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Re: A collection of tips for using AI in mod development
Posted: Sat Jan 11, 2025 9:45 pm
by alpha117
If I add a new service building (Service_Firm_products.dbf) called COSTA then :
BUT I still have those large black pictures.
What I was trying to do was to change the default coffee shop image...didn't work

Re: A collection of tips for using AI in mod development
Posted: Sat Jan 11, 2025 10:05 pm
by anjali
fine tuning is all .. can be a pain to get it right
hey anyway, looks like one of your coffee shop customers needed a roof for his own house and stole yours
btw your pictures seem huge
my building pictures are all 800x600 but the actual image of the building itself is in the centre for a 2x2 building around 250x150 and thats L size M is half and S 1/4 of that, meaning S size picture would be about 60-65 x 35-40 pixels in a 800x600 picture
Re: A collection of tips for using AI in mod development
Posted: Sun Jan 12, 2025 5:20 am
by Stylesjl
alpha117 wrote: Sat Jan 11, 2025 9:45 pm
If I add a new service building (Service_Firm_products.dbf) called COSTA then :
BUT I still have those large black pictures.
What I was trying to do was to change the default coffee shop image...didn't work
Did you follow this image guideline?

- Grid.png (27.22 KiB) Viewed 4726 times
Put your image into the big squares in the centre (make sure this grid is on a different layer in Paint.net). Kind of like this awful example I have (but it is within the two squares):

- Grid.png (74.51 KiB) Viewed 4726 times
Re: A collection of tips for using AI in mod development
Posted: Sun Jan 12, 2025 9:07 am
by alpha117
Getting there. The black pictures have gone. Just need to crop/rotate the image....

Re: A collection of tips for using AI in mod development
Posted: Sun Jan 12, 2025 12:05 pm
by alpha117
well, first one. The hardest bit, is getting the images correct to the overlay squares

Re: A collection of tips for using AI in mod development
Posted: Sun Jan 12, 2025 5:00 pm
by anjali
nioce work, looks good ... and ..
you even found the guy that stole your Roof eheh
Re: A collection of tips for using AI in mod development
Posted: Sun Jan 12, 2025 6:57 pm
by alpha117
thanks Guys
I just want to add 'normal' ones. I know that a coffee shop is 2*2 on the overlay. but the overlay has more. There must be sizes for the other buildings? Example is a normal factory 3*3. I just want to make them 'fit' the overlay correctly If that makes sense.
Thanks
Re: A collection of tips for using AI in mod development
Posted: Sun Jan 12, 2025 7:42 pm
by Stylesjl
alpha117 wrote: Sun Jan 12, 2025 6:57 pm
thanks Guys
I just want to add 'normal' ones. I know that a coffee shop is 2*2 on the overlay. but the overlay has more. There must be sizes for the other buildings? Example is a normal factory 3*3. I just want to make them 'fit' the overlay correctly If that makes sense.
Thanks
Yes, if the building is 3X3 or 4X4 you will need to make the image bigger on that overlay. I think that overlay has a maximum of 4X4 (though I have never produced a 4X4 building so I don't actually know).
Re: A collection of tips for using AI in mod development
Posted: Sun Jan 12, 2025 7:54 pm
by alpha117
Arrh right...got it
From David spreadsheet
you can have 6 different factory buildings (PNGs); 2 different R&D...etc etc.
Re: A collection of tips for using AI in mod development
Posted: Sun Jan 12, 2025 8:30 pm
by anjali
you can actually have more ...
try to add a 3x3 factory to your buildings.dbf
then you ll get a 4th medium factory in the building menu etc, its just static buildings meaning you can not override their basic settings in the building.dbf, so anything you add there as exact same building will be a new building, you can only switch images for the static buildings
i.e. i got a 3rd waherouse 2x2