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Messages - Ravendarke

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1
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 30, 2013, 04:00:40 PM »
Helmut: Those are actually pretty interesting, I would like to see them in bit different color pallet, but you surely got something right there. Kinda remind me that crystal ship from FTL.

2
General Discussion / Re: I'm sorry Alex.
« on: September 30, 2013, 02:47:38 PM »
Personally I am still not convinced to support this project (read: I still disagree with release / patching policy), just fyi.

But same moment you manage to release it before star citizen you have my 20 USD, I promise.

You sure are concealing pretty badly your piracy affair here.

Why badly? Why affair? And why do you think I am concealing it?

3
General Discussion / Re: I'm sorry Alex.
« on: September 30, 2013, 10:00:57 AM »
Personally I am still not convinced to support this project (read: I still disagree with release / patching policy), just fyi.

But same moment you manage to release it before star citizen you have my 20 USD, I promise.

4
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 26, 2013, 07:44:39 AM »
I dislike that object on ring.. it looks like skewed towards a camera in some pseudo isometric projection... *** with my brain it is disturbing element.. a lot.

5
General Discussion / Re: Combat Readyness isn't fun..
« on: September 25, 2013, 03:27:51 PM »
Quote
Instead of tinkering with the current Capital balance much, though... perhaps another type should be introduced, that can serve in that "Boss" role, is far more challenging, that cannot be captured and never gets sold?  Just a thought.

>>>>>>>>>>>>>MODS<<<<<<<<<<<<<<<<<<<

 ;D

I would welcome new ship type.. actually I would welcome ability to define own ship types and even new mounts....

6
General Discussion / Re: I got tired of the straf wars so.......
« on: September 22, 2013, 03:40:26 PM »
/sigh

7
I paid money to play this game, my concerns are just as valid as other players who want different things from the game.

Megas then you choose wrong game to invest your money into /wave
There is plenty of casual brainless games, I heard farmville is on the rush lately.

8
Suggestions / Re: AI slips/player tricks report thread
« on: September 11, 2013, 08:01:26 AM »
Ai always trying to target center of the ship even if it is worst possible target, example: Ship with really low arc but powerful shield, even when the ship is long AI is trying to aim for center, so if that shield is omni it is really easy for player to just point on that ship and complete avoid it´s damage, but if AI would just try to aim for engines/front ship.. choosing it bit randomly, then it would stop low arc shields from being super effective... ofc AI should still try to focus on one place coz of armor, but in this case it should adapt a bit.

9
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 11, 2013, 07:27:31 AM »
Gaussian blur, really? Upsize it, if possible experiment with some fractal resizing algorithm, then slightly outline edges by hand (softhen them), then resize it to original size using bicubic sharper interpolation. This is more reaction to Foxer then anything else. It will be apperently total conversion, so not need to get to the Vanilla feeling imho.

10
Modding / Re: Ravendarke´s experimental armory
« on: September 10, 2013, 10:29:51 AM »
Idea:
It should be possible to create grav gun, able to manipulate ships, throw one against other and such a things. To make it possible you would probably need to create series of weapons (one for moving depending on rotation, so as you will rotate you will drag targeted ship) and other one for push, and one for pull... it won´t be usable by AI, but it could be so much fun... (I am not going to probably implement that coz atm it seems useless for my mod, and there is lot of work to do), so just idea for others.

11
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 10, 2013, 02:13:27 AM »
There is one good think with asymmetrical ships.. when in need you can always cut them in half, mirror each half and have two slightly different symmetrical ships :D (two versions of same hull, or in this case two moddification of hull depending on dispossable spare parts)

12
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: September 09, 2013, 07:44:36 PM »
Something bit different (and I don´t believe black glow will be possible as most likely it will be additive)... but it was about possibility to change stars realtime... Void eating stars, anyone?

13
Discussions / Re: Holy crap this game, is Starmade x9001!
« on: September 09, 2013, 07:35:13 PM »
Yeah, from Czech team, wondering if they don´t need one more 3d graphic... hmm..

Edit: well, they apparently do.

14
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 09, 2013, 07:17:35 PM »
Sry, had to finish this first:


About the ship


-Changed flow around turret mounts to integrate them more into hull
-Disturbed symmetry to underline "spare parts" lore
-Changed some details, add different parts
-Some subtle dodging/burning

And now back to Xeno:

Those are detailes that matter:



For example those engine connections, even while tiny detail you can easily imagine them in 3d, they have function, they tell something about ship, same for Paragon, every detail is easily possible to represent in 3d, tells something about ship design, about function of that part, you can see where different parts connected where are parts covering each other. What are you mostly doing is burying those details under noise that is impossible to represent in 3d, don´t serve a function and are there just for sake of more dots over the image. But same was done in Master of Orion, it is hard to imagine how those ship would look like, how they were constructed. And as you said you are fan of MO, doing total conversion so probably aiming for that style... it is ok, go for it, by all means. But don´t compare it David´s work and this instance of modern spriting approach, it is more difficult, it is different, it is not typical pixel painting.

15
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 09, 2013, 11:13:38 AM »
First I will finish work that I am getting paid for, then this. And actually David showed that to you already. Btw, I had no critique to original piece as it was already kitbashed from parts that were made for this game (thus fitting with the game). They are some changes that I would suggest (and that I am going to change to demonstrate) for example hull flow around turret mounts.

To be able to do anything with that spirit without damaging original intention, question for Hyph_K31 What was original intention, someone mentioned Tri-tachyon / romulan crossovere, was you aiming there?

You see, it is not possible to just add some random details without knowing what they are suppose to be.. coz well.. then they are just random details. (Basically whole MO ships are like that, base shape and then raaaandom details). If you want to know what do I mean study David´s ship, Onslaught, Paragon, notice how detailes define individual parts, their connetions, Z-depth represenation. It is all already there (on vanilla ships), you just need to take a look and see :)

And so far, I wasn´t saying how it should be done, I was saying how it should not be done (to fit Vanilla): By adding brutal outline and bunch of noisy random details. How it should be done was pretty well summed in David´s blog post.

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