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Topics - TheHappyFace

Pages: [1] 2
1
Suggestions / weapon default position [modding]
« on: January 22, 2013, 08:06:58 AM »
weapons point at the middle of the arc in which they can shoot by default.
It would be nice if we could adjust the default aim seperatly from the middle of the arc ,
so weapon could have a for example a 140 degree firing arc at the left of the ship but will aim forward when no enemy in sight

2
Discussions / A Happy new year and the best of wishes!
« on: January 01, 2013, 02:46:07 AM »
A Happy new year and the best of wishes!

3
Discussions / the derailment thread [do whatever you like]
« on: December 11, 2012, 09:09:02 AM »
do whatever you like

4
Bug Reports & Support / fleeing ships
« on: December 03, 2012, 10:15:12 AM »
whenever i am on my own fighting a single ships.
the ships flees at the end of the battle and due to it being faster it can out-run me.
this is not the problem i am talking about.
the problem or maybe better called glitch is that when this happens i can just simply press "esc" ,leave battle and end up disabling the enemy ship,
while otherwise it would have simply out ran me and retreated before i could destroy him.

5
Modding / The community mod [A mod made by all][still in concept]
« on: December 02, 2012, 04:33:33 AM »
The community mod will be an open mod.
This mod will allow every single person to change it.
How it works?
by these simple steps:
- A sprite is posted , this can be any sprite as long as the orgininal author allowes posting it.
- Another person changes the sprite to his liking and posts the updated version.
- Next person can choose to use the new version, if the changes are as he likes it or he can choose to work with the old one.
- persons after that can choose any of the posted sprites as the one they adapt.
all changes big or small are allowed , if your not good at spriting that doesnt matter -> you could change the color for example.
- after a while I or someone else can take the current sprite which they like the most and code it into the game.
The ship will be added to the hegemony station.
- now any modder wo likes the ship can take it and add it to his own mod (of course while giving credit to the thread and most of all the modders wo made it)
- coders can also change the main mod (hegemony station that owns the ships) and completly change it, for example create a new faction with it or add a station/planet/asteroid belt.
maybe just change his stats to make him more balanced
- while people are coding the next sprite will be posted and worked on.
important for coders is that when they post a link with there version, they also give a summary with the changes and what version they used to start with.

Important rule! all comments must be containing a modified version of the current ship sprite or a new/modified code, all replies!

Let the modding start!

Ow and i got the idea from this thread -> http://fractalsoftworks.com/forum/index.php?topic=4902.15
Idea comes from Reshy  


6
Modding / Spacecafe the happy drunk [New update!] come in and have a drink
« on: November 10, 2012, 11:06:07 AM »
Welcome to space cafe the happy drunk! version 0.2

Come and have a drink , enjoy the entertainment or rest from your long travels
or are you maybe looking for ships? some heavy weaponry? loyal crew?

here is the place to be!

ow and NO REFUNDS!


description

the happy drunk mod is a vanilla "balanced" mod which adds a station and some new (drawn from scratch) ships to the game.
the station will sell the ships and a wide variation of vanilla weaponry in low amounts.

The concept is that the station will sell ships from different (not yet existing) brands ,but for now its only handyman productions and the exo corporation (with one fighter).
each different brand will have its own vanilla based style and of course there own weaknesses and strengths.

On my to do list for now is moslty balancing and tweaking sprites, hopefully based on your comments.\

The Happy Drunk SpaceCafe
Why did I build this place? To live a stress free life?
It's for the money of course!


Set up many years ago by a retired band of pirates and mercenaries it offers a wide range of ships gathered from all across the galaxy (and rumored other dimensions).

Some of the ships are widely known brands and companies such as the Exo-Corporationtm and the Handyman Productionstm, but others are "claimed" ships or otherwise gathered from alien species and paramilitary organizations. Some are even prototypes considered too dangerous to be made by conventional companies (Health and Safety Protocols apply, even to robots). Whatever their providence they are all produced by the SpaceCafe.

Specialized in small up to Carrier size ships the Cafe makes a roaring trade, however due to small facilities and frequent "friendly" deaths Capitol class ships are rarely made (and rarely brought, who can afford them?).

Overall the SpaceCafe is the modern equivalent of the Casablanca, with lasers...and ships...and aliens..Ok its not like Casablanca!

Brands

handyman productions
They said I couldn't build no space ships. They laughed at me!
So I took ma hammer and some plates and look where I am now.
Who's the last man laughing? Well,I am! Nobody stands in front o'me ships and runs away!


