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Messages - Tartiflette

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3451
Modding Resources / Textures Pack for New Systems
« on: July 24, 2014, 04:04:09 AM »

Ever thought that while vanilla textures are great for making vanilla stuff, they become a bit limited when you try to stretch the boundaries of the game?
Well then these are the textures you were looking for! More variations in your planetary rings, dusty systems, shiny giant stars, sharper clouds for big planets and a huge collection of backgrounds. Everything here is free to use in your mods. Click on them to get to the High resolution image.

Collection of system textures:

New texture elements to populate your systems. I'm providing an already named archive: do not change their names or place if you didn't modified them, that way if several mods are using the same texture the game will only load them once. Given the memory issues rising, that seems like a good idea. Here's how your mod folder should look like.

Spoiler
   

   

   

   

   

   

   

   

   

   

   

   



Star halo
Star corona
Soft clouds
Medium clouds
Heavy clouds
Giant clouds, can add a bit of life in giants when used with low opacity.
Star clouds, can add a bit of life in stars when used with low opacity.
Swept clouds

Cloudy ring
Vanilla sized rings
Dusty ring
Saturn rings, can be cut in quarters to make thinner rings.
Small rocky ring, works well in conjunction with the Dusty rings, several can be combined together to form a Oort cloud.

And here the result using some of those:
Spoiler
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[close]



Collection of backgrounds:

The collection is growing steadily, so check back from time to time if you didn't found the background of your dreams  ;) Unlike the planets textures, backgrounds are loaded on demand and can be duplicated across mods without any memory concerns.
 
Spoiler
   

   

   

   

   

   

   

   

   



   

   

   

   

   

   

   

   

   

   

   

   

   

      
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If you want one of them without stars to make your own sauce, just ask, I'll upload the file.

About the rings texture:

The API says about the rings:
            /*
             * addRingBand() parameters:
             * 1. What it orbits
             * 2. Category under "graphics" in settings.json
             * 3. Key in category
             * 4. Width of band within the texture
             * 5. Index of band
             * 6. Color to apply to band
             * 7. Width of band (in the game)
             * 8. Orbit radius (of the middle of the band)
             * 9. Orbital period, in days
             */
After spending some time fiddling with the values I've come to the conclusion that:
The indexes are determined by the division of the texture size by the texture width in game (*7)
The index is placed in the middle of the band and they start with 0 on the left
One should always use the same value in both *4 and *7, the games does not stretch the bands in texture width but in the length. This can lead to unwanted results, see this for visual reference.
For the textures I provide, Cloud, Dust and Rocks NEED to be 1024 in *4 and *7. Sharp can be either 1024, 512 or 256 depending on your ring size, and Small have to be 256.



This is a simple process to get some nice nebula that almost match the ones in the game. Once you get used to it, you can churn out new backgrounds every 45min to one hour.
It is a Photoshop only tutorial! It should work with any CS version.

Spoiler
Phase one, THE CLEANUP

   For starter, you need an image, obviously, of relatively high resolution. Don't worry if it's a bit under 2048px, but don't take a highly compressed thumbnail. Also avoid all the already retouched ones, as they are often compressed, or burnt in the white and black. The best is still to get them at the source: the Nasa and Hubble websites. This is especially a good idea since all those images are NOT COPYRIGHTED.
http://www.nasa.gov/multimedia/imagegallery/index.html
http://hubblesite.org/

Since it's a game background, I'd suggest to avoid pictures that have large bright areas or too much contrast, as it might be too distracting.



   It's a classic, true, but a nice one. Now we need to get rid of all those pesky stars. To do that, we will use the Clone stamp tool, and the Healing tool.
The Clone Stamp allow the pick some area of the image (clicking with ALT) and then painting that area elsewhere. This allow to erase the big stars with  nebula or space rather than with a solid color.
This is only useful to erase the biggest stars, the small ones will be taken care of later.



   Now to erase the small ones there is truly a magic tool: the Spot healing brush. After each stroke, the software will check the highlighted area for mismatched patterns or bright spots and erase them with surrounding details... It' like an automatic stamp tool that only erase small stars!



   In a few minutes you can get rid of most stars, don't bother whit the tiniest ones if they aren't too bright. A few Clone stamp strokes to erase the couple of spots the healing tool might have messed up (like on the borders) and you're good.

Phase two, THE EFFECT

   If your image wasn't at the right size before, this is the time to crop it to 2048x2048. Why now and not before? Well the healing brush does some artifacts, so the tinier they are, the better.

   Now to get a somewhat painterly effect: You may have noticed before, most of the "painting" effect in photoshop don't work that well... However there is one unrelated effect that, if overused, give a nice airbrush aspect. That effect is the Reduce Noise. The settings are simple: max strength, no sharpness! Generally you need to use it between 6 and 10 times to get a nice smooth effect. Also keep a copy of your layer after a couple of effects, for later use.



