, this biggest annoyance were the alpha channels.
Reply #16 Top
Rofl :P
Reply #18 Top
Not unless they have the same changes. I'm not sure you will desynch if you have it and they don't, probably will because the file checksum should be different.
Reply #19 Top
No The Window folder contains .brush files (they are in the mod package in text format) which define how the tga texture is spliced into the various images and defines the name for each image to use in the entity files. ...
End of quote


amazing! havent heard about that before. i suppose i should download the mod package after all  ;) 

swiss knight: i was actually doing the same thing (getting the hammer & sickle into the game). still, mine looks a lot worse than yours  :)