Handyman Productions is specialised in making durable (well, a bit rusty) ,cheap (we recycle 100% of all scrap into more scrap!) and front-heavy ships (lots of big guns make the enemy go bye-bye).
They focus on the independent market to sell there ships; as the military was to scared of health and safety.

the ships with description:
Spoiler
[close]

exo corporation
No ,we don't protect our moon base with a massive shield.
No, this is not because we can't ,but, because we are rebuilding it shield our entire solar system! [insert maniacal laughter]


The exo corporation is a corporation which used to be the producer of the best shields in the galaxy (or so they claim), and had much success with contracts for military and commercial use (again, so they say).
After the crisis they decided to start producing there own ships hoping to receive more income by doing so.

The ships have low hull/armor and speed but compensate (massively), for this with high flux capacity, good venting and efficient shield generators.

the ships with description
Spoiler
[close]

Halcón & co.
I can't tell you what material we use for the plating and i can't tell you why we use these designs,
i can tell you that our one of our destroyers out ran an interceptor


The Halcón & CO company is a mining corporation which started building ships after finding a new mineral on one of there planets, many speculated that an ancient civilisation was discovered or that they found a portal too another dimension or more wild drug induced ideas were put forward by space hippies, but the properties of this mineral and where exactly it comes from are only known to Halcón's CEO's and shipwrights.

The only clue is that the material makes their ships one of the fastests in the galaxy.

the ships with description:
Spoiler
[close]

Kalmart soontm ... maybe


Task force 44 soontm ....maybe


thanks trylobot for:

changelog:
- five new ships for exo corp and halcón & co.
- removed ship spike
- edited sprites scissor and virus (also used to be named something else)

coming in next update:
- decreased fighter strenght and after that i actually rebalanced all ships
- adjusted sprites of several ships
- decreased shield efficiency and increase its upkeep (nerfing it) of all handyman ships
- i am also having some slight adjustement to my original concept.
I was planning on having like six brands or so with each five to six ships ,but i think i'll
adjust that too less ships per brand and more brands making the brands less important and making the individual ships less alike.
this way the lore from a station which sells a couple of brands will go to a station which gets a variatie of ships from around the universe.
(I am having more and more ships concepts in my head and less liking to make ships with the same style.)
- correction frigat needs to be frigate

7
Modding / fatal null when convoy spawns *solved*
« on: November 06, 2012, 07:21:13 AM »
so been trying to put in a convoy for my station ,but cant get it to deliver the resources cause since i added that line it keeps giving fatal null when it spawns

here is the convoy spawn
Spoiler
Quote

public class hpconvoySpawnPoint extends BaseSpawnPoint {

   private final SectorEntityToken convoyDestination;

   public hpconvoySpawnPoint(SectorAPI sector, LocationAPI location,
                     float daysInterval, int maxFleets, SectorEntityToken anchor) {
      super(sector, location, daysInterval, maxFleets, anchor);
   }

   @Override
   protected CampaignFleetAPI spawnFleet() {
      //if ((float) Math.random() < 0.5f) return null;
      
      String type = null;
      float r = (float) Math.random();
      if (r > .8f) {
         type = "defencefleet";
      } else {
         type = "defencefleet";
      }
      
      CampaignFleetAPI fleet = getSector().createFleet("happy_drunk", type);
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      
      
      if (type.equals("defencefleet")) {
         CargoAPI cargo = fleet.getCargo();

            cargo.addWeapons("annihilatorpod", 10);
            cargo.addWeapons("harpoon", 5);
            cargo.addWeapons("heavymg", 5);
            cargo.addWeapons("arbalest", 35);
            cargo.addWeapons("heavyac", 10);
            cargo.addWeapons("dualflak", 5);
            cargo.addWeapons("heavyblaster", 5);
            cargo.addWeapons("lightdualac", 5);
            cargo.addWeapons("lightag", 5);
            cargo.addWeapons("lightneedler", 5);
            cargo.addWeapons("heavymauler", 5);
            cargo.addWeapons("gravitonbeam", 5);
            cargo.addWeapons("hellbore", 5);
            cargo.addWeapons("cyclone", 2);
            cargo.addWeapons("pilum", 5);
            cargo.addWeapons("taclaser", 5);
            cargo.addWeapons("pulselaser", 5);
            cargo.addWeapons("heavyburst", 5);
            cargo.addWeapons("hil", 3);
            cargo.addWeapons("hveldriver", 5);
            cargo.addWeapons("reaper", 5);

