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Re: Imagemod requests here!
I use 3d studio Max, but of the pics you mentioned the only one I rendered (and made from scrath BTW) is the targeting computer. The others were just cropping and resizing from existing pics.
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Re: Imagemod requests here!
Val:
For the security stations, how about showing an armory, with heavy guns racked up on a wall, along with "corridor barricades"? For the mini, zoom in, or simplify the image to just have one of each item. I wonder if there would be a use for a shooting range component... You could have those paper outline targets, except with all kinds of wierd alien shapes http://forum.shrapnelgames.com/images/icons/icon10.gif . RE: armor. The goo looks better, but most of the depth is not apparent from the camera angle. Maybe 2-3x thicker, or a camera view further to the right? The active plasma armor image you included with this Last set was not the one I liked best, but if the hemisphere were flipped... Also, could you break the rainbow armor into the primary and addon images? As well as the other ability armors. In case you aren't clear on what I mean, see the rainbow stuff horribly mutilated by my artistic skills. Addon/Primary theory applied to rainbow BMPs.zip Note that only armor that provides stackable abilities needs to have this done to it. The other armors are OK. I'm wondering if you could make the light armor even thinner, more along the lines of SE4's classic armor, kind of thin. For the benefit of the minis, of course. The Hollowpoint Spike could use some color, in an SE4 classic images/8-pack of Crayons sort of way. (It seems you've gotten heavy on the grays while doing all those realistic B5 components http://forum.shrapnelgames.com/images/icons/icon12.gif ) Something to convey the 1300+ KT mass of the device is needed as well... perhaps filling the extra space with a doughnut ring around the spike? Not that I'm complaining http://forum.shrapnelgames.com/images/icons/icon7.gif . [ 13 February 2002: Message edited by: suicide_junkie ]</p> |
Re: Imagemod requests here!
SJ:
Which image did you like best? If you still have it just substitute it. I thought I picked the right one, ah well! Ok, rotating camera angle and glooping in more goo. Good idea to put up gun racks, didn't think of that http://forum.shrapnelgames.com/images/icons/icon7.gif Not too horibly mangled on those pics http://forum.shrapnelgames.com/images/icons/icon12.gif I'll do those as well. Thanks for a very clear order pic of what you want. Can easily make it thinner - and will do! Yeah, I did get a little on the dark and dreary side with all the grays, will make you a cheerful hollowpoint http://forum.shrapnelgames.com/images/icons/icon12.gif The extra mass at the head is a good idea as well. Nah - haven't ever taken anything as a complaint, only constructive critisism or it just not meeting what you had in mind. I'll tell you, your rough sketches do help as a spring board! |
Re: Imagemod requests here!
Thank you, Val.
Also, whatever happened to the RP mod thread? |
Re: Imagemod requests here!
Anytime! I'm actually going to rework it with SJ's suggestions (when I get a chance), but I think I'll keep the color blue and the mini blue to make it easier to tell apart.
I also liked the target range idea - what type of abilities would that give you? Not sure what became of the RP thread, I'll bump it. |
Re: Imagemod requests here!
ShootingRange.txt
How's that for the component side? Still working on Pic http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Imagemod requests here!
I like the symbol one best.
It would be funny if you changed the symbols into an ancient-cave drawing of a warppoint creation. Say a starburst, some wavy lines and some alien icons. http://forum.shrapnelgames.com/images/icons/icon10.gif Training is OK, but I'd expect it would be good as a boarding defense component. One-per-ship, and reduced to 2KT, adding 5 defense points to the basic 4 per crew quarters. If you put it in the same familily as MC's then you can't use an MC and the shooting range together... Or maybe if it was an upgraded crew quarters: it has the crew quarters ability, takes up 7KT, and provides the extra boarding defense. PS: can I see a mini for Goo5? |
Re: Imagemod requests here!
Next.zip
Ok, was a bit tired, but I think I got it... Prim/Secondary armors for all, new Minbari & Narn look, made thin THIN, made goo thick, put in the other plasma armor and made minis for all. The armors are still a little dificult to tell apart at a glance, my suggestion is to put a letter L/M/T or H (Light/Medium/Thick or Heavy) in the lower left corner of the mini. This will make it eacy to tell at a glance what you have. Also made 4 dif color hollowpoints and redid the head. Working on shooting range! |
Re: Imagemod requests here!
