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News: Paul Reiche and Fred Ford want to continue the story they started when they created Star Control II — The Ur-Quan Masters. «Happy days and jubilation!» «But wait!» «There is something wrong here... something which makes my sheath retract and my talons ooze.» «Please, Captain, we need your help!»

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Author Topic: Project 6014 – Ur-Quan Masters mod  (Read 132774 times)
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #75 on: December 04, 2009, 03:53:39 am »

I guess we’ll see. While you’re poking around you might be able to improve on base\content\nav\explorer_ip.ani. The last two numbers in each line represent where the sprite is centred. Right now, everything is a bit wonky when you twirl the ship around. I’ve been fixing this in a very labour intensive way. Must be a better way.

Aligning hotspots on images for UQM is terrible. If there's a solution to that other than brute force, I'd like to know about it as well.
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #76 on: December 04, 2009, 03:34:33 pm »

I think well-managed palettes will prove useful if you plan to use special effects like the one at the very beginning of UQM, when the Starbase has a radioactives shortage. Other than that, I have no idea.

Hi guys. It's good to see people actually working on new Starcon material. Regarding palettes: i believe that if you browse the bug database, there's a discussion of this issue (been through a lot of random UQM documentation recently in the process of contributing some patches and porting to maemo). IIRC the gist of it was that the paletted animated images are finicky to edit (because of the paletting) so unless you need that, just use standard color values and it will work fine.

Best not to maintain legacy handicaps and limitations in new material unless there's a good reason for it.

Keep up the good work. I'd help out proofing and editing dialogs for consistency but don't really have time to come up with fully new material atm. Send me a message when you have something for me to look over.
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Quinarbre
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #77 on: December 04, 2009, 05:45:31 pm »

Pimping... yes, that's useful !

Try this :
Code:
explorer_ip.0.png 0 55 5 7
explorer_ip.1.png 0 55 5 7
explorer_ip.2.png 0 55 5 6
explorer_ip.3.png 0 55 4 4
explorer_ip.4.png 0 55 3 5
explorer_ip.5.png 0 55 4 5
explorer_ip.6.png 0 55 5 5
explorer_ip.7.png 0 55 6 4
explorer_ip.8.png 0 55 5 3
explorer_ip.9.png 0 55 5 4
explorer_ip.10.png 0 55 6 5
explorer_ip.11.png 0 55 6 6
explorer_ip.12.png 0 55 7 5
explorer_ip.13.png 0 55 7 5
explorer_ip.14.png 0 55 6 6
explorer_ip.15.png 0 55 5 6
(It's sis_ip.ani that needs to be modified by the way.)

Do I need some kind of authentication or login to commit ?

It's still done by hand though : I chose to focus on that big violet crystal and make it the center of rotation, so I simply took the coordinates of its center pixel in each image.
For the future ships, I'd suggest to choose very carefully the center of the rotation in your image editor when you generate the rotated ships from the original one. I'll work out the maths and write a bit of code that generates the new centers, shouldn't bee too hard if the rotation is well done in the beginning.
« Last Edit: December 04, 2009, 05:48:53 pm by Quinarbre » Logged
Alvarin
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #78 on: December 05, 2009, 11:09:57 pm »


This is what I have done so far . It is currently using 25 colours , but will have more once I begin animating the monitors and stuff .
Can you compile this image and verify the colours don't get off ? How many colours can I use at all ?
Any general critique about it ?
« Last Edit: December 05, 2009, 11:48:06 pm by Alvarin » Logged
Cedric6014
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #79 on: December 06, 2009, 08:22:06 am »

Yep gimme a few days
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #80 on: December 07, 2009, 12:03:09 am »

For the future ships, I'd suggest to choose very carefully the center of the rotation in your image editor when you generate the rotated ships from the original one. I'll work out the maths and write a bit of code that generates the new centers, shouldn't bee too hard if the rotation is well done in the beginning.