            cargo.addMothballedShip(FleetMemberType.SHIP, "hp_nomad_Hull", null);
            cargo.addMothballedShip(FleetMemberType.SHIP, "hp_phoenix_Hull", null);
            cargo.addMothballedShip(FleetMemberType.SHIP, "hp_phoenix_Hull", null);
            cargo.addMothballedShip(FleetMemberType.SHIP, "hp_scissor_Hull", null);
            cargo.addMothballedShip(FleetMemberType.SHIP, "hp_scissor_Hull", null);
            cargo.addMothballedShip(FleetMemberType.SHIP, "hp_scissor_Hull", null);
            cargo.addMothballedShip(FleetMemberType.SHIP, "hp_scissor_Hull", null);
            cargo.addMothballedShip(FleetMemberType.SHIP, "hp_piker_Hull", null);
            cargo.addMothballedShip(FleetMemberType.SHIP, "hp_piker_Hull", null);


            cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "firefly_wing", null);
            cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "firefly_wing", null);
            cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "spike_wing", null);
            cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "spike_wing", null);
            cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "spike_wing", null);

            cargo.addCrew(CrewXPLevel.ELITE, 25);
            cargo.addCrew(CrewXPLevel.VETERAN, 250);
            cargo.addCrew(CrewXPLevel.REGULAR, 500);

            cargo.addCrew(CrewXPLevel.GREEN, 500);
            cargo.addSupplies(630);
            cargo.addFuel(500);
      
      fleet.addAssignment(FleetAssignment.DELIVER_RESOURCES, convoyDestination, 1000);
      fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
      }


      return fleet;
   }
}
[close]

its n the gen file so you got the trust me all the things at the beginning are there and complete.


*solved!!!*

8
Modding / error ,probaply a beginners mistake. *solved*
« on: November 05, 2012, 04:55:14 AM »
now i got a different error at the moment i start a campaign.

Code
26118 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.HappyGen.generate(HappyGen.java:30)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.float.ÔO0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.ÔO0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.o00000(Unknown Source)
at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
at com.fs.starfarer.ui.E.o00000(Unknown Source)
at com.fs.starfarer.ui.T.o00000(Unknown Source)
at com.fs.starfarer.A.öOÓ000(Unknown Source)
at com.fs.oOOO.A.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

here is my gen file
Spoiler
Code
package data.scripts.world;

import java.awt.Color;
import java.util.List;

import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.campaign.FactionAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.SectorGeneratorPlugin;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.campaign.CargoAPI.CrewXPLevel;
import com.fs.starfarer.api.fleet.FleetMemberType;

@SuppressWarnings("unchecked")
public class HappyGen extends SectorGen {

   public void generate(SectorAPI sector) {


    StarSystemAPI system = sector.getStarSystem("Corvus");

SectorEntityToken token = system.createToken(15000, 0);
           system.addSpawnPoint(new hpdefenceSpawnPoint(sector, system, 1, 1, token));
            
       FactionAPI happy_drunk = sector.getFaction("happy_drunk");

           happy_drunk.setRelationship("hegemony", 1);
happy_drunk.setRelationship("tritachyon", 0);
happy_drunk.setRelationship("pirates", -1);
happy_drunk.setRelationship("independent", 1);
     happy_drunk.setRelationship("player", 1);
   }
  
}
[close]

9
Modding / Error when trying to get my station in the game(solved)
« on: September 18, 2012, 06:41:14 AM »
Code
27134 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignOrbitalStation.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CampaignOrbitalStation.<init>(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.addOrbitalStation(Unknown Source)
at data.scripts.world.HappyGen.generate(HappyGen.java:24)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.float.ÔO0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.ÔO0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.o00000(Unknown Source)
at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
at com.fs.starfarer.ui.E.o00000(Unknown Source)
at com.fs.starfarer.ui.T.o00000(Unknown Source)
at com.fs.starfarer.A.öOÓ000(Unknown Source)
at com.fs.oOOO.A.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

help me please

10
Modding / "hidden" missleracks ,are those bugged? (solved)
« on: September 15, 2012, 08:47:36 AM »
It ain't giving an error or something ,but it just looks weird

the missle racks on the side look weird and even more weird is that they are supposed to be hidden.
i got this with several ships.
am i doing something wrong or is it star farer itself? its only with some missle racks.