Here's another request:
A Star Colony component picture. It's like a Ring or Sphere world, but much smaller (both component and world), and requires only one component to emplace. Phoenix-D |
Re: Imagemod requests here!
Goo_Mini.bmp
I'll try the other symbols, only problem is I think I have to do layers of symbols rather than one pic with all symbols do to "shrinkage" - so I'm not sure about how it will look. PD: So you're looking for a mini-ring sphere world pic for the planets and components for building it? Something like a 10th of the size? |
Re: Imagemod requests here!
I think the goo mini needs to be use the non-transparent goo, and have a much brighter frame.
I'm confused as to what you're using to make the graphics now, and I'm not sure what you mean by "shrinkage". |
Re: Imagemod requests here!
"PD:
So you're looking for a mini-ring sphere world pic for the planets and components for building it? Something like a 10th of the size?" Pretty much. It's got multiple tech levels though- from small planet sized on up to large (no need for each one to have a seperate pic except maybe the stellar result). Only one component needed to start it. Not sure what the actual stellar pic would look like.. Phoenix-D |
Re: Imagemod requests here!
Using a mix of DoGA/PSP7/Paint and sometimes Photoshop.
The symbols were a inverse reflection and seem to be scaled down/up regardless of the size of the original bitmap to a set size, so the burst symbol (the one you saw) was 250x250.bmp. I tried to make a bunch of cool symbols at 600X600 and it shrank it down to even smaller than the 250x250 image. So I went the other direction and made a 128x128 one hoping it would increase the size. No luck, it was still the same upon import as a reflection. I'm rethinking my logic on this one and I might just make the symbols into a texture map instead with a blank background. I'll do the goo tomorrow, with today being V-Day I won't have anytime tonight - I hope http://forum.shrapnelgames.com/images/icons/icon7.gif PD: I asked my friend that does space scenes to give it a shot. |
Re: Imagemod requests here!
Is this close to what you're looking for?
small rings |
Re: Imagemod requests here!
Uhh.. not exactly, but they'll certainly work! http://forum.shrapnelgames.com/images/icons/icon7.gif
I'm not sure exactly what I wanted anyway. That makes as much sense as any. Thanks. Phoenix-D |
Re: Imagemod requests here!
Unless Andres (how DO you do that thing above the e?) objects, here's my submission for the imagemod.
http://members.cox.net/se4imagemod/PDsubmit1.zip Includes the two ringworld images plus two of mine- a smaller WP and a stellar-sized Black Hole. Phoenix-D |
Re: Imagemod requests here!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Andres (how DO you do that thing above the e?) <hr></blockquote>If you're using Windows, Start/Programs/Accessories/Character Map
Other OSes should have something similar. |
Re: Imagemod requests here!
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Re: Imagemod requests here!
Very nice http://forum.shrapnelgames.com/images/icons/icon10.gif
Are you going to be gathering all those component images into an imagemod submission soon? Your friend needs to make some portraits and a credit line, but those planets are quite original. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Imagemod requests here!
Be happy to package them together - which armors do you want me to include within the B5 mod rows? Does the Refract Armor (Rainbow) go there or is that P&N? Which ones do you want me to have Primary, Secondary, Light, Medium, Heavy for?
I will put all the other stuff in one row for P&N so you can cluster them together as well. If I remember correctly: Plasma Armor, Rustic Space Base, Grav Warp Point, Goo Wall. What else do you still need made? BioCrystal Armor is the only one I remember off hand. |
Re: Imagemod requests here!
I don't really care where the images get placed, looking up the image number dosen't take long.
Clustered images are convenient when merging submissions, and for saving on disk space. Lets see... - More varieties of solar collector: ramscoops, starbase collectors... - Phased torpedoes, seeker missiles. - BioCrystal armor - Telepathic armor (organic/psychic) - BioEngineered Fanatic (Single infantry critter with embedded weapons. Organic armor skin? A talisman tatoo?) - Shield/Armor combo (no ideas) - hardware/computer upgrades for ECM/Combat sensors (Advanced & Elite components) - Machine Shop - Psychic Stunner Crystal (seeker) Lower priority: - Miniaturized/Packrat crew quarters - miniaturized lifesupport - automated bridge - Temporally Accelerated Psychic combat sensor - Swashbucklers/ Scavengers (boarding parties) - Predictive Grav. deflector (uses gravity pulses to deflect imcoming shots) |
Re: Imagemod requests here!
