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weapon compilation mod... - 5/8/2012 2:19:47 PM   
msnevil

 

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vrs 6

added more bloom effects. After looking at the moon at night, I realized that light refraction has a lot larger effect, ie bloom effect, then what I originally made. So more bloom.

added dual bolts for "tjhkkr" since he is always seems nice to everybody, and is appreciated.



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< Message edited by msnevil -- 6/6/2012 2:41:31 PM >
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RE: weapon compilation mod... - 5/8/2012 3:53:55 PM   
tjhkkr


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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.

(in reply to msnevil)
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RE: weapon compilation mod... - 5/25/2012 5:02:58 PM   
Gareth_Bryne


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Excuse me, but how do you install it?

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RE: weapon compilation mod... - 6/6/2012 2:34:36 PM   
msnevil

 

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quote:

ORIGINAL: Gareth_Bryne

Excuse me, but how do you install it?


Is this a question as to opening the zip file? or after its unzipped?

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RE: weapon compilation mod... - 6/6/2012 4:41:51 PM   
Gareth_Bryne


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After unzipping. It's surprising, although true, that some people don't know how to zip.............

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RE: weapon compilation mod... - 6/6/2012 5:51:15 PM   
msnevil

 

Posts: 46
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C:\Matrix Games\Distant Worlds\images\effects\weapons >Is the weapons image folder.

After unzipping, choose a image you want to replace, for exp. Beam_0.png. Make a "copy" of beam_0 via "right click" mouse> copy> then paste in folder. (You should now have a duplicate weapon image. ) Right click original image file, click rename, highlight name, right click copy, then delete original image file. Extract the image you want to the above folder, rename it to "beam_0.png" Then play your game, If you don't like the image you can always choose another one, and the original one is still there, in case you mess something up.

or simply make a copy of the image you want to remake, copy the name of the original image, and then delete the original image. followed by extracting the "selected" image to the weapons folders, rename it, and try it out.

Hopefully that makes sense, I'm better at showing how to do it, then explaining it.

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RE: weapon compilation mod... - 6/7/2012 1:35:39 AM   
rosseau

 

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I have all the expansions and there was not much files in the vanilla \effects\weapons folder. So I just dumped all yours in there (cause I trust you )

And Yes, I did unzip each category and put the files in the folder. Also, wondering how the game will know to use these upgraded graphics without a mod? Dumb me...

< Message edited by rosseau -- 6/7/2012 2:21:56 AM >

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RE: weapon compilation mod... - 6/4/2014 12:06:31 PM   
Unforeseen


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From: Solaris Prime
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I tried to send you a pm about this but i don't think it went through. Do you by chance have or can you make, or tell me how to make a version of these beam weapons with a color for the gaps inbetween red and orange, and orange and yellow?

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RE: weapon compilation mod... - 6/4/2014 2:57:19 PM   
Locarnus


Posts: 272
Joined: 5/30/2010
From: Earth, Sol
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Thank you!

A massive improvement in diversity and graphics, especially in the phaser department (for the others I used the ones in the mass effect graphics pack so far, will change some of those as well).

Very welcome that we can choose our taste in form and color!


@rosseau: You have to select, rename and copy what you like one by one, as msnevil posted above.

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DW:U BalanceMod v0.9 (extended TechTree)
compatible with DW:U Extended, StarTrek and XPanded

http://www.matrixgames.com/forums/tm.asp?m=3624576

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RE: weapon compilation mod... - 6/5/2014 1:44:26 AM   
Unforeseen


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From: Solaris Prime
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Figured i was doing a service by bumping this one, this is a great mod i just wish he hadn't left out those two colors. The other 'inbetween' colors are included...

Personally i'm a fan of the bolts and true beams. I plan to use them in my compilation mod/overhaul mod.

(in reply to Locarnus)
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RE: weapon compilation mod... - 6/5/2014 4:28:08 AM   
Tanaka


Posts: 2831
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From: USA
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Could you guys post some screenshots of this mod in action?