11
Mods / The Gekelonians Technocracy demo 2.2
« on: September 09, 2012, 04:45:43 AM »
demo 2.2

http://www.mediafire.com/?cbgz22rtx8zqbhy


thank you trylobot
also special thanks to paul for his guide on campaign intergration
and DSMK2 for creating an epic weapon system (not implemented yet)



campaign:
added



missions:
- Interception
- raiders
- Curse of curiousity


ships:(sprite changes so some screens might not be the same as there sprites)
Spoiler
Domus-class capital , is the city of the gekelonian and is used to house the people and as a field HQ.
it uses long range support weaponry to help his allies and has a launch bay to repait fighter.
it also got pd_drones to help protect him.

Globe-class heavy cruiser, uses his armor to hold itself even in the most fierce battles.
all weapon mounts are protected from danger in its core but can still shoot out of the open area in the hull.
only one large energy mount is funerable for attacks as it is on top of the ship.
that mount is used mostly for long range support and pd.
dove-class close combat destroyer, uses its heavy firepower to overpower enemy ships.
its two build-in torpedo launcher make it feel like an oversized bomber.
Chopper-class long range frigat, uses a specially designed kinetic beam to harrass ships from a distance.
two missle slots in the back to finish it off.
Taw-class Attack frigat, uses teleportation and his maneauvrability as defence
standart variant is equipped with the heavy anti matter blaster to destroy even the largest ships
hidden small ballistic in the back to destroy missle which follow it
hoof-class frigat, uses his two medium turret mounts to cover a wide area.
It is especially usefull as a pd ship or to sustain constant pressure on the enemy.
Orb-class scout fighter ,uses bait_drone system

bait-class drone ,swarms around the target

[close]


weaponry
Spoiler

only for Chopper-class


[close]


screenshots  ;D (watch out! large images)
Spoiler
[close]


Lore
Spoiler
The Gekelonian people, once gathered in the Lonia system now scattered across the galaxy.
They lived ages in the Lonia system after stranded there due to a failed wormhole experiment.

The Gekelonians build a society there ruled not by politicians or dictators but by reason itself.
Decisions were calculated and rules experimented on.
Therefor they flourished ,but the praising of the brain had its counterpart.
People, practical people, wishing for a leader to escape the coldness of reason.

The rebellion grew and the once peaceful people were divided into two groups.
The keepers ,as the former scientists that ruled the Gekelonians were called, were  always taught to avoid risk and so they did.
For the first time in their history they build a ship capable of interstellar travel.
They ran with the last survivors of the civil war leaving the rebels in Lonia.

They promised to never let this happen ever again.
How they were planning to do this?
They started sharing their knowledge to the blind, as they call not so  clever people.
Soon they found out that their technology was not as unmatched as they thought.
Which led to the second rule, all Gekelonians should do anything in their reach to gather knowledge.
The Gekelonians scattered across the universe and gathered all the knowledge they could find ,while sharing it with all those who need it.

You would think this would make everyone glad to see them, but the opposite is true.
High-tech faction weren’t so pleased.
Their advantage would be  gone when the low-tech faction gain the knowledge from the Gekelonians
And gathering technologies wasn’t always as friendly as you would suspect.
Stealing wasn’t something that rarely happened and wars were fought by them to gain blueprints.

Now a small group of Gekelonians arrived at the corvus system.
What would they think of these unknown visitors?
[close]



Faction personality:
- Curious
- will do anything for knowledge
- Hostile against most high-tech factions and some pirates


Version changes:
Spoiler

1.1-2.0
- changed flux dissipation and capacity of the taw-class.
- changed armor and hitpoints of both the bait_drones and the Orb-class fighters.
- made the teleporter generate flux
- increased time between drone spawns
- gave the teleporter a higher cooldown
- added dove-class
- added mission raiders
- added Globe-class cruiser
- added chopper-class phasefrigat
- added mission "curse of curiousity
- Balancing
- campaign intergration

2.1
- balancing Chopper
- Changed ships fleet points cost of all ships
- added new weapon chopper beam (only for the chopper-class)
- edited mission "curse of curiousity"
- removed max uses of bait_drones
- edited Chopper-class not it has a special medium beam weapon built-in instead of the medium hardpoint.
- created weapon repeater and let it replace the irpulse lasers of the dove.
- polishing missions
- changed dove-class ship system
- gave the taw a small ballistic in the back and changed the two small energy hardpoints into one medium
- created heavy antimatter gun for the taw-class
- edited some sprites to fit better with the others

