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Customizing Ship Graphics - 4/3/2010 9:29:57 PM   
GaryChildress

 

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I haven't bought this game as yet. Still trying to find out a little more about it. Just looking at the customization guide I take it that ship graphics are basically little more than 200x200 pixel 2D PNG files with blue areas around the ship image to indicate where thruster graphics will be placed in game? Sounds like it may be pretty simple to mod the ship graphics if that is the case. I have a couple 3D graphics programs which I know how to use and could potentially use to create models for 2D ship PNGs. Would someone be able to confirm that this is the case?

Many thanks!!

< Message edited by Gary Childress -- 4/3/2010 9:30:10 PM >


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RE: Customizing Ship Graphics - 4/3/2010 9:31:35 PM   
PDiFolco

 

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Yes, that's in the mod book, let's roll the graphics ! 

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RE: Customizing Ship Graphics - 4/4/2010 1:33:30 AM   
GaryChildress

 

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quote:

ORIGINAL: PDiFolco

Yes, that's in the mod book, let's roll the graphics ! 


Here's some 3D models I just created. I just need to get the game now so I can figure out how to translate them into the graphics. Space ships are fun to make though.




Attachment (1)

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RE: Customizing Ship Graphics - 4/4/2010 1:50:12 AM   
GaryChildress

 

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Here's a top down view of another similar creation.






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Post #: 4
RE: Customizing Ship Graphics - 4/4/2010 2:13:02 AM   
GaryChildress

 

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From: The Divided Nations of Earth
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I have two basic looks that I can do. One is smoothed and one is more geometrical. Which one looks the best? The one on the right or left?




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RE: Customizing Ship Graphics - 4/4/2010 7:32:28 AM   
Igard


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From: Scotland
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Great designs.

Definately a matter of opinion which one looks best. You should probably assign the ship design to the race that suits them best.

The curved one on the right looks like it should be a larger ship probably a cruiser.

There are 5 main military ships for each race family; escort, frigate, destroyer, cruiser and capital ships. Looks like you have enough material here for your own race. Of course you need some station designs too, as well as mining, construction and freighters.



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RE: Customizing Ship Graphics - 4/4/2010 10:56:33 AM   
Magpius


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From: Melbourne, Australia
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Where is the mod book?
What is the RGB value for the blue line?
Who do I make lights blink on my ships.
etc. etc.


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RE: Customizing Ship Graphics - 4/4/2010 11:08:24 AM   
Deto

 

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lights are 255 255 0 (blue = 0, others 255)
engines are 0 0 255 (blue = 255, others 0)

Lights are 'pixel per light'

engine is horizontal one pixel height line per engine and its width.

Saved in .PNG format with transparency

light color is determined by your empire's main color

Engine color is determined by engine type ( I presume its the gas burned as fuel )


Here's a colonyship from set I'm making. Copy paste to image editing soft of your choice, pref Photoshop or GIMP :)

edit: Not very visible, but there's 4 small blue lines on the bottom of the ship image, the engines. There's 2 lights in the 'middle gap' of the blue squared area. And there's two more lights at the 'top end' of the wings


< Message edited by Deto -- 4/4/2010 11:09:30 AM >

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RE: Customizing Ship Graphics - 4/4/2010 11:41:05 AM   
Magpius


Posts: 1401
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From: Melbourne, Australia
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thanks.
this game makes a nice change from modding WW2 counter sets.
really enjoyable.
Looks like I've found a game that reminds me of frontier elite II.
...at long last


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RE: Customizing Ship Graphics - 4/4/2010 12:25:30 PM   
Igard


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From: Scotland
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quote:

ORIGINAL: Agent S

Looks like I've found a game that reminds me of frontier elite II.



I know exactly what you mean! elite II had massive scope and potential.

Can you imagine if elite II was made today with the kind of support in terms of patches that Distant Worlds has?

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Post #: 10
RE: Customizing Ship Graphics - 4/4/2010 12:51:41 PM   
Bestor

 

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Hi guys need a litle help, im currently trying to add some ship sets but im getting a problem, basicly i get a square of white around the ship image when in game, so all i have is a big square ship, how do you create the transparent area like around the colony ship above? ive tryed using black but that dont work either.

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Post #: 11
RE: Customizing Ship Graphics - 4/4/2010 3:25:19 PM   
Shark7


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From: The Big Nowhere
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quote:

ORIGINAL: Deto

lights are 255 255 0 (blue = 0, others 255)
engines are 0 0 255 (blue = 255, others 0)

Lights are 'pixel per light'

engine is horizontal one pixel height line per engine and its width.

Saved in .PNG format with transparency

light color is determined by your empire's main color

Engine color is determined by engine type ( I presume its the gas burned as fuel )


Here's a colonyship from set I'm making. Copy paste to image editing soft of your choice, pref Photoshop or GIMP :)

edit: Not very visible, but there's 4 small blue lines on the bottom of the ship image, the engines. There's 2 lights in the 'middle gap' of the blue squared area. And there's two more lights at the 'top end' of the wings


Deto

Will you be releasing the enitre set for general public use at any point in the future?