   A second useful effect is the High Pass. This effect will allow you to give back some local contrast to your image (meaning contrast between shapes, without crushing your whites and blacks). Duplicate your less denoised layer several times (I personally go to 4) and apply the high pass effect to each of them, each time with a different precision (in my case, 2 pixels, 5px, 10px, 20px). After that you can combine them in Overlay fusion mode. Why to use that cumbersome method instead of applying a simple sharpness effect? 2 reasons: much less artifacts, and more control since you will be able to change it's opacity or paint a mask later.



   Then all is left to do is combine those layers: The smooth one at the bottom, the sharper one above in Multiply fusion mode and 25% to 75% opacity, then the High pass on top in Overlay mode and 25% to 75% opacity.



Phase three, THE COLORS

   This is the fun part: curves, color correction, hue saturation, gradients, layer in Color fusion mode, everything is good to change the color of the nebula to your liking. As a finishing touch, I sometime add an different image on top in Color mode after blurring it. It add some nice variations in the color that might be missing when using too many gradients and color corrections.



   Don't forget that too much contrast and saturation can be distracting when playing!

Phase four, THE STARS

   This can be a tricky part. You may have noticed, it is actually quite difficult to find a nice starry background on the internet. Most of the time there is too much stars, not enough, too bright, too small,  with a nasty star-glow or even a lens-flare! Things are even more complicated by the fact that the games background use a very stylized aesthetic (slightly blurred, often not completely white in the center). Of course the best course would be to take a brush and paint your own stars, but there already is a starry background in the game. So most of the time I don't bother and directly integrate the background_4 in mine (the subtle nebula in it often add a nice effect) that way I'm sure to stay close to vanilla.



You'll notice there are more tiny stars behind the nebula rather than in front for obvious reasons.

After some finishing retakes, I get this:
Spoiler
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[close]


And for further improvement of your mod, check SniZupGun's BoomBox to find sounds!

3452
Suggestions / Re: Official Starsector Merchandise?
« on: July 24, 2014, 03:37:31 AM »
May I suggest some other products?



(I want that beer mug, now ;D)

3453
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: July 23, 2014, 12:38:27 PM »
Gedune kitbashes were pretty good, but those new ones put them to shame!

3454
Mods / Re: Scy V0.4 [16/07] Mission time!
« on: July 21, 2014, 02:28:58 PM »
Glad I could help!

Update on the fighters:


High-end combat Atfi, and low-end point-defense Sufi (both fighters type come in PD, Interceptor and Combat wings)

In game you get this:
Spoiler

[close]

3455
Bug Reports & Support / No custom mission backgrounds in devmode
« on: July 21, 2014, 04:00:17 AM »
After a quick search, I think nobody came up with this issue:

By the way i know what caused the mission backgrounds to not appear, it doesn't work with DevMode. No idea why.

I tried it myself, and indeed in DevMode the game always change modded backgrounds to the "standard" one. It only happen with mission backgrounds though, campaign environements are fine.

3456
Mods / Re: Scy V0.4 [16/07] Mission time!
« on: July 21, 2014, 03:22:24 AM »
Now that's curious... Glad you found out why it didn't work though. I might report that in the bug section.

3457
Mods / Re: Scy V0.4 [16/07] Mission time!
« on: July 21, 2014, 02:13:01 AM »
That's strange, I don't have any problem here, do you use it with exerelin? Also be sure to delete the mod folder before extracting a newer version. It's still an early developpement and a lot of tings are changing between each release.

I reuploaded it to be sure. This version also have a lot of typos and weird descriptions rewriten, thanks to Mesotronik help!

3458
Mods / Re: Scy V0.4 [16/07] Mission time!
« on: July 18, 2014, 08:47:58 AM »
Okay, the Mod Feedback Survey (http://fractalsoftworks.com/forum/index.php?topic=8122.0) has spoken: What Scy lack most is balancing, content and polish... A bit of everything then  ;D
For the polishing, of course most stuff will be corrected with time, but sadly there is some bugs that can't be dealt with until the next Starsector update (the Orion artillery being the main culprit here)

As for balance, while it's certainly far from done right now, I want to point out one thing: Scy will be weaker than vanilla! For two reasons, first by design (it's not a beginer fleet, but one for people that like a challenge) . Secondly for the simple reason that they are fast and they can pick their fights! If I balance them as strong as every other, they will be unstoppable. Then again, they might be too weak right now, and I'll keep an eye to improve everything.

As for content, do not fret, there are 6 more ships planned (including two battleships) and more weapons! But I will try to have those already included working perfectly before adding anymore (I'm always for polish over content)

There is one exeption to that. I finally come around the idea to include fighters in the faction (I hoped to avoid it, but between Exerelin requirements and balance isues, I must comply).
 Fighters will come in two flavors, cheap and high-end. Those are the cheap ones:



They are recycled containers with engines and weapons strapped onto them. Cheap slow and large, but surprisingly sturdy and powerfull. Do not underesimate them. Now gotta work on te high-end ones, and the carrier!