2.2
- added hoof-class frigat to game, missions and to the campaign
- gave all classes a second variant
- edited some hulls to make the missle racks not look weird ;)
- edited all sprites to decrease the use of hidden mounts for hull bigger than fighters
- added ship system passive armor drones for the globe-class cruiser (sort of replaces shield)
- added gekelonian station to the game and adjusted base values of the ships



to do list:
- 1 mission against the tri tachyon
- campaign intergration
- more ships until i drop dead (at least 2 new fighter wings, 1 phase frigat and a cruiser)
- logo
- station
- Convoy
- descriptions of all ships
- lore
[close]

please comment on the mod.
I really need it to improve this and i especially need feedback on the balancing

known issues:
- valkyre trooper transport in mission "curse of curiousity"  :P
- globe-class instantly spawnes its drones, still not completlyfixed although he does not spawn the instantly anymore

12
Modding / Error after homemade mission(solved)
« on: September 06, 2012, 11:57:25 AM »
Code
399298 [Thread-6] INFO  com.fs.profiler.Profiler  -     Other                                                                               -      0,00s      0,00%
399298 [Thread-6] INFO  com.fs.profiler.Profiler  -   Text & typer                                                                          1      0,01s     12,12%
399298 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating objectives widget                                                            1      0,00s      1,52%
399298 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating flagship                                                                     1      0,00s      0,00%
399299 [Thread-6] INFO  com.fs.profiler.Profiler  -   Other                                                                                 -      0,00s      0,00%
399308 [Thread-6] INFO  com.fs.profiler.Profiler  - Reassigning fleet members (from Admiral AI)                                             1      0,00s    100,00%
399308 [Thread-6] INFO  com.fs.profiler.Profiler  - Instantiating ship                                                                      1      0,00s    100,00%
399310 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.Õo0000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager$oo.öÔO000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.saveAllDeployedAndDisabled(Unknown Source)
at com.fs.starfarer.combat.ooOO.E.<init>(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.getResults(Unknown Source)
at com.fs.starfarer.combat.OOoO.Object.String$new(Unknown Source)
at com.fs.starfarer.combat.OOoO.öOÓ000(Unknown Source)
at com.fs.oOOO.A.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
so i basicly get it after completed the mission, on the moment all enemies are disabled.
its probaply something with the bomber wing.
some problem i got with it are:
- it doesnt show on the map in-game
- unable to select it on the map
- doesnt spawn in wing but on his own
- able to fly with it for 2 seconds than i get an error <- strange that i can fly it in the first place since its a fighter
- it is shown in the refitting menu

 anyone?

files are attached

[attachment deleted by admin]

13
Modding / Spriters judgement thread [non-sprite art allowed]
« on: September 04, 2012, 07:04:12 AM »
After a while posting sprites on this forum i noticed  that the lack of criticism here concerns me.  ;)

The purpose of this thread is to form a place where spriters can receive a good balance of criticism and compliments.
anyone can post sprites here and give comments on those posted.
of course there are some rules to keep in mind.

for posting sprites:
- not more than one of your sprites at the time.
to make sure there ain't over posting.
-place sprites (& descriptions) within a spoiler

for giving critic:
- good balance of positivity but also negativity in your comment.
- be precise, even if it takes some more words (or an image).
- if something is good or bad in your opinion, make sure it is clear that this is just an opinion. depth can be done wrong but style is mostly an opinion.
- motivate your comment, give arguments.

I hope that every spriter can learn from it  :)

also i'll try to respond and give comments to all sprites posted here.

Good luck and i'll hope we can help you make progress.

14
Modding / JSONObject["type"] not found.
« on: September 03, 2012, 01:28:02 AM »
its probaply a beginners mistake :/
Code
7459 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
7460 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
7462 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: JSONObject["type"] not found.
org.json.JSONException: JSONObject["type"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.oOoO.o00000(Unknown Source)
at com.fs.A.oOOO.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

it started after adding the descriptions..

15
Modding Resources / A spriter's first toolbox
« on: July 05, 2012, 03:03:45 AM »


Ship sizes (thanks to Valkyrial) , There is also an extended list on page 8 by Thule.
Spoiler
Arkship ~ 1750 - 2500 pix
Titan ~ 750 - 1750 pix
Dreadnought ~ 650 - 750 pix
Mothership/Supercarrier ~ 550 - 650 pix
Battleship/Battlecruiser ~ 350 - 550 pix
Superheavy Cruiser/Heavy Cruiser ~ 300 - 350 pix
Superheavy Destroyer/Cruiser ~ 225 - 300 pix
Heavy Destroyer/Destroyer ~ 175 - 225 pix
Heavy Frigate/Heavy Gunship ~ 125 - 175 pix
Frigate/Gunship/Heavy Corvette ~ 75 - 125 pix
Corvette ~ 50 - 75 pix
Heavy Fighter/Bomber ~ 35 - 50 pix
Fighter/Interceptor ~ 20 - 35 pix
Heavy Drone/Drone ~ 5 - 20 pix
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Xenoargh's guide to speed painting

