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Topics - Ravendarke

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1
Discussions / Music Theme: Void Star
« on: August 20, 2013, 08:24:04 PM »
Music theme for first encounter between Tri-Tachyon fleet and Void Star forces

2
Suggestions / Hardpoints under ship´s hull
« on: July 29, 2013, 08:46:14 PM »
As I noticed some ppl are concerned about fact, that you can´t see some specific ships at all due to number of weapon mounts and weapon sizes. Let´s say that number of hard/turretpoints makes those ships balanced, and for sure we don´t want to reduce size for those weapons sprites.

So what about possibility to setup hardpoint/turrentpoint on other (bottom) side of the ship? For example I do believe that lasher would look better with missile hardpoints under hull.

3
Modding / Ravendarke´s experimental armory
« on: July 05, 2013, 04:59:50 AM »
Free unique sounds:
I am working on sounds for my mod and while I am learning how to create very specific sound that I am looking for (you are gonna be surprised), I have made some basic sound effects, so here you have sfx free to use in your mods. I will upload new sounds from time to time:

SFX online preview

4 sound effects so far:

Beam start
Heavy Blast
Dual shot
EMP launch

Download





shield experiment:


Not exactly what I was looking for (for instance pattern is too small), but I am working on notebook and it will be reworked when I will have access to desktop.

Development of Revenant Channel:

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Continuous emp cascade for beam weapon (red, bit stronger and heavier - for my Revenant Channel alien weapon)

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Tinkered with script from silentstormpt (thanks), combined with beam weapon and modified a bit.

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Some more modifications


More modified version of death ray script with different spawning interval, etc., fully combined with my red EMP cascade script.


Video with custom sound effect, still work in progress ofc.


4
Modding / Ravendarke´s dock
« on: July 01, 2013, 07:31:44 AM »
New ship finished, check last post


I am trying different techniques to create ships in style fitting Starsector. I will upload result for each technique I´ll use. Most of them will be free to use (so really use every ship or weapon uploaded here as you want). If there will be interest from more members about specific technique I will create tutorial.


Approach 2:
Upcoming - 3Ds Max + Zbrush
Expectation: Perfect control, time consuming.

Started 09:35 AM ... this will really take some time..

Stage 2 - Test: Here is test of another stage of this technique, map blending, result were obtain without using any photoshop filter or something like that, pure map composition (pretty automatic process)



From left to right: Diffuse + Dirt map combined, Light + Shadows, Ambient Occlusion, Z-Buffer, Dirt Map

Ofc at that point ship doesn´t have any details, so it is really boring, just wanted to try that technique itself will work (yeah, it will :) )

Example of Material Pass

Be aware that this pass is from more recent version of this model, so it has bit more complexity then renders above.

Actual progress:




I will explain rest of the process while I am working on it:

After finishing base mesh it will be exported into Z-brush, added details, rounded edges, minor proportion changes are also possible, dynamesh will be great help to achieve fast result without wasting too much time with topology (we are just going for 2D spriter, no reason to trying get perfect mesh flow and topology in this case)


Based on this test I expect this method will work without problem with bit of additional Photoshop postwork similar to what I have done in approach 1.

After I will have mode detailed enough (but not final level of detail, I will explain why later), I will export it back to 3ds Max and finish few minor changes, then I will render orthographic image while using omni light placed at top front of the ship rendering those passes: Diffuse, By Mat ID, Ambient occlusion, Carving Map, Z-buffer and maybe few others (rendering it around 1000x1000 while knowing I am aiming for around 340x340 for final sprite, and ofc I will render few objects from this model into different layers).

Then I will load each rendered pass into photoshop (possibly using FR-> PSD to make it faster and more comfy), after that just finishing touches, isolating AO pass on right places, using Z-buffer / Map ID to split parts and detail edges, local contrast changes, then color overlay then render light overlay and whatever will come to my mind.

Why I want to use this this method? Infinitly reusable parts with resolution on demand... in other words, everything once modeled will be reusable over and over again in full quality and could be modified on demand.

And if I will found out that this just doesn´t pay off, I will use approach 1 with bit more 2d painting to make unique ships.

PS: If someone could move this post into resources it would be nice, I guess.

Approach 1:

Tools: BSF´s  spriters (no editor), Photoshop
Result:

This ship is free to use in any of your mods

Time: 22 minutes from scratch
Difficulty: Really pretty easy
Note: This is really fun, easy and fast way how to create ships, need atleast basic skill with photoshop. If you will use your own shapes together with BFS´s you can create really lot of different designs, control over result is med - high.


5
Modding / Sprites creation technique
« on: June 28, 2013, 07:19:45 AM »
This is more request then suggestion but still:

Share with use official technique and list of tools used to create ingame sprites. Reason for it should be giving mod community basic know-how how to create ships and assets that fit with game stylization and to avoid ship stitching or using editor from different game to create new ships (not saying it is bad, just it would be imho nice to see completly original new ships in mods, that could my maybe use in later official release).

Now why I am asking:
Reason isn´t that I dont like actual mods, there are some incredible sprites, but I would like to create something on my own as close to possible to official sprites. Please don´t answer "if you dont know how don´t even ask", I am doing CG for several years, lot of it for commercial use and as commisions.

At the moment I have plan how to achieve similar result through 3D using carving maps, but still would like to know what is original technique behind those ships, thank you :).

And by the way.. this game is great :)

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