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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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What did you find very usefull in this thread.

The examples
Ship sizes
Ferrus guide
BSF guide
Infestation guide
depth guide
medonca's spriting guide
avan's colouring guide
Tip and tricks
Light and shade guide

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Author Topic: A spriter's first toolbox  (Read 138805 times)

Vinya

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Demo on animating weapon bays: http://fractalsoftworks.com/forum/index.php?topic=6028.0
Not really instruction manual, just an outline of how I work and what the end result was.
I'll be doing more of these as I work on my mod, should I post more links here?
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TheHappyFace

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altough i like the animation i dont think this is the right thread.
just for guides.. but thanks for reminding me i needed to change the threads name x).
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WarStalkeR

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Re: A spriter's first toolbox
« Reply #107 on: June 15, 2013, 04:01:04 AM »

Ship sizes (thanks to sproginator)
Spoiler

[close]
Khm... Actually, Ship Sizes list is by me :)
For reference were used Long Axis of ships from EVE Online.
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"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers
Independent Defense Force is here! And they already in Sector Xplo.

TheHappyFace

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Re: A spriter's first toolbox
« Reply #108 on: June 15, 2013, 04:10:45 AM »

sorry my bad. they were in a post by sproginator ,but i'll change it :3
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Sproginator

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Re: A spriter's first toolbox
« Reply #109 on: June 15, 2013, 05:09:35 AM »

Yeah, I quoted the post by him xD
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ValkyriaL

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Re: A spriter's first toolbox
« Reply #110 on: June 15, 2013, 05:54:43 AM »

If we are going to go by Starsector ship sizes, i made one a while back that is included in my mod.

Quote
These sizes are what starsector can handle regularly without consuming all memory and causing an OutOfMemory Crash, also the true and most commonly used sizes for sprite classification.

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

/ValkyriaL
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TheHappyFace

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Re: A spriter's first toolbox
« Reply #111 on: June 15, 2013, 07:17:51 AM »

thanks valk, i actually like yours better x).
i'll replace it
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Thule

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Re: A spriter's first toolbox
« Reply #112 on: June 15, 2013, 08:48:47 AM »

If we are going to go by Starsector ship sizes, i made one a while back that is included in my mod.

Quote
These sizes are what starsector can handle regularly without consuming all memory and causing an OutOfMemory Crash, also the true and most commonly used sizes for sprite classification.

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

/ValkyriaL

To be honest, it should state if the pixels are the length and/or width of the respective ship.
To have a really accurate scale of what the ship could be classified as, the actual pixelmass (total number of pixels the sprite has) would be of more significance IMO.


FRIGATES
Hyperion      Frigate         frigates   HIGH      2418
Hound      Frigate         frigates   LOW      2843
Wolf         Frigate         frigates   HIGH      3032
Omen         Frigate         frigates   HIGH      3037
Tempest      Frigate         frigates   HIGH      3380
Lasher      Frigate         frigates   LOW      3884
Vigilance      Frigate         frigates   MID      3954
Brawler      Gunship         frigates   MID      4402
Shade      Phase Frigate           frigates   HIGH           4790
Afflictor      Phase Frigate           frigates   HIGH           5707

DESTROYER
Buffalo Mk.II   Destroyer         destroyer   LOW      9304
Hammerhead   Destroyer         destroyer   MID      11496
Enforcer      Destroyer         destroyer   LOW      12279
Sunder      Destroyer         destroyer   MID      12594
Medusa      Destroyer         destroyer   HIGH      12622
Condor      Light Carrier      destroyer   LOW      13062
Mule   Combat    Freighter         destroyer   LOW      13590
Gemini      Freighter         destroyer   MID      14405
Valkyrie      Troop Transport      destroyer   MID      16474

CRUISER
Falcon      Light Cruiser      cruiser   MID      18124
Eagle         Cruiser         cruiser   MID      22093
Venture      Cruiser         cruiser   LOW      22304
Aurora      Cruiser         cruiser   LOW      23845
Apogee      Cruiser         cruiser   HIGH      24082
Dominator      Heavy Cruiser      cruiser   LOW      27120
Doom   Phase    Cruiser         cruiser   HIGH      29652

CAPITOL
Odyssey      Battlecruiser      capitol   HIGH      40722
Conquest      Battlecruiser      capitol   MID      51804
Onslaught      Battleship         capitol   LOW      64812
Paragon      Battleship         capitol   HIGH      73625
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ValkyriaL

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Re: A spriter's first toolbox
« Reply #113 on: June 15, 2013, 09:04:33 AM »

Its commonly the length and width together that represents the size on a ship by whichever of them is the widest or longest, thus that is used to classify it, I could make a ship 2/3s or half the length or width of the paragon with the same amount or more pixels, does that make it a larger ship?

in Rl, maximum mass is used to classify ships, but this is Starsector, where size is the classifying point, since weight is just a number we apply ourselves, i can make a frigate sized sprite weight 3000 (whatever we measure it in), does that make it a battleship?

~ 150 - 200 <-- this ship class is applied if a ships width or length in pixels , whoever is the longest, is within/around these numbers.
« Last Edit: August 29, 2013, 01:34:37 PM by ValkyriaL »
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TheHappyFace

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Re: A spriter's first toolbox
« Reply #114 on: June 15, 2013, 09:48:08 AM »

thank you all for putting effort in this, but in my opinion sizing your ships is still a matter of looking at vanilla ships.
It is not an exact science. these numbers are just guidelines.

ps. @Thule
and your post is too long to fit in the OP x)
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Ravendarke

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Re: A spriter's first toolbox
« Reply #115 on: July 23, 2013, 11:42:23 AM »

Imho Thule´s approach to ships sizes is best. Ofc best, basically mandatory is comparison with vanila ships, but this is actually interesting method and data.

So "pixelmass" +1
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TheHappyFace

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Re: A spriter's first toolbox
« Reply #116 on: July 25, 2013, 08:19:32 AM »

I added a reference to Thule's description
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dmaiski

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Re: A spriter's first toolbox
« Reply #117 on: October 07, 2013, 05:02:32 PM »

dosent mass determine the amount of [BOOM] you get when the ship discombobulates?
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

TheHappyFace

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Re: A spriter's first toolbox
« Reply #118 on: October 11, 2013, 10:29:11 AM »

The amount of " BOOM" is determined by the flux capacity ,although this is not the appropriate thread to post such questions. :3
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D00D

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Re: A spriter's first toolbox
« Reply #119 on: April 23, 2017, 05:27:04 AM »

Hi, is there a vanilla kitbash of small items like Hardpoints, turrets and flux coils? I want to standardize those details with the rest of the modders.
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