TheHappyFace Ferrus guide
Spoiler
first my guide to drawing ferrus ships

step 1: i start in a document where all other sprites from the faction are to take parts of them and to make sure the style says the same.
i also put the independed carrier in it because soldier wanted it had the same design.
step 2: making the basic design, mainly important so the ship doesnt seem "out of balance"
step 3: putting in some extra's mainly to fill the giant gaps in the ship so it doesnt look like some simple shapes.
step 4: setting the places for the mounts and engines if not allready done and placing some extra stuff in where needed.
step 5: giving everything a simple colour, also make sure lower and sloping spots are darker.
step 6(important step!): changing it from just a simple colour to one with shades and giving the outlines a different colour, something that resembles the colours nearby. in this step things will look rather fuzzy and too smooth.
step 7: placing stripes and other large details on the ship , in this style its mainly placing stripes and making parts look like plating.
step 8: adding extra details,in this case that were mainly adding some pipes and an extra mount.
step 9(most important of all!!!!!) uploading it and showing it to others to gain comments!

step 6 a little more detailed

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Sproginators guide when using BF
Spoiler


1) Now startup BF ShipMaker, you will see something like this

2) Go to Tools->Group arrange. This will pop up screen like this







Go to Tools->Save sprites ini. This will save our current sprite config. I recommend you to to use different sprite configs for different ships\ships series to not discontinue its "style".

6) Now we want to a screenshot of our ship. But this pesky grid is no good for us, so go to tools->Change Background, and use earlier created bitmap where White bears In White Antarctica field in White snowfall chase Pale white Antarctica scientists in all White. Or just just fill some random bmp with white colour. Now its perfectly fine for us and we can screenshot it. Press F11. Press F9 and drag over your ship, to choose what needed to be screenshoted.



Also you can use this Change Background feature to load some ships picture to background and use it as silhouette for creating your ship.

7) Now go to \Battleships Forever\SMScreenshots\ where your screenshot is saved, and open it for example in Adobe Photoshop.

First of all rotate whole image 90* CCW and after use "magic wand" tool to select whole white trash pixels, that we dont need. Inverse selection, so only our precious ship was selected and copy it.

Create new file, which will be sized right for our copied ship, insert our ship and than delete "background" layer. Now you are free to edit as you want, ambient occlusion, radial blue, all this jazz. You want it you do it, i dont. Now save it as PNG. We got our basic sprite of ship.



But Starfarer is counting every pixel for designate how big ship is, and we have to change our ships image size accordingly to size of ship in game. I will use table of sizes from    
Fight For Universe: Sector Xplo http://fractalsoftworks.com/forum/index.php?topic=2091.0 topic:

1 pixel = 1 meter.
* Fighter, approximate long axis is 10~15 meters.
* Bomber, approximate long axis is 20~30 meters.
* Gunship, approximate long axis is 35~50 meters.
* Corvette, approximate long axis is 55~90 meters.
* Frigate, approximate long axis is 100~160 meters.
* Destroyer, approximate long axis is 180~230 meters.
* Cruiser, approximate long axis is 240~340 meters.
* Battlecruiser, approximate long axis is 360~540 meters.
* Battleship, approximate long axis is 560~960 meters.
* Dreadnought, approximate long axis is 1,080~1,860 meters.
* Mothership, approximate long axis is 2,200~5,200 meters.
* Titan, approximate long axis is 8,000~16,000 meters.
* Flagship, approximate long axis is 86,000~126,000 meters.
* Arkship, approximate long axis is 2,240,000~8,860,000 meters.


So with help of your graphical redactor tools, resize your ships images height to an needed size, and voila we have our handmade ship sprite!
If you don't have photoshop, DON'T PANIC! Paint.net is a great piece of free software that allows you to easily and effectively edit your own sprites with some of the features photoshop has
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Kriieiters guide to draw fleshy looking infestations on sprites
Spoiler
Note that this is all done in PS and I'm not sure if GIMP has access to anything like Plastic Wrap (but you can always do the highlighting that it does by hand).

