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Messages - Piroton

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1
Mods / Re: Blackrock Drive Yards - First version release!
« on: December 28, 2012, 01:53:35 AM »
Hot dang, Cycerin, those new desdinova burners are amazingly sexy. Idea of 'compressed exhaust' for greater thrust, I presume? On the other hand, the side thrusters' exhaust look just a little too spindly to be exhaust trails, but maybe that's just me.

On the other hand, what about the converted systems battleship? I see the Gravitic Impeder has taken a new form in the subsystem you made. That's pretty awesome, but how did you get it to do that? (I can't code for peanuts)

2
I'm looking for a little help spriting with Battleships Forever: could some people share which parts packs they import in order to have decent looking segments?

I've downloaded this build: http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=5764
which has tons of custom segments, but there are so many and 95% are the 2-d line drawings that are completely useless for Starfarer. Or is there an easy way of filling those in with a matte color?

Thanks!
Just my little bits of advice

There's a little file in your Battleships Forever folders called "smsprites.ini". This file contains the file directories of every sprite you see in the sidebars (activate sidebars with z). I've been using a modified version of this done by some members of the BSF community a while back - It's available here.

To get the 'look', any sprite folder with "-sw" or "-swnc" in its name should have sprites that work just fine, as Thaago mentioned.

To get all the sprites working, you can either drag-and-drop the images from the sprites' folders into the ShipMaker [note: this does not work on Windows 7, for some reason] or you can use the modified smsprites.ini file. Another thing to note is colour when working with the sprites - it is entirely possible to set custom colours that load on startup for your colour palette (I believe it's right-clicking [or ctrl-clicking] on the sidebar with the colours, then selecting "save colours") but said colours shouldn't be saturated - saturation and the sprites don't mix well.

3
Documentation / Re: Readme & Feedback
« on: November 21, 2012, 06:56:39 PM »
Awesome!

I was afraid to mod Starfarer because I'm hopeless at java and scripting, so any documentation would be greatly appreciated!

+1

4
Modding / Re: Judgement thread give and receive comments on sprites
« on: October 15, 2012, 05:37:42 PM »
OK, I gave it one last try :)



Ooh, this is pretty. The shading does make it look a lot better - the finer details become sharp. On the other hand, I see almost zero discernible difference between picture 3 and 4, but maybe that's just me.

Overall this sprite's pretty nice looking, even if it doesn't look like the original model. Don't worry too much. It still looks as good.

5
Discussions / Re: Rate the above posters Song/Music!
« on: October 11, 2012, 07:02:35 AM »
9/10 More awesome required.

Catgroove by Parov Stelar - Dancing Level: OVER 9000!!!

7/10 Dancing's great, music... not so much. The static grates on my ears a little, and though his dancing (and the early half) pulls off an excellent almost old-style Tinseltown feel, the latter half is... not as classy.
And now, smooth music with just a hint of soul.

6
Modding / Re: A Fleet(?) of Sprites - BSF-based, with minimal editing
« on: October 09, 2012, 02:22:34 AM »
Really, really nice. Main critique I would offer are the things you already know, I should think. I.e. it would look better with time spent post-processing.

I'm interested to see how the fading-alpha blue light on the exjudicator works in the game.

In terms of the ship design, what are you going for?

- the two big ships look to be over-gunned generally (not saying this is a bad thing :)), with the length of them meaning they will play more like the Conquest rather than the Onslaught, i.e. only bringing a lot of guns to bear at broadsides or at shorter ranges.

-Systems? Got any plans? How will this affect weapon placement, weapon types, built-in weapons?

I wouldn't want to offer any criticism of the aesthetics, but whether it works (or how well it works) as a ship could be all down to the weapons and numbers (flux etc) you give it :)

Once again, great work! Get it in the game and have a play about, you can quickly change the sprite if required, get balancing! :D

Thanks! I was hoping for this faction to play more like the old naval dreadnoughts.
On the other hand, the reason why I over-gunned the two large ships is mainly because they're going to have an exorbitant fleetpoint cost and be extremely rare and expensive (think the Titan from the IF mod). But yeah, I think I love the weapon spam a bit too much. Both ships also come with custom built-in weapons.

