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  #1921  
Old October 22nd, 2002, 09:38 PM
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Default Re: Babylon 5 Mod

Val: Yeah, I know how the animation works. But I can't figure out how to correct the "glare' of picture 11 and 12. How do I reproduce it?
Let me explain. I had a picture of the gate of 129X94, so I had to make a bit of 128X34 to make the whole picture 128X128 (SE filles the picture until it is 128X128). So I got stuck with the picture 11 and 12. They have a glare (of the jumpfunnel opening which give off a white glare. How do I make that glare myself (to fill up that bit of 128X34)?
Oh, and any ideas about the closing sequence?
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  #1922  
Old October 22nd, 2002, 10:24 PM
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Default Re: Babylon 5 Mod

You could try flashing a single frame of all white. That would give a nice flash effect.
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  #1923  
Old October 22nd, 2002, 10:35 PM
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Default Re: Babylon 5 Mod

How about giving the Vorlons a small ship that has a built in cloaking ability, and only the Shadows can detect it. This would allow the Vorlons to keep tabs on other races without making their presence known.
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  #1924  
Old October 22nd, 2002, 10:42 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Urendi Maleldil:
You could try flashing a single frame of all white. That would give a nice flash effect.
No can do. The frame is not all white. It's glare, a flash, a ring of light. Check my avatar, then you'll know what I mean. Thanks anyway.
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  #1925  
Old October 22nd, 2002, 11:57 PM

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Default Re: Babylon 5 Mod

Timstone
Heh, sorry, my misunderstanding!

For the glare, I think there is a lens flare tool in Photoshop and PSP that will let you make a Halo, that should work, I think.

For the reverse, just reverse the flipbook on the animation, or maybe we just make the blinking lights go dim and darken the picture. Could also do the yellow warp inside the gate instead. Your choice really
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  #1926  
Old October 23rd, 2002, 12:07 AM
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Default Re: Babylon 5 Mod

Val: I also have a set of DOGA called nishino_parts. can't remember where I got them. another set is one you had back in March/April. Those, plus the "stock" set, are what I have.
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  #1927  
Old October 23rd, 2002, 12:11 AM

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Default Re: Babylon 5 Mod

What are the Nishino parts? How big a zip?

I'll check the dates on my parts, but I think it is my home PC that has the more recent turrets and weapons.
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  #1928  
Old October 23rd, 2002, 12:20 AM
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Default Re: Babylon 5 Mod

They are kinda hard to describe, seem to be armor and robot parts. at least 1 gun cupola/turret and double barrel gun. unzipped folder is 6.64 MB. I could zip it (zip is long deleted). lemme know if got all that PF spam out and I'll zip and email it to ya.

Hehe, problem with me doing research and using that is I never follow same pattern any two games EA are ok, coupla minor tweaks and they should be ok...maybe the EA player in the PBW could give some suggestions (same goes for the rest, tho' someone did give ya the Narns IIRC)

One of the PBW players mentioned wanting a Dilgar set...depends on which group. The main ones probably will be difficult for me...they are the ones whose bow looks like a set of short/fat crab claws. The curves are what I find hard to make (plus these kind have puffed/rounded look). Boxes and tubes I can fake-it but curves

[ October 22, 2002, 23:29: Message edited by: pathfinder ]
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  #1929  
Old October 23rd, 2002, 12:32 AM
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Default Re: Babylon 5 Mod

A single frame of white will look like a blinding flash depending on how fast the animation is played. They did it in Star Wars in some of the space battles.

Paintshop Pro Animation shop can make nifty flares, and I'm sure there's one for Photoshop.

There's a nice lense-flare plugin that comes with Moray. You have more control over the POVray Version though.
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  #1930  
Old October 23rd, 2002, 12:50 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Imperator Fyron:
How about giving the Vorlons a small ship that has a built in cloaking ability, and only the Shadows can detect it. This would allow the Vorlons to keep tabs on other races without making their presence known.
Seems everyone missed my post...
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