Step 1:  I just use the magic selection tool to get rid of all the blue background.  Next I duplicate the layer and set the top one to "Darken" as its mode.  Here, I turn off the visibility on the top layer so I can see what I'm doing with the coloring of the base layer.  Then we go to Hue/Saturation and colorize the base layer.


Step 2:  Here I go into the filters and play around with the Plastic Wrap feature until I get some highlights I like.


Step 3:  Next I go to Filters>Render>Lighting Effects and play around with those settings until I get some good dark highlights.  I like to put the texture on "Blue" as it seems to drag out the best highlights on the color I use for the base.

And we end up with it like this, and that's it for the base part.  Next we move onto the top layer.


Step 4:  First we enable vision on the top layer so we can see what we're doing to it.  After that, we go to Image>Adjustments>Brightness/Contrast and I adjust it so that it's a bit lighter (this is so it only highlights our next color in a few areas) and add a bit more contrast.


Step 5:  And once again we go to Hue/Saturation and choose our color.  You can adjust the brightness to decide how much of the color we want to show through onto the base layer, and the saturation for how dark it will be.  And we're almost finished!


Step 6:  In this step we start by merging our first two layers together, and then duplicating the single layer that results.  After that we take the bottom layer and scale it up a bit so that it sticks out from under the top layer a bit.


Step 7:  Now we add a very small Gaussian Blur (any type will really do here) ,and we're pretty much done!


And here's an example of a finished ship that I used these techniques on.

A few other things I do:  I usually bring up the ship first, and do all these steps while the bio-part is sitting atop the ship.  I grab one that I think will fit nicely on the ship and get it into its relative final position before I start.
After I get a couple pieces on I usually take the eraser tool and blend them together at the "seams" where they intersect to make it flow better.  I tend to save the last step (the blur) until I have every piece laid onto the ship, and then make a copy of the entire biomass and blur it all at once.  After that I go in and clean up any edges I don't like, add more blur layers (if I feel the one wasn't enough), and add darker highlights where I deem necessary.
 
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Erick Doe's depth guide
Spoiler

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Medonca's guides for spriting
Spoiler
STEP 1, OUTLINE:



STEP 2, COLOUR:



STEP 3, TEXTURE:



STEP 4, ALL TOGETHER:



Basic process is to have the outline on the background layer, have the colour on a multiply layer above the outline, and have the texture on an 'overlay' layer on the topmost. All the textures are selected from various contiguous areas from David's original art (and some of my stuff as well).

This is as per the Paint.net terminology.

From there I would work on an extra detail layer, add some specular highlights by hand (maybe a low opacity layer, drawing with white) and some shadows to 'finish it off', but you can get to this stage fairly quickly. Also, once the layers have all been flattened and you are happy with the sprite generally, you might want to do some touching up on a pixel by pixel basis.

examples
Spoiler
CONCEPT


DRAW

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Warstalker's Guide for drawing sprites from scratch
Spoiler
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psiyon's guide for changing 3D models into 2D sprites
Spoiler
This tutorial is for those of you who want to get your 3D models into Starfarer (Or any other 2D game). The software I use is 3ds Max for rendering, and Photoshop for post-processing the completed renders. You can render your ships out in other software, like Blender, and you can also use other image editing programs besides Photoshop. This tutorial is focused on these two pieces of software, however, the concepts would apply to any other program.

Part one (video): http://www.youtube.com/watch?v=H0WVhI7BgKs

Render scene file: http://www.mediafire.com/?e0qx48x48pck7kf

(Alex, any chance of a forum update so we can embed youtube videos into posts? It would make things a bit more convenient.)

Part 2:

I tried a video version of this, but in the end, it would have just wound up being way too long and drawn out. A text and picture version will work better and allow you to work at your own pace, instead of pausing every five seconds to see what I'm doing.

I'll be using a different render than the one I used in the video, because I made that one when doing the ill-fated video version.
(Here's how it turned out, if you're curious:

)

Let's begin.

First, start by making a new document, and copying both the render and its Ambient Occlusion pass into it, each as a separate layer.

Because the ship we're making is symmetrical in shape, we're going to make sure it's symmetrical in every other aspect as well. Select half of the ship, from right down the middle.



Copy and paste that halved segment of the ship. It should now appear on a new layer. Go back to your base layer, and select the other half of the ship. Delete it. Now, you'll be left with two halves of the same ship, each on a different layer. Select one of the layers, and transform them horizontally. (Edit>Transform>Flip Horizontal). Align the two halves so they fit together.