As for ship design, I mainly based the asthetic around rule of cool, but gameplay-wise, they're all going to have heavy defenses, deep flux reserves, but rather subpar venting (given how thick the armor is, and also for practical gameplay reasons) which makes them kind of like one-trick ponies - they don't maintain well in battles of attrition.

I carried over a bit of design craziness from playing BSF, (though I'm no veteran, unlike Cycerin) so the blue-alpha you see on the Exjudicator's pretty much a placeholder cover for a massive beam cannon (built in). Makes for one hell of an initiation tool, as least insofar as I've modified weapons for it.

7
Modding / A Fleet(?) of Sprites - BSF-based, with minimal editing
« on: October 09, 2012, 12:08:02 AM »
So I decided to make a couple of sprites, and I'm hoping to create a mod out of them, but I just want some quick critique before I throw these into trylobot's SF edit for shipmaking, so it'll be great to get some feedback so I can improve.

Here's the Grand Regent - a ship I based off of a really sweet design from an upcoming game, and next to it is the Exjudicator (an original design):

And the rest of them, which aren't really much, are all here:
http://imgur.com/a/qybQg


Cheerio.

8
Modding / Re: Judgement thread give and receive comments on sprites
« on: October 07, 2012, 06:15:43 PM »
Turrets/Hardpoints added, a little bit of cleaning. No tinting yet.



Much better. This how has a kind of functional flow - it's no longer just an egg shape (compound shapes are always good things). The engine nacelles are also far improved - they look like they link into a power core.

9
Modding / Re: Judgement thread give and receive comments on sprites
« on: October 07, 2012, 08:12:13 AM »
This is the first sprite I've done mainly in Battleship Forever... I'm still not used to it :P. A small scout frigate with a decent energy weapons loadout. Its currently uncolored, I'm not sure if I'll give it a tint. What do people think?


It's not terribly interesting, but it's not exactly bad, either. It's rather generic with an overall uninteresting shape. the engine hubs also look a wee bit impractical, unless your ship is intended to have engines mounted on top of it. Honestly there isn't much to say about the general design, but I guess it works - a generic egg-shape.

10
Modding / Re: Ok Im a new AS/College student what will I need?
« on: September 21, 2012, 07:16:13 AM »
I swear by paint.net

My exact sentiments.

11
Mods / Re: Blackrock Drive Yards - First version release!
« on: September 14, 2012, 08:44:14 PM »
Crap me, that Meta1 Ship turned into such a beauty.

I'd suggest a Maneuvering Jets-like thing which greatly increases your strafe rate - that'll make for a great escape/flank tool.

BUT YES YES YES THE SYSTEM BATTLESHIP YES
/fanboying

Honestly though that glow is sexy, sexy stuff. I'm looking forward to this.

12
Mods / Re: Hayreddin Industries v0.4 - New Weapons, Campaign Integration!
« on: September 14, 2012, 01:51:11 AM »
... Goddang it optical illusions

My bad. My eyes derped. The ships themselves don't have mirroring problems.

13
Mods / Re: Hayreddin Industries v0.4 - New Weapons, Campaign Integration!
« on: September 13, 2012, 01:17:52 AM »
This mod has potential. I am loving your use of GIMP to create and fill in textures.

Amazigh, some friendly tips from a fellow BSF spriter:
Several sprites on the BSF Shipmaker do not mirror evenly and will cause a 1px offset when placed on the x axis due to them having an odd number of pixels in construction (ie. y value 0) so you may need to adjust them accordingly. Right now several of those ships have some mirroring errors which otherwise mar some very well designed symmetry.

Otherwise, the ships are solid, good stuff. I like 'em.

14
Modding / Re: Starfarer PSA #1: Your Ship's Bounds Polygon Is Too Detailed
« on: September 09, 2012, 03:25:24 AM »
Hmm, is this okay for something that costs 34 fleet points? I'm kinda feeling that this should be a bit more detailed.


Or is this also okay?

15
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: September 09, 2012, 02:04:33 AM »
Uh, I'm not sure if this has come up before, but how do I implement custom weapons in ShipEd? Or is this as-of-yet unimplemented?

Thanks.

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