I would suggest using Rambie's Narn light trooper for the BioFanatic - looks the part http://forum.shrapnelgames.com/images/icons/icon7.gif
I'll see what I can do between the other stuff. |
Re: Imagemod requests here!
A picture of my bedroom would do for the pack-rat crew quarters.
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Re: Imagemod requests here!
Take a digipic and resize to 128x128 http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Imagemod requests here!
The psychic stun crystal looks very nice. A touch more light on the front end, just maybe.
For the organic armors (psy & crys), could you do a variation on the Classic OA 3x3 shape, rather than a 2-3-2 hex armor? It should be clear that these armors can regenerate during combat http://forum.shrapnelgames.com/images/icons/icon7.gif . For the Polaron missile, you need to brighten it up, and probably set the warhead color to a yellowish hue (like the PPB?) I'm not sure what the phased torpedo image is: either a normal facing cannon, or a "backwards" facing hammerhead rocket-projectile. This weapon is the phased Version of a classic Antimatter Torpedo. The phasedtorps image you posted would be very good for a cannon of some sort; don't throw it out! |
Re: Imagemod requests here!
I'll give them another go http://forum.shrapnelgames.com/images/icons/icon12.gif
The torp (cannon) image is actually the torp launcher. Do you want an actual image of the torp itself? Due to years of Trek and other sci-fi I always see the torps as looking like energy balls, so I figured I'd make the launcher instead. Would you rather a more missile/classical WWII torp image? PPB? |
Re: Imagemod requests here!
PPB = Phased Polaron Beam. Widely known for being one of the two Ultimate weapons in SE4 Classic (APB is the other).
The torpedo should be something roughly similar to the SE4 classic torpedo, bullet shaped, with some way of indicating a polaron warhead. Maybe a window (like the plasma missile has), which allows emits a wierd glow. Rather than Trek, think WW2 http://forum.shrapnelgames.com/images/icons/icon12.gif I'm not sure whether the polaron glow should be purple, like the beam seen in combat, or yellow, like the PPB component image... I'm leaning towards purple. |
Re: Imagemod requests here!
PPB - I've been doing so much B5 lately I could only think along the lines of PPG! Temporary mind slip...
PsyCrystake2.bmp SeekerTake2.bmp I'll try the new torp in a bit. By 3x3 armor, you mean the like the organic, yes? |
Re: Imagemod requests here!
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Re: Imagemod requests here!
Correct.
"the Classic OA 3x3 shape" where OA = Organic Armor. - I like Torp3, but it needs some more ambient light near the front. I'd leave the wings off of the tail, since the torpedo is almost a dumbfire weapon. - For the Missile/Seeker, try using the wavy colored polaron core from the torpedo, with more of a blue tint to the core. - The Psy crystal looks great. The mini should turn out very nice, since the design is quite simple. |
Re: Imagemod requests here!
You should ask Andrés to do the computer components, I liked the one he did earlier for the SW mod.
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Re: Imagemod requests here!
Requests.zip
Ram Scoop, Solar Panel (Station size for B5Mod), Biocrystal Armor, TP Armor, Crystal Seeker, Missile and Torp. Enjoy http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Imagemod requests here!
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Re: Imagemod requests here!
That torp tweak was totally unexpected, but I like it http://forum.shrapnelgames.com/images/icons/icon7.gif Can you do something like that shroud to the polaron missile.
As for the armor, could you smooth it out (too mechanically blocky). And maybe get them to overlap each other like shingles? I want the shape (not the color) to be close to the original Organic armor. I wonder if it would look good with shards of the original SE4 crystalline material sticking through the surface in random places |
Re: Imagemod requests here!
Re: the basic/advanced/elite sensors & ECM.
Basic: Image #11 Advanced: Image #223 Elite: Image #222 (all in MM original components set) I can switch the multiplex tracking with combat sensors, but it will look a bit odd, and I still need ECM images. PS: is anyone planning on doing the whole "new torp image for each tech level" thing? If not I'll start on it. [ 04 March 2002: Message edited by: Suicide Junkie ]</p> |
Re: Imagemod requests here!
Revisions.zip
Revised armors and new sielded armor. Revised seeker with new colors and shroud. Also included final(?) torp and stun crystal. |
Re: Imagemod requests here!
Torpedo and stun crystal are perfect.
