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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 132828 times)
Death 999
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #570 on: September 27, 2012, 06:47:41 pm »

It uses a custom resource system. The lines are definitely not stored in the code.
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #571 on: September 28, 2012, 06:42:32 am »

They must be linking off to a subset command or a hidden folder elsewhere among the code. If none of the game dialog is in the command lines you are reading. Look through the string commands for anything that indicates a link to something not listed in the command lines.

The Char** you are seeing, are these (Char** argv ) commands?

Come to think of it, are there any words in the documents at all?  Or is all the flavor text actually part of the images that make the dialog screens instead?
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #572 on: September 28, 2012, 04:24:29 pm »

Hi, to the Dev team of project 6014,

I'm just checking in to see if this project is still ongoing.  I love the demo, and just was hoping for any kind of update as to its progress. I know this is an ambitious project and with so many large projects of this kind they have a bad track record for falling apart and disapearing. I have much higher hopes for this project, however, and can't wait to see it completed. It is NOT my intention to in anyway put pressure on the dev team, but if Once every couple of months, one of you could just pop in here and say. "Yes, the project is still ongoing", I could rest a little easier, knowing that the band hasen't broken up, and the project scraped. What you guys have done so far is incredable and I'd hate to think that all that effort had gone to waste.  I hope I'm not asking too much for regular updates, but of all the games I'm waiting on, this is the one I hope for most.
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #573 on: September 30, 2012, 01:33:55 pm »

JudgeYohance, your questions indicate you're not exactly in a great place to be helping on this matter. Thanks for the interest.
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #574 on: October 06, 2012, 08:03:47 pm »

I have like a ton of little victory ditties I made for fun and I'm working on a cool techno-sounding background song. Does that have any relevance anymore?
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #575 on: December 04, 2012, 05:46:21 am »

Sure! email them to me: dczanik  at gmail  dot com  Smiley

If anybody wants to send me stuff, send it to me. No guarantees we'll use it though Smiley 

Sorry for the epic delay.  Embarrassed

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- Damon
Ur-Quan Masters HD Project leader/artist. Project 6014 Artist.  Like my art? Please check out some of my other artwork
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #576 on: December 04, 2012, 05:51:28 am »

I gave up on the song a while ago, so it will take me some time to get back into it, but I have some art, a few ships maybe if it's possible, and definitely some planets as you've probably seen, but for planets like, I need to know the proper ratio to design them for the game so that they will fit on the screen properly, so just nail that down and tell me, I could be sending you a rectangular texture map which you could use for the explorer, and then you would have to use a different 3-D model engine to make the texture "wrap around" a sphere, which shouldn't be that hard you can do it with blender in like 1-2 minutes.
I did send you a couple things to look at though.
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #577 on: December 04, 2012, 06:00:09 am »

Just for reference, the .UQM files are just .ZIP files.  Rename then unzip them, and you can see all the files for the game.

The max size for planets at 4x resolution is 300 pixels by 300 pixels.  They're in .PNG files (with a transparent background). This is only for melee, the in-game planet textures are procedurally generated by the game so no planet is alike.

Regarding art, Email me with art, or send links. 


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- Damon
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #578 on: December 04, 2012, 06:02:02 am »

Ok yeah the melee ones are 300 by 300, but hte in-game ones are bigger, if I know what to make those first, I can make that first texture and then shrink it down for melee. Also I tried emailing you and it failed.
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #579 on: December 04, 2012, 06:06:45 am »

I don't think you understand... there are no other textures in the game.  It's all done in code.  The computer makes the rest of the textures automatically (with the exception of Earth).  That's how they got several hundred planets to all look different 20 years ago without taking a bunch of those precious 3.5" disks.

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- Damon
Ur-Quan Masters HD Project leader/artist. Project 6014 Artist.  Like my art? Please check out some of my other artwork
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #580 on: December 04, 2012, 06:11:26 am »

Hmm ok that's kinda disappointing, but I will begin sending you planets tomorrow (it's late where I am), I do know a programmer though, all it is is wrapping a rectangle around, maybe he can make some kind of engine for it because I can make cool textures that don't take up a lot of disk space when I export them and it would be cool to see them in as things to discover, and besides computers are faster today than 20 years ago, people can download bigger files.
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #581 on: December 05, 2012, 12:31:44 am »

Wait a minute! In the game there's a flat texture, and then there's a planet both from the same generator, but how does the game know how to make the generated texture into a sphere? Or how does it know how to unwrap a sphere? The game knows how to wrap and unwrap planet textures! All we need is a programmer who in some instance can replace the textures of a generator with mine, it would be a lot easier, instead of telling it like "Generate composite z=(2a+3)^2+m=#f4f45g3" onto a flat surface, a programmer could just in some instances take out the generator engine entirely and simply use the wrapping engine with my textures!
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dczanik
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #582 on: December 05, 2012, 12:39:12 am »

Wait a minute! In the game there's a flat texture, and then there's a planet both from the same generator, but how does the game know how to make the generated texture into a sphere? Or how does it know how to unwrap a sphere? The game knows how to wrap and unwrap planet textures! All we need is a programmer who in some instance can replace the textures of a generator with mine, it would be a lot easier, instead of telling it like "Generate composite z=(2a+3)^2+m=#f4f45g3" onto a flat surface, a programmer could just in some instances take out the generator engine entirely and simply use the wrapping engine with my textures!

The game does not unwrap a texture from a sphere, it wraps the texture to a sphere.  We've got special textures in Project 6014.  Go to Mars in the game.  But notice the area you land on doesn't match the mars texture?  The problem was a performance issue running in the engine.  When we get the performance to an acceptable level, we'll add more textures.

The thing with the computer making the graphics is you have trillions of possible combinations.  So no planet will ever look the same.  Might not look as good, but each planet will be completely unique. 
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- Damon
Ur-Quan Masters HD Project leader/artist. Project 6014 Artist.  Like my art? Please check out some of my other artwork
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #583 on: December 05, 2012, 01:08:09 am »

Ok, the game knows how to wrap textures into a sphere just like I said I wanted it to do before, and in the other thread I mentioned photoshop has optomization techniques.
I don't think it should be in a super-big version though, I never play it like fullscreen I always play it in the middle choice. I think it is possible to make really cool textures with a small disk space. Why don't you give me your Mars file and I'll try reducing it.
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dczanik
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #584 on: December 05, 2012, 04:26:58 am »

I've got Photoshop too my friend  Smiley  I don't care how small it is, without the programmers to help implement it.... it doesn't really do much good.  I know it can be done.  I've programmed stuff like this myself.  We're updating an engine that's 20 years old....  it just takes time.   We'll get there. Patience.

Right now, we're days away from releasing Ur-Quan Masters HD.  After that, you have my complete permission to flood my email with as many versions of optimized textures you want.  Until then... I'm kinda busy.  Undecided
We'll see about implementing your textures in January, okay?
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- Damon
Ur-Quan Masters HD Project leader/artist. Project 6014 Artist.  Like my art? Please check out some of my other artwork
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