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Imagemod requests here!
Here's a new thread for image requests from modders.
Artists, feel free to post a message saying you've started/finished one of them, or have already got something similar to use. As for actual requests, I have some to start with: - A flying temple complex. All 5 religious facilities combined & floating, or maybe in a giant tower. Either is good; they just have to take up one facility slot. - A better shield-armor image. Something more like a grid across the surface of a hull. To replace the armor-above-shield-generator SE4 Classic image. |
Re: Imagemod requests here!
I'll start work on these tonight, but don't let that stop anyone else from having a crack at it.
I may not come up with anything decent looking, and if I do it might take me a fortnight. Besides, it doesn't hurt to have multiple image Versions of the same concept, does it? |
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Well, I'll be happy to start this off:
Anybody interested in doing some facilities for the B5 Mod? Or anyone want to have a go at making some of the special planets (such as Zha'ha'dum)? Thanks! |
Re: Imagemod requests here!
I'm sure lots of ppl will try it, but could you be more specific? What facilities?
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Right now I need more components than facilities. I was hoping to redo some of the existing components with a B5 feel - such as the bridge, crew quarters, boarding parties, etc. and also wanted to replace some of the event pics (such as - IntelEspionageAgainstUs, IntelSabatogeByUs, Ruins, Pop Happy/Angry, Planet Rebels/Riots/Revolts).
I know these aren't needed to make the mod a success, but I am hoping to give the mod a totally different feel. I've already replaced about half of the events with B5 pics and have completed about 60 weapons and other components. |
Re: Imagemod requests here!
-Training component/simulator for ship so experience is gained.
-Serene, forestry area of planet (designated as facility), a National Forest -A small component for sattilites/science ships that gains research points. -A very small community, that can fit on a ship, (think sort of like Macross), generates population (a very good idea for large space-yard ships) -Ship library (entertains crew) -Armory (counts as five secruity stations on a ship) |
Re: Imagemod requests here!
Loknar, are those pics for the roleplaying mod? because many of those things cannot be made to work in a mod. http://forum.shrapnelgames.com/images/icons/tongue.gif
Anyway I'll play a little with 3d studio and see if I can make any worth using pic for any of those or the others posted below. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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Andres:
Who makes the program 3D studio? Is it easy to use? |
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I remember an "Autodesk 3D Studio" splash screen, and amazingly my memory was right!
Dogscoff's off-the-wall Cubeworld submission got me thinking of some interesting submissions to suggest: - Other crazy geometry: doughnut planets, diskworlds, Peanut-shaped planets (from two small ones colliding) - Glowing lava worlds? - Lego planets! Facilities & components too! Nothing like a lego shipset, under a mod with a "lego" racial tech http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Thanks for the link!
Lego components would be pretty easy, the tech tree would be entertaining: Research - 2 Pip-Piece Flat:Blue Research - Small Square:Red |
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Anyone with a digital camera and a spacelego set should be able to pump out some great lego components quickly.
- Thin flat bits for armor. - Dishes, knobs, & fiddly bits for all sorts of electronics. - bridges & crew quarters could get really fancy lego setups (I'd love to see a full-blown lego bridge http://forum.shrapnelgames.com/images/icons/icon7.gif ) |
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I'm working on a few, but might as well see if anyone else has any ideas:
-Capital Ship Rockets; like CSMs, but with a very simple guidance system and much more powerful engine. Direct-fire CSMs, essentially -Particle Projection Cannon (from Battletech); takes a small amount of ionized matter and hurls it at extremely high speed. The firing is described as looking a bit like man-made lightning (but that's in an atmosphere) -Ultra Autocannon (also from BT)- short-range heavy weapon. Works like a DUC, but fires many very large shots -Point-defense Versions of any direct-fire weapon Phoenix-D |
Re: Imagemod requests here!
I have about 100 new components for B5 weapons - including new missiles, cannons, lasers, etc. (and Vorlon and Shadow weapons) that could be useful for your rockets and PPCs. The railgun pic looks a little like the Shrekk PPC carrier's cannons.
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Re: Imagemod requests here!
Andres - You mean like the research generating components?
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The B5 mod needs an intermediate armor component, halfway between the "planetary gravity plating" (Heavy armor) and the standard armors (light armor).