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RE: weapon compilation mod... - 6/5/2014 3:23:19 PM   
Locarnus


Posts: 272
Joined: 5/30/2010
From: Earth, Sol
Status: offline
Again, great work msnevil!

I was wondering how the beam graphics work, especially concerning the phasers and the tractor beams.
Is the selected image just stretched to the apropriate size/length?

If so, could you make some cone like beam graphics, especially for the tractor beam and graviton weapons?

At the moment, ships using phasers and tractor beams alternate the color.
It would be great if the tractor beam/graviton beam was visible as a lighter colored cone/triangular shape originating from the firing ship, while the phasors retain their beam/stream appearance.


My second question is, whether you allow a selection of the mods effects to be included in other mods (especially thinking about the total conversion mods, but I would also be very interested for my tech tree BalanceMod). Full credits and links to the original/full collection ie this thread given of course.


_____________________________

DW:U BalanceMod v0.9 (extended TechTree)
compatible with DW:U Extended, StarTrek and XPanded

http://www.matrixgames.com/forums/tm.asp?m=3624576

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RE: weapon compilation mod... - 6/6/2014 12:56:28 AM   
Unforeseen


Posts: 466
Joined: 3/26/2013
From: Solaris Prime
Status: offline
I don't think he is going to respond, he had been gone for at least a year before briefly returning to respond to my shatterforce laser arguement then vanished again. I'd assume he won't mind, just be sure to include credit to him and provide a link.

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RE: weapon compilation mod... - 6/6/2014 1:07:25 AM   
Locarnus


Posts: 272
Joined: 5/30/2010
From: Earth, Sol
Status: offline
@Unforeseen:
Whoops, totally not read the date, thanks for the heads up!


@graphic modders:
Anyone there picking up the baton for a nice tractor beam ;-)?

_____________________________

DW:U BalanceMod v0.9 (extended TechTree)
compatible with DW:U Extended, StarTrek and XPanded

http://www.matrixgames.com/forums/tm.asp?m=3624576

(in reply to Unforeseen)
Post #: 14
RE: weapon compilation mod... - 6/6/2014 5:02:01 AM   
msnevil

 

Posts: 46
Joined: 8/10/2011
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like this.

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RE: weapon compilation mod... - 6/6/2014 5:26:18 AM   
msnevil

 

Posts: 46
Joined: 8/10/2011
Status: offline

quote:

ORIGINAL: Unforeseen

Figured i was doing a service by bumping this one, this is a great mod i just wish he hadn't left out those two colors. The other 'inbetween' colors are included...

Personally i'm a fan of the bolts and true beams. I plan to use them in my compilation mod/overhaul mod.


I changed the colors by 30 degree increments on a color wheel. I can't see certain (in between) colors outside of the primary and secondary colors. Probably the two colors you pointed out. :)

You can use "gimp" to change png color files.

(in reply to Unforeseen)
Post #: 16
RE: weapon compilation mod... - 6/6/2014 10:15:42 AM   
Unforeseen


Posts: 466
Joined: 3/26/2013
From: Solaris Prime
Status: offline
quote:

ORIGINAL: msnevil


quote:

ORIGINAL: Unforeseen

Figured i was doing a service by bumping this one, this is a great mod i just wish he hadn't left out those two colors. The other 'inbetween' colors are included...

Personally i'm a fan of the bolts and true beams. I plan to use them in my compilation mod/overhaul mod.


I changed the colors by 30 degree increments on a color wheel. I can't see certain (in between) colors outside of the primary and secondary colors. Probably the two colors you pointed out. :)

You can use "gimp" to change png color files.
Oh! Alright Thanks!!! I'll see if i can do it, i seem to be artistically illiterate though but if i can i'll put up a link here since the original icon is your work.

Edit: Actually it looks like if i zoom on the image and just use an airbrush on it with the correct color a couple of times it looks about right Will see about it after work.


< Message edited by Unforeseen -- 6/6/2014 11:26:37 AM >

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