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Messages - TekkronFlux

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1
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 12, 2019, 11:15:37 AM »
whew...it's been a while since i've been here, and looking through, i've seen the excellent progress everyone's been making in sprites. Keep it up!

Forgot I never posted my full fleet, but i'm probably due for a remake, hopefully less kitbashy. Here's what I did way back initially.

https://www.deviantart.com/lsj7812/art/Sollace-Society-Fleet-670317485

When I did these, there wasn't much done with the valkyrie style. It's pretty much its own style, so the designs were very much based and bashed around it.

2
Bug Reports & Support / Re: Another fatal error that randomly happened
« on: April 01, 2017, 03:24:12 PM »
heh, I think it's cause of my addition of external wifi receiving, since SS seems to use online portions for a few things. resetting my comp probably fixed it so it will use the signal transfer through that now

3
Bug Reports & Support / Re: Another fatal error that randomly happened
« on: April 01, 2017, 02:25:34 PM »
well somehow, after I restarted my comp, it works all the sudden.  ;D
i'll get that just in case

4
Bug Reports & Support / Another fatal error that randomly happened
« on: April 01, 2017, 02:00:08 PM »
ran it vanilla, reverted back to default java and vmparam files, reinstalled it, fixed my nvidia driver, let it install in default location, and still get this:

error init: Could not locate OpenAL library.
6139 [Thread-4] ERROR sound.B  - org.lwjgl.LWJGLException: Could not locate OpenAL library.
org.lwjgl.LWJGLException: Could not locate OpenAL library.
        at org.lwjgl.openal.AL.create(AL.java:151)
        at org.lwjgl.openal.AL.create(AL.java:102)
        at org.lwjgl.openal.AL.create(AL.java:201)
        at sound.B$1.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at sound.B.o00000(Unknown Source)
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
6149 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
        at org.lwjgl.openal.AL10.nalDistanceModel(Native Method)
        at org.lwjgl.openal.AL10.alDistanceModel(AL10.java:1303)
        at sound.B.o00000(Unknown Source)
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)


I have windows 10, 16 gb ram, geforce gtx 970m, just did the fix install on it, and updated my driver

5
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 17, 2017, 08:26:22 PM »
Hey axle, if you still want it to be in the vulture class, here's a thought:

https://vulprokidscorner.files.wordpress.com/2015/09/11951711_10153307945218557_73756186267937361_o.jpg

name it based on the type of vulture. I think the Ruppel or Lappet would be an interesting name for it

6
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 15, 2017, 06:32:40 AM »
kitbashing within vanilla spriting? That's something I needed to hear!

i'm working on my second cruiser

7
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 14, 2017, 05:25:48 AM »

That's better for sure, the ship isn't the same green everywhere anymore, but it is still all green. Here is something I whip up quickly:



So yours, half/half, my take, and the color layer I painted alone. That's the only thing I changed, I didn't altered the sprite in any other way than its colors: Reduced the overall saturation by 25%, painted a rough color layer on top by picking them from a vanilla ship (the wayfarer in this case) then reduced the opacity to 90% since I voluntarily went too far to have some room to fine tune the effect. The thing with color layers is that they don't need to be painted that precisely, so you can go pretty fast and try stuff. If doesn't fit, keep painting over it: the subtle variations that it will add could pass for the hull's history.

BTW your ship needs some anti-aliasing and transparency on some edges. Also, always keep one empty pixel between the ship's edges and the sprite borders, otherwise it causes issue with in-game texture filtering.

I need to seriously remember that. I've done spriting before, but it required precision. knowing that I don't need to be a "perfectionist" lessens the difficulty. I've been adding outer glows, so i'll bump up the sizes some more then.

8
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 13, 2017, 07:07:58 PM »

Quote
Well well. That's a coincidence.  :P This is what I've been working on (not from kitbashes):

Spoiler

     

[close]

Still, yours is a much more futuristic "naval-esque" than mine. Mine are a little more "ironclad".  ;)

More to the point, I like that design of yours, although I myself have been warned before about making ships too long and thin for Starsector. After a certain point the AI gets super-confused about how to attack/fly a long, narrow ship, so try not to get out of proportion. The example you've got there looks alright, but I wouldn't change the aspect ratio any more than that (my mental guide is the stock Valkyrie, which I'm fairly sure has the highest length:width ratio in the stock game - I'd try to limit myself at about that ratio). Other than that, a strange but unique colour scheme, and a generally nice-looking vessel!

I did see something about that, so that's why I'm keeping things in relativity to some ships, like scy nation mod's ships, the gigantrophis carrier, oddysey battlecruiser, and of course the valk. i'll most likely do some outrigging, side engines, or just overall width extensions. Thinking about this. I'm probably going to do that to my destroyer, it's 80W x 225L

9
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 12, 2017, 03:32:42 PM »
I went kitbash :p
And it's not bad! Now I would suggest you take a look at this tutorial to work on your recoloring. It's quite heavy handed right now and lack variations.


Ahhhh, I saw that

Spoiler
[close]

something like this, perhaps?

10
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 12, 2017, 02:38:44 PM »
I am surprised at that. not many forums are alive like this, and I appreciate it.

so...

Spoiler
[close]

I went kitbash :p
I don't see many thin ship-types in mods, so I plan going naval-esque in design




11
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 12, 2017, 06:00:10 AM »
You seem pretty early in your development as an artist, so I'm not entirely sure what advice to offer beyond basics; work on your forms, practice regularly, observe things closely and use references (in this case you'll probably want to look at machines) and take your time.  It's important to remember to keep consistent lighting--Starsectors lighting is basically above the ship and straight ahead of it slightly, yours seems to be above, ahead and slightly to the left.  And yeah, as MK noted, probably should get permission from the creator if the ip isn't your own.

As an additional tip that I usually find helpful is try to think about what a particular object or part is meant to do; even on something small in terms of dimensions, like your sprite, this can sometimes be helpful.  Kinda as an example of what I mean there's  this small image I put together of the Charybdis-class Strike Carrier after it's first revision labelling bits and pieces:

Spoiler
[close]

Also further wip on the Skadi-class Fleet Carrier:

Spoiler
[close]

Ooooo, thank you for the reference picture. I'll have to keep those in mind

I went back to the HD forums, and upon looking for a good topic form to ask, I found that he's selling his own sprites he was going to use for future HD games...Something I might consider depending on his answer.

I've done a bash compilation using a free kit, which was my plan A (I still have those, worked up to cruiser classes). If you'd like, I can show a few.

12
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 11, 2017, 04:56:51 PM »
Okay...I've been wanting to work on making my own faction. I have a logo and name, and i'm creating sprites of ships based off of a card game i've played a while back, called Hidden Dimensions. Of course, the only things I have as resources to work with are blurry 3d pictures.

doing the fighters was no-brainer. but when I started on my first frigate, things just didn't seem to look right.
Here's my first attempt, which wasn't too bad, but I thought I could do better:

Spoiler
[close]

This is what I did using WarStalker's painting tutorial.

Spoiler
[close]

To extents I think it's better, but still, iffy. Given I know that it's basically impossible to replicate vanilla ships, and my personal preference is mid-detail with smoother transitions. What do you think?

btw i'm new to the forum comm, but play quite a bit of modded SS.

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