3459
Mods / Re: Scy V0.4 [16/07] Mission time!
« on: July 17, 2014, 11:58:26 PM »
Thanks for the feedback, though I don't know why you didn't had the backgrouds (works fine here)

As for the difficulty, I managed to beat all missions exept 2 but even then I was pretty close to win (Golden apple and Whack a Mole)... I'll check again, because it might have been sheer luck of derpy AI.
The trick is often to bog down the enemy in nebula, and only then deploy the hard hitting Orthruses and lealapes.

I guess I was too eager to show of with my new stuff and didn't tested is thorouly...

P.S.
I tried again most of the mission, Golden Apple and Whack were indeed way too hard, I took away some of the enemy ships (you can download it again). There is also the problem that the AI almost never uses the Siren and the Khalkotauroi main weapons. Still no clue about why you didn't had the backgrounds. What was the problem exactly? (One of the backgrounds changed since I took the screenshot but I doubt it's only that)

3460
Mods / Re: Scy V0.4 [16/07] Mission time!
« on: July 16, 2014, 11:26:30 AM »

Essentialy plish, and a 12 missions story:
Spoiler





[close]

plus a new ship:



Changelog
Spoiler
V0.4
14/07/2014
Reduced some Deployment Costs (frigates and Khalkotauroi)
seriously nerfed the Medusa EMP (what was I thinking?)
   -The EMP Nova is now a weapon: It overload all ships within range: friends, foes and the Medusa herself alike.
   -The duration depend of the distance from the Medusa.
   -The Medusa get the Assault Shield ship system to help her getting in range.
corrected the messed up variants that showed the decoratives weapons
12 story driven missions:
   -fight with and against Scy
   -random versus mission
   -station defense mission
   -new station for the defense mission
   -fancy backgrounds, to make cool screenshots when you win! (see said screenshots)
corrected a typo in the descriptions (thanks Farlarzia)
[close]

3461
Mods / Re: Scy V0.3 [07/07] weapons shipsystems and polish...
« on: July 16, 2014, 03:32:30 AM »
Yes I could use a new station! I'll probably release V0.4 with the curent one later today, but I would appreciate a better bigger badder station next time. Thanks for your help!

3462
Modding / Re: Mod Feedback Thread
« on: July 15, 2014, 10:46:31 AM »
Yeah, that might be the case: they feel overpowered when you fly them in one on one simulation... But in large battles, even at 2 on 1 they get obliterated. I wonder what scores the Knights will get once they are out!

Again, good job putting that up!

3463
Modding / Re: Mod Feedback Thread
« on: July 15, 2014, 10:06:44 AM »
This is a tremendously good idea, and I sure hope it will be used!
Maybe a little improvement to the survey would be to add an "underpowered" option (cauz my guys get shredderd by anyone but the pirates) and a "no opinion" option: I see Scy got 2 vote on well balanced plus 2 absentions and that divide their balance score by half.

I don't know if it's possible via googledocs, but a presentation like this

Mod Name:      Ovepowered [ ]    Powerfull [ ]   Balanced [ ]   Underpowered [ ]   No Opinion [ X ]

with the tick in no opinion by default would be more user friendly in my opinion.
Anyway, good job on putting that up!

PS is there a time reset or something if someone update a new version of it's mod and want to see what people think of it then?

And to be in the Topic subject, my favorites and I think balanced mods are (unsurprisingly) Blackrock, Interstelar Imperium, and Shadowyards!
I also play with Tup, Exigency, BGE, but only to oppose them.
Then there are Neutrino and Valkyrians: the first has balanced weapons but overpowered ships, and for the second it's the opposite (exept for the fighters)

3464
Modding / Re: Spriter for hire (i.e. I work for free)
« on: July 15, 2014, 01:18:09 AM »
Usualy I prefer do things myself, but I need 2 kitbashes (and I'm not very proeficient at that)

So if you want to give it a try, I need 2 stationary structures for a mission: a station and a weapon platform.
I already made a station, but it's far too small, mostly made of noisy meaningless greeble, and the right half isn't integrated at all:

Might as well start again from scratch

It has no weapons, only drones,
It is a mix of repurposed low tech hulls (no wrecks, it's well assembled)
It's dry-dock is supposed to hold at least any Scy destroyer, and if possible cruiser (they are less wide but a lot longer).
Maybe it could be open on both side to house 1 cruiser on it's length, or 2 destroyers face to face?
Or on the contrary, the crew quarters could be in the middle, with 2 dry-docks on the sides? I don't know but the curent one sure could be improved.

For the rest, I think the description gives a fair idea of it's purpose:
Spoiler
[close]

The platform is a simple squarish low/mid tech structure, the size of a big frigate I think, with a large center slot and 4 integrated PD on the corners. Nothing too fancy.

If you're interested, send me a PM or a reply ( or drop by http://fractalsoftworks.com/forum/index.php?topic=8010.0 ), and thank you!  :)

3465
Suggestions / Re: Show fitting in variants tab
« on: July 09, 2014, 05:18:14 AM »

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