+++++++++++++ Also, at least two Versions of ability armor are needed: 1) Shadow Armor. Suggested appearance: Like sunlight on the bottom of a pool, except invert the colors to make it dark & evil looking http://forum.shrapnelgames.com/images/icons/icon10.gif 2) Refractive armor. Suggested appearance: A dimmer Version of the psychic components (funky color swirls), in an armor shape For both of these, I need a "primary" and an "additional" image. I was thinking of something like this: - take the crystalline armor. notice the hex blocks. - Take all but the center hex, and reduce the color saturation to zero. This leaves a colorful armor segment surrounded by greyed out ones. This is the "primary" armor image. - Grey out the center, and leave some pattern of the outer ones as full-color. (not all of them) This is the "additional" armor image. That was my vision, and it should be easy to do, however, feel free to try out other methods of distinguishing between the first segment of armor and the rest of them. [ 02 February 2002: Message edited by: suicide_junkie ]</p> |
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Also, a structural component image.
Nothing fancy, just some generic, futuristic support I-beam like component. Some power reactors would be good. Everything from RTG (fission piles) to fusion plants to antimatter reactors. (B5 mod) I'm sure the Monster Mod people could use some "guts" for their monsters. Hearts, lungs, brains. Dragon scales, amoeba arms, etc. I need a half-built space yard facility for P&N's "spaceyard expansion project". Something with a gritty construction worker feel to it. P&N could stand to get a facelift with better Ablative armor and Plasma Projection Armor. Ablative must be fairly thick & layered. Plasma projection could be shown "in-action", squirting jets of plasma out to intercept an (unseen) beam or torpedo. Psychic armor, and Bio-crystal armor need unique images. Swashbucklers, and the nomad Version, Scavengers. Some futuristic pirate suits anyone? http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Imagemod requests here!
SJ:
An I beam should be pretty easy http://forum.shrapnelgames.com/images/icons/icon12.gif I'll work on some armor for the B5 stuff - I already made a Shadow and Vorlon like texture for the program I am using that might be useful. I'll give it a shot over the week. Also, finished Small/Med Fision/Fusion/AntiMatter engines and reactors. Still working on Gravitic and Hyperspace Taps - also working on Large/Huge sizes for the others. [ 04 February 2002: Message edited by: Val ]</p> |
Re: Imagemod requests here!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>What types of armor and how many categories?<hr></blockquote>four inert armors, structural through heavy, and the two images as below for all the fancy ability armors.
Then, maybe something for the reinforced armor, light med. heavy. |
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A bit literal http://forum.shrapnelgames.com/images/icons/icon10.gif But some of those in a 3-D cubic or hex gridwork would look cool. They've gotta be brighter as well, since they don't show up against the black (at least on my monitor).
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Re: Imagemod requests here!
Heh, knew it couldn't be that easy http://forum.shrapnelgames.com/images/icons/icon12.gif
Actually, I was thinking of a framework hex like the armor, would that be good? Here is a dilapidated station for P&N - let me know what you think. P&NStation.bmp Here is a selection of armors and engines/reactors. Let me know which images you want to use for what and I can generate the various types for you (Main piece, Lght, Med, Hvy), also let me know if you were thinking of something else. I also gave the plasma armor a shot - images 22-26. Armor&Engines.zip Hope they are on the right track! |
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That station looks cool, are you going to make a whole "Pirate" shipset? If you do, I'll package it with P&N http://forum.shrapnelgames.com/images/icons/icon7.gif
For the gridwork, If you take a pair of armor outlines, and bend the edges towards each other, you'd get something like what I was imagining. add some half-beam connectors going out from the vertices, for the impression that they connect with other structural components. Ooohh. http://forum.shrapnelgames.com/images/icons/icon6.gif Real plasma armor! I'll have to take a closer look at home, but I like the firey underside http://forum.shrapnelgames.com/images/icons/icon7.gif PS: your "LargeAntiMatterEngine.BMP" is not actually a BMP, but a PSP file. You need to convert that one. |
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I'll give a pirate shipset a shot. If geoschmo doesn't use the shipset I started for the Leonine, I can just finish that one off for you easy enough. Check it out and see if it fits. (Bumped and thread link)
Leonine Also, more than willing to make a new set. Do you want them to have their own ships or take ships from the other races and rust 'em up? Could also use the Raiders from B5 and I can work on filling them out. Your call! I'll give the grid a try tonight or tomorrow when I get some time. Here is the 'fixed' AntiMatter Engine: LargeAntiMatterEngine.bmp Glad you liked what you can see so far of the plasma armor, I am thinking about redoing the 'plasma burst' from the armor. |
Re: Imagemod requests here!
