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Topic: Project 6014 – Ur-Quan Masters mod (Read 199536 times)
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Shiver
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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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Alvarin
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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 ?
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« Last Edit: December 05, 2009, 11:48:06 pm by Alvarin »
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Cedric6014
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Yep gimme a few days
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Alvarin
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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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Alvarin
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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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Agh! Why are you inserting a space before every comma and period?
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Alvarin
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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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Cedric6014
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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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Quinarbre
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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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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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