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Vivid Projectiles (v2 Update)

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All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Vivid Projectiles (v2 Update) Page: [1]
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Vivid Projectiles (v2 Update) - 2/8/2014 6:55:47 PM   

Posts: 53
Joined: 12/30/2012
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***UPDATED TO v2***

Some nice new projectile graphics for your (great) enjoyment. This set replaces graphics for autocannons, railguns, missiles, and bombs. As I had done with Bright Torpedoes, I have adhered to the basic color philosophy of vanilla (e.g. blue assault missiles).

This set does NOT replace ground combat projectile graphics. Maybe on an update?

(screenshot posted below)

***Version 2 Changes:
Bolder, Brighter, Badder
I moved away from thick colors on version 1 while trying to emulate a certain palette. Now, while working on blasters, it is clear that bright and saturated is a far better look. Please enjoy these much improved projectiles!

*Auto-cannons elongated with sharper tails and array members pushed toward background.
*Railguns slightly elongated, recolored, and brightened considerably.
*Missiles slightly recolored, saturated, and glow radius increased with brightening.
*Bombs have not been altered in this version

Attachment (1)

< Message edited by Ardilus -- 2/14/2014 6:44:49 PM >
Post #: 1
RE: Vivid Projectiles (fx) - 2/8/2014 6:56:12 PM   

Posts: 53
Joined: 12/30/2012
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***Updated to v2***


Attachment (1)

< Message edited by Ardilus -- 2/14/2014 6:40:45 PM >

(in reply to Ardilus)
Post #: 2
RE: Vivid Projectiles (fx) - 2/8/2014 7:51:13 PM   

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Joined: 6/3/2010
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Thank you!


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 Ardilus)
Post #: 3
RE: Vivid Projectiles (fx) - 2/8/2014 9:43:18 PM   

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looks cool :)

(in reply to tjhkkr)
Post #: 4
RE: Vivid Projectiles (fx) - 2/14/2014 5:44:05 PM   

Posts: 53
Joined: 12/30/2012
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Hey everyone. I've updated this set to make (most) everything much brighter and richer. A huge improvement, the link and screenshot have been replaced to version 2 above. I am sorry the jpeg does not do justice to the in-game detail. Please update and enjoy!

(in reply to DeadlyShoe)
Post #: 5
RE: Vivid Projectiles (fx) - 2/14/2014 6:41:25 PM   


Posts: 79
Joined: 11/7/2010
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nice, its stuff like this that makes me wish there was a weapons attrition system in ds

(in reply to Ardilus)
Post #: 6
RE: Vivid Projectiles (fx) - 2/14/2014 9:13:21 PM   


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Joined: 8/12/2010
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I am not in the mood to try this right now, but it would be sweet to see something showing "before and after".

In general all games look cooler when you play than in screenshots, so images for sure will not do these justice either.

(in reply to jesuswhywhy)
Post #: 7
RE: Vivid Projectiles (fx) - 2/15/2014 12:01:52 AM   

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From: Scotland
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Looks really nice Ardilus!


(in reply to Bingeling)
Post #: 8
RE: Vivid Projectiles (fx) - 2/16/2014 10:43:14 AM   


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Joined: 4/22/2010
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I'll definitely give this a try next time I find the time to play :)

(in reply to Igard)
Post #: 9
RE: Vivid Projectiles (fx) - 5/8/2014 12:05:29 PM   


Posts: 149
Joined: 4/18/2014
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Can't wait to try this out - thanks!

(in reply to hewwo)
Post #: 10
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