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News: Paul & Fred have reached a settlement with Stardock!

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286  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: September 30, 2010, 06:53:09 pm
I'm testing it right now. Looks awesome. I kept wanting to post, but dammit the game keeps bringing me back in.
287  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: September 29, 2010, 10:39:49 pm
Demo should hopefully still be out Sept. 30th, EST.  It's going down to the wire.  This may not  be the version we all wished for. There's a couple of small bugs we have to work out  Embarrassed, but we really wanted to try to hit the Sept.30th date for you guys. There will probably be a 1.1 demo coming out a couple weeks afterwards.

288  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: September 29, 2010, 07:51:36 pm
Well, polygons are not an issue.  It's rendered as a 2D Sprite.  I'm not going to use Mudbox to sculpt an Earthling Cruiser.  But, I'll probably use it for the Mycon ship. The best tool for the job. I was just demonstrating I can do 3D stuff too. 

You want other 3D examples but made in 3D Studio?
Kilrathi Fighter
3D Homer
Like Tron?
Terminator Endoskeleton
Truck outrunning an HK Tank

A lot of stuff in Star Control 2/UQM is so easy it would almost be a joke to create in 3D Studio. The Spathi Eluder? It's spheres and some cylinders.  I'm not the greatest 3D Modeler, but I think I can outdo even the best 3DO models.

289  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: September 29, 2010, 05:49:16 pm
Well, given the skills I have in 3D, I think I can actually make some better 3D Models, and make them in higher quality too. Timewarp, and SC3 stuff looks good, but show their age by today's standards. And I always thought Timewarp veered off the original too much in the Kohr-Ah ship design.

For those with 4 minutes to kill, here's a video of a 3D sculpt I made. So you can see, I can do 3D too!
http://www.youtube.com/watch?v=lv5SlnG4FTY

One thing I'd like to have in a newer version of  UQM  is it to be a lot  more open to modding.  Let people add an override text file, that allows the game to use a custom directory for ships.  Obviously for fairness, this file would be disabled for online play.  There's a lot of artists like myself who would love to add some of their art to the game, but the work involved to add a custom ship, and share it with people is just too much. And, it would be fun to do things like replace the Earthling Starship with the Enterprise. Smiley
290  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: September 27, 2010, 01:53:45 am
No. I haven't!  Right now, I'm thinking about starting with the enemies/friends you encounter first.  The Ur-Quan + Dynarri, Commander Hayes, Fwiffo, and Ilwrath.  I really doubt Hayes was scanned artwork.  And I feel anything I do on him, might look awesome.  But my artistic take on him, might ruffle some fan's feathers since It wouldn't look like pixel art.  We'll see.
291  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: September 26, 2010, 10:02:09 pm
Thanks for the link. I was just talking about a hypothetical magical button that turned a 320x200 picture, into a fully rendered picture to illustrate how much work is involved. Upscaling works, but frankly, looks like crap when dealing with such low resolutions. UQM uses different upscaling techniques too.  But, there's no detail. Just fuzzed pixels. Not to discount the great work they've done... but it's never going to replace quality original artwork.  Though, I can't imagine not using them as temporary placeholders.
292  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: September 26, 2010, 08:15:42 pm
I'd love that. Any idea on how to get ahold of Erol? His website doesn't say much.
293  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: September 26, 2010, 02:55:01 pm
Oh no. I have a firm grasp just how big this project is.  UQM has 16,000 png files. Now imagine if there was a magical 'auto size' button in Photoshop that raise the resolution and added tons of detail. That's still a button I have to press 16,000 times. If each pic takes an hour. That's 16,000 hours. Or 667 days of continuous work. Most of the pictures are not bad though. Just simply a resize of another pic.

Mel้e Ships consist of 16 angles for the ship at 3 different levels. That's 48 images. But you need weapons firing at 16 angles to, at 3 different zoom angles. Add a secondary weapon fire and you have  144 pics. 3D modeling and rendering as a 2D sprite seems like my best option. Sounds impossible, right? No. I've created a ship in 1 night and put it into the game the next day .

But there's Melee captain's animation, and icon images too. What kills me is stuff you don't think about. UI graphics, Bio-Critters, mineral graphics, etc. It's a ton of work.  But I think I can do it. By myself though, this is a 3 year project. If anybody can help out message me.

Right now. I'm just focused on the comm screens. I've done 2 which I've shown, and 2 which I'm still not happy with. Still, a lot more to go.

I can understand being skeptical. I've seen too many promising projects die on here. I've already have a lot of experience with the engine working on the 6014 mod. Best case scenario it takes 2 years to make.   I'm making it or die trying Wink
294  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: September 26, 2010, 07:40:54 am
I think she blinks every 2-3 seconds or so.  talking or not.  Shocked
295  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: September 26, 2010, 04:16:28 am
The animation is broken up into several parts.  There's a talking animations that runs when she's talking.  That's just one. And yes, there is a blinking animation too.  But, to animate, I cut it up into squares. The eyes are one group.  The mouth is another.  So, she can blink, and talk or not talk at the same time. It makes it all more dynamic than a canned 1,2,3,4, animation.
296  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Masters HD Mod on: September 26, 2010, 04:10:53 am
Thanks! Yes. I want the game on as many platforms as possible. Some may not like having an HD version, but to those people, I think the existing UQM fits their needs perfectly.  For new players, or those wanting something that doesn't look 18 years old (damn. that makes me feel old), then I think this mod would be for them. For those wanting something new, well, there's project 6014.  Grin
297  The Ur-Quan Masters Re-Release / General UQM Discussion / Ur-Quan Masters HD Mod on: September 25, 2010, 09:29:44 am
I admit it. The lure of Frungy money caused me to work on this.

In addition to working on Project 6014, I'm also working on a dream project of mine on the side.  To create an Ur-Quan Masters HD mod. Taking the existing game, and creating a modern version of the game with high definition graphics.

The original pic:


And my pic (click to go to the deviant art page, you can download a larger size):
298  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: My Ur-Quan Kohr-Ah Artwork on: September 22, 2010, 11:47:56 pm
lol@Lukipela. 

Okay.  Random alien looking species it is! Damn, I got 'schooled'. I didn't even remember him talking about the type of species in the bone pit.  <<loads up the game again>>  Generally when I play, I tend to stay away from the Ur-Quan whenever I can.  I really hate losing crew (Am I the only one?) so despite my love for Melee, I generally avoid any challenging fights. 
299  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: My Ur-Quan Kohr-Ah Artwork on: September 22, 2010, 07:01:05 pm
The bones are supposed to be from species personally exterminated by current Kohr-Ah, so none of the listed qualify.

Ah. I never knew that. Where is that said?
300  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: September 22, 2010, 03:37:13 pm
It took a while! Maybe 10-20 hours to paint the thing? It took me just as much time, if not longer, to animate it.
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