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Messages - ORMtnMan

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1
Modding / Re: The Ashkurr Commonwealth (WIP)
« on: December 31, 2015, 09:50:53 PM »
Yes and no.  I'm considering picking up modding for this game now that I have gotten a lot more practice worth lua programming. Though I don't know if it will be worth this faction or a new one I start from scratch.

Why do you ask?

I'm still playing 0.65.2a and I'm trying to cram it full of mods (currently 25)

Wow take it easy! ;) Well, this particular mod never made it out of the initial development phases. E.G. it isn't really playable in any version of the game. You did remind me that this is something I should be working on.

It's more worth finishing progress on something started than starting anew in my opinion, but eh, do what pleases you or the community the most.

Well, I will finish this one eventually, but as I was telling Meso I got inspired during some brainstorming to make a new possibly related faction. Another corporation isolated nearby and turning into a "empire"

2
Modding / Re: The Ashkurr Commonwealth (WIP)
« on: December 31, 2015, 11:10:34 AM »
Yes and no.  I'm considering picking up modding for this game now that I have gotten a lot more practice worth lua programming. Though I don't know if it will be worth this faction or a new one I start from scratch.

Why do you ask?

3
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 28, 2014, 07:30:59 PM »
okaaaay! yet another Ledd Class update is here. Its got more highlights and some anti-aliasing :D

-to->

Much, much better, but also think that the light (traditionally for SS) comes from the above but to front and ever so slightly left of the ship, not just overhead.

Second, the front head of the ship (around the CIC) could use some AA on the outside edge. It still looks visibly jaggy there.

Man, when you post stuff up for critiques, prepare for them never to be perfect ;)

haha no worries, im just trying to get better at spriting so every little bit of improvement i can do helps a bunch in the long run :D

Exactly, I have been nitpicked plenty by various guys here...

4
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 28, 2014, 07:20:32 AM »
okaaaay! yet another Ledd Class update is here. Its got more highlights and some anti-aliasing :D

-to->

Much, much better, but also think that the light (traditionally for SS) comes from the above but to front and ever so slightly left of the ship, not just overhead.

Second, the front head of the ship (around the CIC) could use some AA on the outside edge. It still looks visibly jaggy there.

Man, when you post stuff up for critiques, prepare for them never to be perfect ;)

5
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 27, 2014, 09:54:30 PM »
Alright, thanks for the explanation!
(Why do you write in the quote?)

Accident

6
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 27, 2014, 08:58:00 PM »
How do you add anti-aliasing to sprites? Can someone clarify the methods mentioned by TheBawkHawk and ORMtnMan?

Under the bawkhawk's method, if you are using photoshop or gimp (and possibly other programs but I am not sure) you use the eraser tool, and there will be a tool options box. There you can set the opacity (or erasing strength) of the eraser. Then, you just apply the less strong eraser once or twice to outside jaggy pixels. This is a reductive approach to AA.

My version is an non-reductive approach. Instead of removing pixels, I add them. I take the air-brush tool, and use the color picker to get the color along the edge, then I use the airbrush to smooth out the jaggy bits by gradating the color outward.

If you want a more in depth tutorial on AA, I can provide some links.

7
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 27, 2014, 06:55:15 AM »
YOU CAN NEVER BE DONE! YOU WILL BE HERE FOREVER!

*ahem*

Sorry about that. It looks like you could use some AA on the edges (Ledd and Glaz, just smooth out those prickly bits).

Other than that, great work!

*EDIT* Yay I'm a lieutenant now!

okay okay, i know what AA is, but is there an easy way to do it? or do i need to do each pixel individually? :\

cheers though! :D

On the outside unfortunately yes... the "easiest" way I know of is using the airbrush tool. I color dropper the nearest pixel, the airbrush it in.

If you are using gimp, the inside is doable with the AA function.

MOAR HIGHLIGHTS!!!

8
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 26, 2014, 02:50:56 PM »
okee dokee, heres a quick update of the Ledd Class. Much improvement has occurred! :D

      Old     ->     New


I love the detail additions there, if you look at Tarti's ship he just did, you see the almost white bits at the apexes, that is what I mean by highlights, The whole ship didn't need lightening, in fact the out part could stand to be a  bit darker, then mid tones for the middle bits then the almost white highlights at the apex.

Make sense?

EDIT:

Here is my newest addition to Naysmyth. Finally found some time to work on sprites.



Its a small drone operated, phase frigate with a single (probably built in once the gun is done) hardpoint. called the Dagger.

Man, small sprites are so much easier to pump out...

9
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 25, 2014, 08:41:59 AM »
havnt posted in a while haha, new ship for the naysmyth armouries done(ish) but i think i need some feedback here, it just doesnt seem... right.  anyway, here it is:

Ledd Class - Light Support Frigate


i was recently told my shading was super overkill so i toned it back a bunch, maybe too much? so... er... thoughts? :D

Highlights! Mas highlights!

10
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 11, 2014, 02:06:42 PM »
Just to show that I am still around here somewhere...

Here is a WIP I am working on... progress is slow because this is my busy season but I am making progress.


11
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 27, 2014, 04:49:49 PM »
alright, im changing my strategy a bit, this is my newest WIP ship.


Looks like a pretty awesome silhouette, though I can't make heads or tails of it... Looks cool both directions. Keep it up, I'm excited to see the end product.

12
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 27, 2014, 08:21:09 AM »
Seiichi Class Escort Carrier

Woo escort carriers!

Needs darker shading and highlights though, also a bit of the usual AA.

Otherwise, love it Ryxsen.

13
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 27, 2014, 06:03:36 AM »
My very first hand-draw sprite, this crap is so hard.

Spoiler
[close]
Definitely. But those are some really smooth sprites. Nice.

So i have finished a sprite, and does anybody have suggestions on the hangar lights?
Spoiler
[close]

Is that supposed to be a frigate sized carrier?

If you are trying to make a mod that fits in with/is balanced against vanilla I strongly advise against making a frigate sized carrier. If you want more reasons why, I'll let you know but I don't want to clutter up the thread if I am off base. (Didn't actually check the pixel size but I went off the number of weapons for size)

As for the sprite itself, looks slick. Similar shape to the shuttles on Star Trek. It could use more highlights in general because it looks too dark/flat.  for hanger lights I would use the same/similar color as the light coming from the CIC (which itself could use a bit of glow, think seeing a light on in a house at night). Use the air brush to add that glow to surrounding pixels. Works wonders. Also, white to the center.

Anyway, keep it up and if any of what I said is unclear, it is because it is early in the morn where I am... so I can clarify later.

(see everyone I am still around... just busy)

14
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 24, 2014, 02:37:34 PM »
My very first hand-draw sprite, this crap is so hard.

Spoiler
[close]

Not bad, Helmut,

It is a bit flat and could use a bit more shadow (based on a quick glance, I can give a more in depth analysis later) it almost looks fuzzy...

Anyway there is also some jaggies that could use some AA.

Keep it up, it looks unique and interesting!

15
Modding / Re: Can't find source of error
« on: October 20, 2014, 08:31:16 PM »
Well, that helps. Let me do some digging.

Danke Alex

EDIT: Your help there got me to at least quarantine the error so I can play other parts of my mod... now to figure out how to fix the error...

Consider this one solved, thank you.

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