Well that was a presomptuous statement, I hadn't taken into account that rotation of ships involved a complex resizing routine.
I can downgrade that to creating the .big, .med and .sml files from the height, width and coordinates of hotspot for the three first images, which is already some time saved.
« Last Edit: December 07, 2009, 12:13:34 am by Quinarbre » Logged
Alvarin
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #81 on: December 07, 2009, 04:55:48 am »

As a side note you will , probably , need (unless done already) the Shofixty captain screen modified (probably just the main pic) because in the original it appears one big bodge job with wires all over , fastened with tape , broken panels e.t.c . wich suited Tanaka's backstory  , but not following ships .
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #82 on: December 07, 2009, 06:34:28 am »

As a side note you will , probably , need (unless done already) the Shofixty captain screen modified (probably just the main pic) because in the original it appears one big bodge job with wires all over , fastened with tape , broken panels e.t.c . wich suited Tanaka's backstory  , but not following ships .

Good thinking!
Hadn't thought of that
*adds to the list of difficult things that need to be done*
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #83 on: December 07, 2009, 12:39:22 pm »

Actually it's much simplier than making one from scratch . You probably have the souce png , send the -0 to me I'l give it a buff .
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CelticMinstrel
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #84 on: December 08, 2009, 02:17:26 am »

Agh! Why are you inserting a space before every comma and period?
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #85 on: December 08, 2009, 02:43:30 am »

I am sorry, I am aware of this bad habbit of mine and do correct myself when paying attention to that. Unfortunately, I am not, most of the time...
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #86 on: December 08, 2009, 10:36:35 pm »

Here’s another progress report

Based on the current rate of progress for the project so far I estimate that we are 8.6 percent of the way there. Given that there has been four months work on this (removing the 5 month hiatus), if we continue solidly until its done the project should be complete by September 2013.

But do not despair! Some renewed interest has encouraged me to believe that the rate of progress will increase significantly, especially in the graphics side which is the largest (and most fraught) chunk of work.

In better news, based on the above, a playable demo (with all the desired bells and whistles) should be out August of next year. A truncated version might be out as early as April if I lose patience and ditch the “nice-to-haves”.

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Re: Project 6014 – Ur-Quan Masters mod
« Reply #87 on: December 09, 2009, 05:54:36 pm »

Hi,

I'd like some feedback on the shipyard screen. So far I've built a vector model of what I think the explorer would look like, seen from the side :
http://benjamin.wack.free.fr/shipyard.svg
(you should be able to see this with Firefox)

Here's the result exported to a bitmap for the shipyard :


So my questions are :
Do you agree with the side aspect ? I've had to work from the above view by VileRancour, so all the "altitudes" are guesswork... and it seems he's not around anymore...
Should we stick with the wire-style view since there is no modding of that ship, or would you prefer if I textured it ?
How much fuel and crew is the explorer supposed to hold ? I can work on the graphical aspects of that too if you already know it.
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Cedric6014
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #88 on: December 09, 2009, 09:54:08 pm »

Hi,

I'd like some feedback on the shipyard screen. So far I've built a vector model of what I think the explorer would look like, seen from the side :
http://benjamin.wack.free.fr/shipyard.svg
(you should be able to see this with Firefox)

Here's the result exported to a bitmap for the shipyard :


So my questions are :
Do you agree with the side aspect ? I've had to work from the above view by VileRancour, so all the "altitudes" are guesswork... and it seems he's not around anymore...
Should we stick with the wire-style view since there is no modding of that ship, or would you prefer if I textured it ?
How much fuel and crew is the explorer supposed to hold ? I can work on the graphical aspects of that too if you already know it.

Check your messages Smiley
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Cedric6014
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #89 on: March 30, 2010, 01:05:23 am »

Here’s another brief update

Superbutcherx has been a mighty warrior and has done heaps recent of stuff on this project including making a whole new dimension with associated alien interaction and dialogue.

The Chmmr Explorer is now usable in navigation and melee (except it doesn’t have weapons yet).

I’m really excited abut a demo release. I’m tempted to do it soon but I want to hold off until we get that elusive art for Earthling and/or Syreen comm. screens just to make sure you’re all suitably impressed.

A surprise visit from VileRancour to the forum has boosted my hopes but he’s an elusive beast.

Tata for now


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