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Also, more than willing to make a new set. Do you want them to have their own ships or take ships from the other races and rust 'em up? Could also use the Raiders from B5 and I can work on filling them out. Your call!<hr></blockquote>Ooh, what about some cut-and-weld work, where they use bits of lots of different races' ships. Then rust it up http://forum.shrapnelgames.com/images/icons/icon10.gif
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Glad you liked what you can see so far of the plasma armor, I am thinking about redoing the 'plasma burst' from the armor.<hr></blockquote>How about taking #26, and make the yellow plume into more of a mushroom cloud shape http://forum.shrapnelgames.com/images/icons/icon7.gif Also, could you make one without the solid (dark) plate from the center hex, and add an electric blue ring around the hole for the plasma valve? PS: for the mini, don't bother showing a plume & smoke. Minis are too small for action shots, and the lava stuff works wonders on its own. ++++++++++++++ Image #19 looks like a good candidate for buckytube gel. Perhaps a block of that in a tall rectangle (indoor wall shape), or maybe a hollow hex of material, for wrapping around a corridor. #11 looks promising for the refractive armor. Could you add a hint of a rainbow effect to the white glint? #12 and #20 look the most like gritty war armor to me. one layer for light, two medium, three would be heavy. Not sure if the medium/heavy would look better as layers or solid blocks. #2 looks just like what I wanted for the primary/additional thing. For the additional armor, try lighting up every other hex around the outside, and making the other four dark. |
Re: Imagemod requests here!
I'll give it all a shot - might not have time 'til the weekend, but I will get all those ideas back to you (plus throw in some more)! Also, the P&N ships - which races do you want me to try to use as archtypes?
Also, fooled around with trying to make a hex grid sphere - had some mixed results http://forum.shrapnelgames.com/images/icons/icon7.gif Structural.zip Let me know if any of these are good or how you want them modified. |
Re: Imagemod requests here!
Ok, tried some of the armor requests you made:
RedoneArmor.zip Created layered and thick Versions of Light-Heavy armor (only one light for both since it looks the same), made rainbow refract armor, mushroomed the plasma and added a vent to plasma armor (also one without plasma for mini), tried the hollow hex/wall thing (not sure if I got that one visualized right) and recolored primary armor (made 2 dif ones). Hope they are better! |
Re: Imagemod requests here!
I'll take one of those meshwalls in a light grey frame to highlight the structure (thin tubes along the edges, leave the faces exposed)
I like the refraction rainbow, too. Make a mini of that to see whether the color shows through http://forum.shrapnelgames.com/images/icons/icon7.gif For the heavy/medium armor, I think the layered method is better, the variable thickness is a bit too subtle, though if you made the light stuff paper thin, and the heavy stuff 50% thicker, they should be obvious as to which is which. Some light on underside of the armor might do the trick too. Ah, the plasma armor. By the blue ring, I meant a hex outline to replace the center tile of grey plate over top of the plasma. Check out My cheap drawing to see what I mean http://forum.shrapnelgames.com/images/icons/icon7.gif |
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The rough sketch helped a lot http://forum.shrapnelgames.com/images/icons/icon7.gif
Here are some new plasma armors & a mini refract & mini plasma (sans burst). Plasma-n-Stuff.zip Question on the meshwall, you want a thin solid grey frame around the mesh, right? |
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Ooh, nice http://forum.shrapnelgames.com/images/icons/icon6.gif . Definitely the full sphere flare over the half-sphere.
And those minis are very good. Do you want to tweak/re-render them or are they already "premium" rendered? The BTG walls look the right shape, but I'm thinking they need to look a bit less wispy. How about adding a green mesh inside the grey stuff, for a hint of the organics that go into BTG production. |
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Wow, this stuff is looking great. http://forum.shrapnelgames.com/images/icons/shock.gif
I can't believe my eyes. Great job. Are you just going to keep going or do you plan to stop sometime? |
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Thought of some more items for P&N:
Polaron Pulse Torpedo. (Standard torpedo casing, with phased energy warhead) Polaron Missile. (Basic missile, phased warhead) Hollowpoint Gravity Spike. Used to make warppoints by brute force. Machine Shop. Single component per turn repair bays, some sort of parts factory idea. 20 to 40KT in size. Combat sensor and ECM addon components. One for "addon" hardware. and one for software addons. A variation on the CSM, for use as the Heavy Bombardment Missile. (Same stats as CSM, except quad-to-shields damage, 4x hitpoints, 2x launcher size) Extended Range Versions of Tractor/Repulsor beams. PS, ZeroAdunn: Sure we'll stop on those, but then theres always more to play with. I'm just wondering if Val's going to sweep the credits in the image mod, and if other modders will post any more requests http://forum.shrapnelgames.com/images/icons/icon10.gif [ 07 February 2002: Message edited by: suicide_junkie ]</p> |
Re: Imagemod requests here!