The polaron shroud on the seeker needs to fade out more near the tail, and/or spread farther from the weapon's body. For the bio armor, the greenish armor has the better camera angle. Try moving the camera to the right a bit, so there's some horizontal overlap. The textures look great, and for some reason, the shape reminds me of teeth. A very nice effect for boarding defense http://forum.shrapnelgames.com/images/icons/icon12.gif For shield armor, I'd prefer a more colorful armor part (grey dosen't seem to fit with the rest of SE4). Some sort of discharge between the prongs would be nice. What would be really cool is if the discharge formed into the rough shape of an SE4 shield generator. http://forum.shrapnelgames.com/images/icons/icon7.gif Three arcs of energy, and a glow in the middle... |
Re: Imagemod requests here!
Given the tiling of beam weapons, I'm wondering whether it would be feasible to create an animated torpedo using the beam code.
something like: "x+ " Where the 'x' is drawn at the front, then over written with the + on the next iteration, then erased by an almost-black patch at the end. Or, maybe draw a rocket, that leaves a thin scattering of exhaust along the path of travel. <{ ~ ~ ~ ~ ~ I'm definitely going to make the rocket one tonight http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Imagemod requests here!
SJ,
Are you saying that you'll make a torp/rocket in the beam weapons bitmap? If so, I think that will work very nice. Good idea! |
Re: Imagemod requests here!
Revisions.zip
Revised missile - increased shroud size as it goes back - light and dark Versions included. Shielded armor - sparks added, color changed (silly me - forgot the grey rule!). New crystal-like armor. Bio Armor - changed angle (glad you liked the teeth look http://forum.shrapnelgames.com/images/icons/icon7.gif ) |
Re: Imagemod requests here!
Can't wait to see the rocket/beam!
Edit: You could also apply that idea to a brighter head to a beam weapon. Like a ball of energy leaving a dimmer trail/trace of ions. [ 05 March 2002: Message edited by: Val ]</p> |
Re: Imagemod requests here!
Seeker4. But the thick shroud should be moved forward a touch (the polarons would be 'leaking' from the window in the missile, right?
The biocrystal looks good. Some more ambient light so we can see the points at the bottom (I had to zoom it up to realize that they were there) The Tp armor seems to have a gap between the middle & right columns. I'm not sure how to fill it, either shift or stretch the segments, or maybe put some sort of goop (gums?)in the middle. Say, can you make the sparks on the shield-armor into a light source? The shadows cast by the "prongs" should look neat. Also, could you bend those electric arcs into the three ring pattern of the shield generator? (One facing each of the X,Y and Z directions) That would really distinguish the component from a weapon of some sort. |
Re: Imagemod requests here!
I'll give it a shot this afternoon.
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Re: Imagemod requests here!
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Re: Imagemod requests here!
I like the armors.
For the missile, the polaron cloud should be brightest right at the tip of the missile, where the glowing window is. try scrunching up the bright cloud, so it covers just from the tip of the missile to the front edge of the wings. Or, dim the current bright cloud, and add a third cloud just around the tip. |
Re: Imagemod requests here!
OK http://forum.shrapnelgames.com/images/icons/icon7.gif Glad the armors have made it http://forum.shrapnelgames.com/images/icons/icon12.gif I had tried to add a cone of glow to the tip, but I guess it was obscurred.
I'll also give the shield gen armor a shot again - do you know what Comp ## the generator is (the one that you are talking about) so I can do a compare. So - I can submit those 2 armors, the Torp, the Crystal Stun & the cannon (from the first round). |
Re: Imagemod requests here!
The standard shield generator is #31.
Just the generic shape of the 3-ring bit, and optionally some tiny glow in the center would be enough to make the shield-armor's purpose obvious. As long as the minis turn out reasonably, I'll be more than happy. |
Re: Imagemod requests here!
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Re: Imagemod requests here!
I'll go with seeker 7.
Two things it still needs: - a little light shining on the near side of the rudder. - less glare off the wings, so that the texture is visible. |
Re: Imagemod requests here!
Hey there. I'm looking for some good robot pics for a mod I'm working on. I need some standard angles (front/left and top/down) like with fughters/units, as opposed to just neat screenshots like with troops.
Ideally I'd like to find some models for DOGA 2 or 3 (other than the ones on the DOGA site). DOes anyone happen to have some good robot pics/models that they could pull out of a magic hat? Anyone come across some good sites in their travels? Any help would be appreciated. |
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