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Author Topic: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible  (Read 70358 times)

Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #75 on: February 27, 2013, 09:02:06 AM »

Slight delays here. Turns out the DVD of photoshop my friend gave me is a pirated copy and it doesnt work.. so now i need to find a diffirent program that's has the same features as photoshop to replace it.

-Sandremo
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #76 on: February 27, 2013, 09:18:04 AM »

Use Paint.NET or GIMP depending on which one you find easier to use.
GIMP is as powerful as Photoshop but I've never found it very easy to use. Paint.NET is Photoshop Light basically and very easy to use.

For pixel art Paint.NET is probably more than enough.
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LazyWizard

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #77 on: February 27, 2013, 07:27:02 PM »

Use Paint.NET or GIMP depending on which one you find easier to use.
GIMP is as powerful as Photoshop but I've never found it very easy to use. Paint.NET is Photoshop Light basically and very easy to use.

For pixel art Paint.NET is probably more than enough.

If you do try GIMP, a recent version added a single-window mode which removes all the floating windows in favor of a standard interface. You can toggle this with Windows - Single-Window Mode. This option makes the program much easier to use (the old interface was an absolute mess). :)
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Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #78 on: February 28, 2013, 12:19:20 AM »

Didnt know that installing a single program could be so hard. -.- "Another installation is in progress please complete that install before continuing with this one" What installation!?!? I just started my computer o_O

Edit: Stupid windows automated updates.

Edit2: Right so guess i need to start building something pixel by pixel. :P i'll see if i can build something around the existing placeholders for now. Need to learn first xD Though trying to get rid of the green color is going to be a bit pain in the ass.. Btw Do you want to create for example a large beam graphic for each capital ship? Not that the weapon is diffirent in the way of it's stats but usually the weapon is the same color as the hull of the ship. xD Now it would look weird if you'd have a weapon colored as the Orion mounted on the Hecate :D Ignore that. <.<
« Last Edit: February 28, 2013, 12:48:20 AM by Sandremo »
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Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #79 on: February 28, 2013, 02:45:53 AM »

Small update on my progress. I managed to get the paint.net working and i think i know how to use the program now i ended up creating something in like 30 mins (Obviously i'll end up looking diffirent when it's finished!) but anyway here it is.

1 thing to note... IT'S TOO SMALL I KNOW! DX

-Sandremo


PS. And i'm off to mess around with it again. :D Need to start experimenting with colors instead of using gray and black constantly
« Last Edit: February 28, 2013, 03:31:37 AM by Sandremo »
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Isimiel

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #80 on: June 12, 2013, 09:02:26 AM »

Hows progress going :)
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #81 on: June 17, 2013, 09:26:13 PM »

Hows progress going :)
Sorry, I've had a lot of stuff going on in real life. I will likely pick the mod back up and continue adding the Shivans once 0.6 comes out.
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Isimiel

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #82 on: June 18, 2013, 08:09:44 AM »

its ok real life > modding but i have some GTA sprites i used for a distent worlds shipset you are welcome too then if you need em  :)
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Cheezl

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #83 on: October 05, 2013, 02:03:10 PM »

Hi, I'm new to the forum, and this is the first time I've heard of Starsector.
I'll probably end up buying the game, but what really caught my attention were your FS2 sprites, which look amazing. :)
I've stumbled across this thread while I was searching the net for FS2 ship sprites (top down view) for a project of my own. What I'm interested in is how you managed to make those sprites? I'd like to make my own, but I can't find pictures of the ships in top down view, so that leaves me guessing how you did it.
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Stalker

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #84 on: February 12, 2014, 05:50:32 AM »

So I recently was turned on to Starsector, and I've found it to be a pretty excellent game. As I am also a huge fan of Freespace 2, I was exceptionally excited to see an FS2 mod for the game. I am a long-time game modder, myself, so after this mod errored out on my first play-through, I decided to get under the hood and figure out why. I was able to figure the issue out without much trouble (missing sound files and references to them), and I realized in the process that this game is super easy to modify.

Simply put, since this mod appears to be abandoned, I'm going to take a shot at getting it cleaned up. That means a full pass at fixing sounds, weapon graphics and overall ship balance for the GTVA. Once that is sorted, I'll look at doing more.

In the interests of keeping this open, I'm going to put the whole package up on Github in case anyone else wants to contribute.

Current issues as I see them:

- The sound implementation isn't as granular as it should be. I'm going to map out using as many of the sounds as possible from FS2 to give the mod a solid audio foundation.
- Weapons sprites need a pass to clean them up
- Weapons are currently pretty weak against vanilla and most other modded counterparts.
- Ship loadouts need a look. Almost everything is geared to making the mod exactly like FS2, which hampers ship effectiveness (this is closely tied to weapon attributes as well).

As an example of all the above, the Deimos should have 2 forward-facing medium energy hardpoints... Without some firepower, it's just a glorified AAA cruiser with pitiful range. Of course, range is part of the problem. Weapons need to have greater range to be meaningful in combat against the AI. Also, all FS2 ships-of-the-line should have heavy armor instead of shields, to reflect their more "straightforward" approach.

GTVA will then play like they should: stand-off capital ships while fighters get in close.