One presently-made component needs some work, IMHO: Security Stations. It's currently a gold solider standing, I think. A security station is more like a room labeled 'Security'. I'm rambling. Oi.
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Val the pic are looking great!
I'd change the reactors and engines that are just the same shape with different colors, but they're looking good so far. It will be a good challenge to make comparable pics for the starwars comps http://forum.shrapnelgames.com/images/icons/icon12.gif I did mention this before but no one replied. I'm still not sure if putting all pictures together is a good idea. The primary function of the picture is to let players identify a component at first glance. I hate when the same picture was used in different mods for completely different componets (or facilities ect.) The ideal case would be that each new component has a new exclusive picture, and shared pictures would be an exemption and only with very similar components. If we can do that, every mod will have it's own exclusive set of custom pictures, so what's the point of compiling all of them together? I've been a little distracted, but I'll try to contribute with some pictures when I find a little time. Though I'd prefer pictures to go to this or that mod instead of a common pool. |
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<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>One presently-made component needs some work, IMHO: Security Stations. It's currently a gold solider standing, I think. A security station is more like a room labeled 'Security'. I'm rambling. Oi.<hr></blockquote>And IIRC, the description calls them "turrets" http://forum.shrapnelgames.com/images/icons/icon10.gif
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>The primary function of the picture is to let players identify a component at first glance. I hate when the same picture was used in different mods for completely different componets (or facilities etc.) The ideal case would be that each new component has a new exclusive picture, and shared pictures would be an exemption and only with very similar components.<hr></blockquote>On the other hand, with many more images to choose from, modders are more likely to choose an appropriate image. I for one don't really mind if an image is used for a slightly different purpose... that's the same as tweaking the stats of a weapon without changing its name. I predict that major differences between components with the same image will be very rare. Weapons are weapons, and there is a strong shared idea about what the differences between beam, torpedo and missile are. MM has set a standard 'look' for shields, weapons, armor, engines, colony modules, command & control, even electronic warfare. Unless a modder goes out of their way to mess with your mind, "form follows function" should apply. Beyond that, you only have the classic "hey this APB isn't the rule-all uberweapon it is in SE4 Classic!". It will be different, but its still a beam weapon. Currently, most mods use the classic SE4 images with a handful of extra images, if that. You can identify mods using the imagemod files even easier than those using only standard images, since there will be more variety, and less overlap http://forum.shrapnelgames.com/images/icons/icon7.gif |
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SJ:
I made some "Goo-filled" mesh frames, but left the floppy at home!!!!! Will post when I get the disk. I'm not at my main site today at work, so I won't have much to post today http://forum.shrapnelgames.com/images/icons/icon12.gif Look at the B5 weapons (esp. missiles) I already posted, let me know if any of them would be close to fitting the bill on the Torps & Missiles, then I can just recolor the warhead, add fins, or whatever you suggest. Armor - Let me know which pics you liked for the final, give me a grid like: Prime 2nd Lgt Med Hvy Standard Armor Im 1 Im 2 Im 3 Im 4 Im5 Refract Armor RefRain etc. so I know which you want and I can create and package them all up. ZA: Be happy to keep going, you have any requests. Andres: I never liked the security stations either - was planning to redo for B5. Anything you need help with in Star Wars? Does anyone know what program they used to create the original components and shipsets in the game? |
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No problem. I'll post when I have time to look through them all at home.
PS: New request idea. The combat images are quite sparse at the moment. What would be really cool is: a new image for each Version of a weapon! Meson bLasters are a great example. Take the green blob for the meson bLaster. Make a dimmer Version for the MB1, a slightly bigger/brighter Version for MB2, after four levels of bigger/brighter, start making the bolt longer and thicker until it looks like a SW turbolaser. Imagine two races fighting with the same type of weapon, but one visibly superior. For beams, you can make dark->light sequences, or a rainbow of colors (red lasers through to UV lasers?) |
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Happy to do that http://forum.shrapnelgames.com/images/icons/icon7.gif
That could be really involved for the B5 weapons http://forum.shrapnelgames.com/images/icons/icon12.gif As it is I made the Light, Medium, Heavy & Spinal lasers each fire a different beam, but I didn't have it cycle through for all 10 Versions of each weapon. |
Re: Imagemod requests here!