Finally, merge the two layers into one.

Then, repeat those steps for the ambient occlusion pass. Make sure that it fits over the base layer nicely before merging. Once done, set the AO layer mode to Multiply.



Now that we're set up, we can start doing the editing that matters. Duplicate the base layer, and then go to filter>sharpen>sharpen. The filter might be a little powerful, so adjust the new layer's opacity as needed.



Duplicate the base layer again, and move it underneath the Sharpen Layer. Go to Image>Adjustments>Brightness/Contrast. In this case, I'm actually going to decrease the contrast, however, in most cases, you'll find that increasing it will look better. It all depends on what render settings you used, as well as the model's texture. Make sure the contrast layer's opacity is left at 100%, as it will soon become our base layer.



Next, I'll duplicate the base layer one last time, and move the new layer above the Sharpen layer. On our new layer, we'll go to filter>filter gallery, and then under brush strokes, choose the Accented Edges filter. Set all properties to the lowest they go.







As you can see in the picture, the right side looks more uniform than the other side. While it might not necessarily look better, it provides a good foundation for our next step: detailing.

Create a new layer, and set its mode to multiply. At this point, we stop preparing the ship for making it look good--here, we actually make it look like a sprite. Set the brush width to 1px (still using the pencil tool), and select shades of grey--usually a shade right in the middle of black and white works well for this. It depends on how much you want your ship to "pop". If your detailing is too dark, the ship will look silly, and if it's too light, then it will also look silly. Experiment to see what works best.

When it comes to detailing, I find that outlining distinct parts of the ship is a good place to begin.



Again, you only need to work on one half of the ship, we can duplicate and flip it later.

The next step is to add smaller details--like hull plating, little dots and squares, etc.



Finally, if you're satisfied with the result, we duplicate both the paint-over and detail layer. Flip the copies horizontally, and align them properly.




The last step is adding lights, if you want them. Create a new layer, and set its mode to linear dodge. Move it above the ambient occlusion layer. Choose a color that you want your lights to be, and add them wherever you want.

When you're done, duplicate that layer, set its mode to normal, and put it underneath the light layer. Go to filter>blur>Gaussian blur, and set the radius to about 0.5. Hit OK.




Do any last-minute touch-ups you need, and then you're done! Export it as a .png file with a transparent background.






I hope you found this tutorial helpful. And, an offer: if anyone wants their model rendered off by me, don't hesitate to ask. As long as I don't get swamped with requests (which I doubt will happen) I'd be happy to render a ship here and there. I won't, however, do all the post work. That's your job :P
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Avans way of colouring sprite
Spoiler
Sure, I actually saved my file in a manner that would allow me to step-by-step show progress, and explain what I was doing in each layer.

Its very layer intensive, but I made that frigate in about half an hour. I'm using paint.net, which is free, and I actually don't recall using any of my plugins (well, none that were vital, you could still use the stock versions of them.) so that simplifies things.

I am using a tablet for this however; it /vastly/ simplifies the artistic process I find.

First I make a basic outline using a low-alpha pencil tool:


Next I use a 50% tolerance 'wand selection', and select the regions that are 'not part of the ship'. I copy this blank area. I then take a solid 'base color' I want to use for the ship, and then create a layer under my line-art and use the paint bucket to dump it all in. I then paste the 'not part of the ship' area I copied onto this layer, and then hit delete on that selected region, which leaves only the region under the ship colored:


Next, I then take a low-alpha pencil tool again and begin painting on the top layer by layer: (each layer is a different color) - Note that I put all the drawn color layers /on top/ of the line art; this allows me to 'soften' it as I go, removing the hard black lines that I initially had.







I then collapse and mirror these layers to then cover the whole ship.


However, I felt that the lines were still to harsh, so I then duplicated my still transparent color layer to get this:


Now, I take that upper layer, and mess around with that layer's alpha, its saturation and its lightness (and maybe even hue if you wanted to. This may have... hideous results though, but minor changes in the slider can often produce nice effects) until I achieve an effect that I like:


The final step is to add on all the hardpoint and turret slots (the only kitbashing required), like this:

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TheHappyFace's light and shadow guide
Spoiler
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 send in your tips and tricks for all other spriters to see
Spoiler
- While making a concept make sure you think in 3D this will in the end make your ships more appealing and interresting.
- if you draw out the base of your sprite and figure out the places of the engines try to make it look balanced. I mean it should look like it would actually look like it will go forwards when the engines are online.
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psiyon's weapon modding guide

usefull links:

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