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RE: Customizing Ship Graphics - 4/4/2010 4:03:01 PM   
Deto

 

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quote:

ORIGINAL: Shark7


quote:

ORIGINAL: Deto

lights are 255 255 0 (blue = 0, others 255)
engines are 0 0 255 (blue = 255, others 0)

Lights are 'pixel per light'

engine is horizontal one pixel height line per engine and its width.

Saved in .PNG format with transparency

light color is determined by your empire's main color

Engine color is determined by engine type ( I presume its the gas burned as fuel )


Here's a colonyship from set I'm making. Copy paste to image editing soft of your choice, pref Photoshop or GIMP :)

edit: Not very visible, but there's 4 small blue lines on the bottom of the ship image, the engines. There's 2 lights in the 'middle gap' of the blue squared area. And there's two more lights at the 'top end' of the wings


Deto

Will you be releasing the enitre set for general public use at any point in the future?


Yeah, as soon as I get everything done :) Saddly I'm so busy at work it'll take some time still :<

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Post #: 13
RE: Customizing Ship Graphics - 4/5/2010 5:34:05 PM   
Shark7


Posts: 7859
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From: The Big Nowhere
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quote:

ORIGINAL: Deto


quote:

ORIGINAL: Shark7


quote:

ORIGINAL: Deto

lights are 255 255 0 (blue = 0, others 255)
engines are 0 0 255 (blue = 255, others 0)

Lights are 'pixel per light'

engine is horizontal one pixel height line per engine and its width.

Saved in .PNG format with transparency

light color is determined by your empire's main color

Engine color is determined by engine type ( I presume its the gas burned as fuel )


Here's a colonyship from set I'm making. Copy paste to image editing soft of your choice, pref Photoshop or GIMP :)

edit: Not very visible, but there's 4 small blue lines on the bottom of the ship image, the engines. There's 2 lights in the 'middle gap' of the blue squared area. And there's two more lights at the 'top end' of the wings


Deto

Will you be releasing the enitre set for general public use at any point in the future?


Yeah, as soon as I get everything done :) Saddly I'm so busy at work it'll take some time still :<



Well in the meantime I'm making a couple of sets of my own, so hopefully I will be able to zip those up to share before too long. I might post some previews in a day or two, once I get them modded into the game.

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Post #: 14
RE: Customizing Ship Graphics - 4/5/2010 9:48:15 PM   
Sarissofoi


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I will look for this new graphic.



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Post #: 15
RE: Customizing Ship Graphics - 4/6/2010 4:54:13 AM   
ductape

 

Posts: 36
Joined: 3/29/2010
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One thing I would like to try is smaller ships across the board. For me, sometimes things are just too cluttered and I think if the general scale of ships was much smaller, it would look nicer.

Sure we wouldnt have the level of detail on the ship graphics, but I would like to try it out.

Is it even possible to do this? Could we say, halve the size f the ships? WOuld that mess with AI pathing or anything?

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Post #: 16
RE: Customizing Ship Graphics - 4/6/2010 2:42:15 PM   
BigWolf


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You could lower the dimensions of the graphics, but I would imagine the hit box (what you click to select) would stay the same still causing problems choosing ships

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Post #: 17
RE: Customizing Ship Graphics - 4/9/2010 5:52:27 AM   
ductape

 

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i reduced all graphics by 50% and the game just expanded the graphic to fit some hard-coded size it wanted. The ships just looked worse.

I WANT SMALLER SHIPS!

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Post #: 18
RE: Customizing Ship Graphics - 4/9/2010 6:12:50 AM   
HsojVvad

 

Posts: 1035
Joined: 3/24/2010
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quote:

ORIGINAL: Deto

lights are 255 255 0 (blue = 0, others 255)
engines are 0 0 255 (blue = 255, others 0)

Lights are 'pixel per light'

engine is horizontal one pixel height line per engine and its width.

Saved in .PNG format with transparency

light color is determined by your empire's main color

Engine color is determined by engine type ( I presume its the gas burned as fuel )


Here's a colonyship from set I'm making. Copy paste to image editing soft of your choice, pref Photoshop or GIMP :)

edit: Not very visible, but there's 4 small blue lines on the bottom of the ship image, the engines. There's 2 lights in the 'middle gap' of the blue squared area. And there's two more lights at the 'top end' of the wings


Why do I have the Austin Powers movie in my head now? Will this be called the USS Jonston?

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Post #: 19
RE: Customizing Ship Graphics - 4/11/2010 5:22:16 AM   
lordxorn


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Love your stuff Gary. Look forward to future releases. I have a question, is the texturing best done in Wings 3D, Renderer, or Photoshop?

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Post #: 20
RE: Customizing Ship Graphics - 4/11/2010 3:08:10 PM   
GaryChildress

 

Posts: 6763
Joined: 7/17/2005
From: The Divided Nations of Earth
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quote:

ORIGINAL: lordxorn

Love your stuff Gary. Look forward to future releases. I have a question, is the texturing best done in Wings 3D, Renderer, or Photoshop?


When I do textures I usually use UVMapper: http://www.uvmapper.com/downloads.html

Basically export the Wings3D model to an OBJ format, open the model in UVMapper, create a texture map, and then load it into the rendering program. In Poser it's easy to put textures on a file. I'm not sure about Kerkythea, I haven't worked with it much yet.

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