I'll be doing this in little bits using my spare time, but some progress is better than no progress at all, right? ;)
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acidzombie

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #85 on: February 12, 2014, 08:16:40 AM »

I thank you ohh great GTVA scientist, the Shivans were starting to win ground. So an update to our weaponry would be greatly appriciated :D
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Tecrys

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #86 on: February 12, 2014, 08:34:37 AM »

So I recently was turned on to Starsector, and I've found it to be a pretty excellent game. As I am also a huge fan of Freespace 2, I was exceptionally excited to see an FS2 mod for the game. I am a long-time game modder, myself, so after this mod errored out on my first play-through, I decided to get under the hood and figure out why. I was able to figure the issue out without much trouble (missing sound files and references to them), and I realized in the process that this game is super easy to modify.

Simply put, since this mod appears to be abandoned, I'm going to take a shot at getting it cleaned up. That means a full pass at fixing sounds, weapon graphics and overall ship balance for the GTVA. Once that is sorted, I'll look at doing more.

In the interests of keeping this open, I'm going to put the whole package up on Github in case anyone else wants to contribute.

Current issues as I see them:

- The sound implementation isn't as granular as it should be. I'm going to map out using as many of the sounds as possible from FS2 to give the mod a solid audio foundation.
- Weapons sprites need a pass to clean them up
- Weapons are currently pretty weak against vanilla and most other modded counterparts.
- Ship loadouts need a look. Almost everything is geared to making the mod exactly like FS2, which hampers ship effectiveness (this is closely tied to weapon attributes as well).

As an example of all the above, the Deimos should have 2 forward-facing medium energy hardpoints... Without some firepower, it's just a glorified AAA cruiser with pitiful range. Of course, range is part of the problem. Weapons need to have greater range to be meaningful in combat against the AI. Also, all FS2 ships-of-the-line should have heavy armor instead of shields, to reflect their more "straightforward" approach.

GTVA will then play like they should: stand-off capital ships while fighters get in close.

I'll be doing this in little bits using my spare time, but some progress is better than no progress at all, right? ;)

No that's funny I started modding the same way. I took DSTech, had the same problems with sound files, updated it quite quickly for the most recent SS version and made it work with Exerelin.
After that I started my own mod.
Welcom to this great community!
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Stalker

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #87 on: February 12, 2014, 01:48:53 PM »

Thanks, all.

Ok, so here's my first theorypass at the non-fighters. I basically took the OP's ship post and modified it, taking a high-level look at what the comparable strengths of the larger ships are.

Ships
Spoiler
GTC Aeolus
The Aeolus is an older, slower workhorse cruiser. While it's not as heavily armed as other cruisers, it's extremely heavily armored for its size. It's especially geared toward anti-fighter roles.

Anti-ship Armament: Low
Point-Defense Armament: High
Armor: Moderate
HP: Moderate
Speed: Moderate





GTCv Deimos
The Deimos Corvette is a newer ship designed as a convoy escort. It's moderately fast, but doesn't boast extremely strong weapons or armor. It's designed as an all-around ship, not especially good at any role.

Anti-ship Armament: Moderate
Point-Defense Armament: Moderate
Armor: Moderate
HP: High
Speed: Moderate





GTC Fenris
A very basic cruiser, primarily focused on smaller engagements. The Fenris is not going to be able to hold the line against larger capital ships, but has the capability to outmaneuver them.

Anti-ship Armament: Low
Point-Defense Armament: Low
Armor: Moderate
HP: Low
Speed: Slow





GTC Leviathan
The Leviathan is an upgrade over the Fenris in terms of armament and armor, making it a real threat to fighters, but it does not have a large-enough powerplant to take advantage of these upgrades, reducing its speed to a crawl at best.

Anti-ship Armament: Low
Point-Defense Armament: Moderate
Armor: High
HP: Moderate
Speed: Slow





GTA Charybdis
Custom ship system with custom AI. Buffs friendly fleet, debuffs enemy fleet. Very fragile, point defense weapons only.

Anti-ship Armament: None
Point-Defense Armament: Low
Armor: Low
HP: Moderate
Speed: Low





GTS Hygeia
No weapons, no ship system. No hanger space, but has a flight deck. This is essentially a mobile rearming ship for fighter/bomber wings.

Anti-ship Armament: None
Point-Defense Armament: None
Armor: Low
HP: Low
Speed: Moderate





GTD Orion
An extremely well-armed carrier, capable of handling itself well in a fight against other capital ships. While a capital ship-killer, the Orion is barely capable of defending itself against bombers and their payloads.

Anti-ship Armament: High
Point-Defense Armament: Low
Armor: High
HP: High
Speed: Slow





GTD Hecate
While not as all-around capable in capital ship engagements as the GTD Orion, the Hecate can support more fighters and has a more extensive point-defense array. That being said, do not underestimate the Hecate in a direct engagement--its super-heavy forward beam cannon is a threat to even the largest of vessels.

Anti-ship Armament: Moderate
Point-Defense Armament: High
Armor: High
HP: High
Speed: Slow


[close]
« Last Edit: February 12, 2014, 02:15:15 PM by Stalker »
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603bill

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #88 on: February 12, 2014, 03:37:43 PM »

I think it would be cool if someone updated the sprites to look a little closer to vanilla, because right now the sprites feel a bit out of place.
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Tecrys

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #89 on: February 12, 2014, 03:49:35 PM »

That's not too hard actually, my sprites are all based on 3d renders.
Take gimp and run it through some filters like unsharp mask or even pixelize, than increase the contrast and add some outlines via the selection editor, use stroke.
Works for me.
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