For lasers, you can go with a red to blue to almost invisible at different tech levels, and make the beam 1,2,3 & 4 pixels wide.
You might try sparkly particle beams. More/brighter sparkles for higher tech. Just remember for beams, SE4 only uses about a 4 pixel radius circle around the center of the image it make the beam. |
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Goo.zip
Here are the "goo" walls http://forum.shrapnelgames.com/images/icons/icon7.gif More stuff to follow! |
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I like Goo1, but it needs to be thicker. Something like 1 unit deep for 6 units of height.
Sort of like bulletproof Jello insulation between decks http://forum.shrapnelgames.com/images/icons/icon7.gif PS: As for all those images: - the race armors are all good. "Image21.bmp", "image4.bmp", "Image9.bmp", etc. I reccommend going with the solid blocks for racial armors, rather than the layered. - Rainbow refractive is in. - Prim_add_2 looks better than Prim_add_1, IMO. - For inert armors, I like the Image20/Heavy_Layer, but a properly "lit from behind the camera" solid armor might look good too. [ 08 February 2002: Message edited by: suicide_junkie ]</p> |
Re: Imagemod requests here!
Take a look at these pics:
http://se4kdy.cyberwars.com/temp/sw_pics.zip |
Re: Imagemod requests here!
Very nice.
I'm not sure what the pro-torp_cone is supposed to be, and the standard concussion missile needs some color variation across it (aside from the shadows and highlights) Other than that, they all look very realistic, in a SF sense http://forum.shrapnelgames.com/images/icons/icon7.gif Excellent work. |
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I believe it's the head of a proton torp in space. In some pics it looks like a cone in space... dunno. http://forum.shrapnelgames.com/image...s/confused.gif
I just downloaded and rendered most of the pics. Of course that I made some from scratch and others by editing and combining downloaded stuff, much like with the SW shipsets. I'm not planning to use this particular pic in the sci-fi crossover mod but I figured someone may find it useful. IIRC concussion missile pic has 3 different shades of red http://forum.shrapnelgames.com/images/icons/tongue.gif I'll increase contrast http://forum.shrapnelgames.com/images/icons/icon12.gif [ 09 February 2002: Message edited by: Andrés Lescano ]</p> |
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Those are excellent, but some parts are so dark they're nearly invisible, like the head of concussion missile 2, and some of the turret weapons.
PvK |
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Another crazy idea: Planets with artifical ring-platforms. It also actually would be possbile to design a simple metallic ring, and place it as a moon. It would be low in population, but high in storage, so it would significantly increase the use of unit weapons.
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I updated the same file posted below with some new pics and a minor to the red concussion missile color and shading.
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Bits.zip
This zip has files split into 3 Groups: P&N, Other and B5 Armor. P&N includes - Thicker Goo Wall 6/1 ratio, Gravity Hollow Point Other - Has a new security station (Loknar) - I tried using the main hall and writing in security, but it looked lame in the mini. I had used the B5 security symbol on the security station for the B5 Mod and put a security officer in the hall (see image in latest Components on B5 thread). But, I didn't think that would work for everyone. So, my simple solution is to use the crew quarters and recolor to blue. Easy to see and recognize as seperate from crew quarters IMHO. B5 Armor - Actually this includes all the armors (including P&N). Has racial armors in thicknesses ranging from Thin to Thick (Centauri, Minbari, Narn, Shadow and Vorlon). Has Inert Layered Armor from Light to Heavy. Has Plasma armor with and without venting. Has Primary and Secondary armor bits. Has Refract Armor. Also has Stealth Coating - this is something the Centauri have on some of their fighters and small ships (SE IV Destroyers and smaller). Working on redoing the beams for B5 and also adding in your suggestions (I will write over the ones currently there - that I submitted - to rearrange in a better order). Also working on shield generators for Vorlons and Abbai, and energy web for EA. Working on new but similiar sensor/ECM/Jammers/Tractor Beams. Trying the machine shop as well http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Imagemod requests here!
Andres:
The comps look good! I really liked the fighter hanger, targeting comp & main reactor. Guess I'm going to have to redo my reactors after looking at that http://forum.shrapnelgames.com/images/icons/icon12.gif What are you using to render? |
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