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Author Topic: Ur-Quan Masters HD Mod  (Read 82866 times)
onpon4
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Re: Ur-Quan Masters HD Mod
« Reply #15 on: September 27, 2010, 02:50:46 am »

Perhaps you could reduce the number of images by using a rotate function instead of having separate sprites for each ship angle? I'm not sure how easy this is, since I've never used C. Does SDL have any useful sprite manipulating functions?
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Angelfish
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Re: Ur-Quan Masters HD Mod
« Reply #16 on: September 27, 2010, 07:30:31 am »

Perhaps you could reduce the number of images by using a rotate function instead of having separate sprites for each ship angle? I'm not sure how easy this is, since I've never used C. Does SDL have any useful sprite manipulating functions?

The timewarp graphics are suitable enough for everything you want in ship sprites and more Smiley.
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Alvarin
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Re: Ur-Quan Masters HD Mod
« Reply #17 on: September 27, 2010, 02:55:11 pm »

The problem with just rotation is the lighting angle. If it was lighted from straight "above", no problem, but the lighting in SC1/2 is from bottom right and  only slightly elevated.
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Angelfish
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Re: Ur-Quan Masters HD Mod
« Reply #18 on: September 27, 2010, 04:04:13 pm »

The problem with just rotation is the lighting angle. If it was lighted from straight "above", no problem, but the lighting in SC1/2 is from bottom right and  only slightly elevated.

you can use a combination of rotation and using the 64 ship sprites from timewarp to get a perfect lighting direction everytime.
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Draxas
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Re: Ur-Quan Masters HD Mod
« Reply #19 on: September 27, 2010, 04:13:45 pm »

The timewarp graphics are suitable enough for everything you want in ship sprites and more Smiley.

you can use a combination of rotation and using the 64 ship sprites from timewarp to get a perfect lighting direction everytime.

A lot of folks don't like the fact that SC3 graphics were used by the Timewarp crew on a number of those ships. While using them might save time, it may not be the best option, but that's dczanik's call.

Incidentally, it's projects like this one and a few others that make me wish I had the artistic talent to contribute. Best of luck.
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Angelfish
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Re: Ur-Quan Masters HD Mod
« Reply #20 on: September 27, 2010, 04:17:58 pm »

The timewarp graphics are suitable enough for everything you want in ship sprites and more Smiley.

you can use a combination of rotation and using the 64 ship sprites from timewarp to get a perfect lighting direction everytime.

A lot of folks don't like the fact that SC3 graphics were used by the Timewarp crew on a number of those ships. While using them might save time, it may not be the best option, but that's dczanik's call.


I never knew that.. Which ones are you talking about?
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Cedric6014
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Re: Ur-Quan Masters HD Mod
« Reply #21 on: September 27, 2010, 08:23:27 pm »

I actually think there will be scope for anyone with some decent photoshop skills to help out. I'll be putting my hand up to help at some point. I think its a great project and I'm surprised noone's bothered before
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onpon4
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Re: Ur-Quan Masters HD Mod
« Reply #22 on: September 27, 2010, 09:06:40 pm »

The problem with just rotation is the lighting angle. If it was lighted from straight "above", no problem, but the lighting in SC1/2 is from bottom right and  only slightly elevated.

But that's something I just don't get: It's deep space, so why is there a particularly bright source of light coming from the bottom-right? It's unrealistic and doesn't make the graphics better enough to solicit 16 separate sprites per ship (not to mention the different zoom levels, which really should be done by scaling down the larger sprites).
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Cedric6014
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Re: Ur-Quan Masters HD Mod
« Reply #23 on: September 27, 2010, 10:32:06 pm »

The problem with just rotation is the lighting angle. If it was lighted from straight "above", no problem, but the lighting in SC1/2 is from bottom right and  only slightly elevated.

But that's something I just don't get: It's deep space, so why is there a particularly bright source of light coming from the bottom-right? It's unrealistic and doesn't make the graphics better enough to solicit 16 separate sprites per ship (not to mention the different zoom levels, which really should be done by scaling down the larger sprites).

Ah but its not deep space. Combat occurs around a planet, which is presumably orbiting a star, which is a presumably a light source. It makes totally sense of the shading to come from the same direction on all objects in the arena
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Draxas
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Re: Ur-Quan Masters HD Mod
« Reply #24 on: September 27, 2010, 10:54:02 pm »

The timewarp graphics are suitable enough for everything you want in ship sprites and more Smiley.

you can use a combination of rotation and using the 64 ship sprites from timewarp to get a perfect lighting direction everytime.

A lot of folks don't like the fact that SC3 graphics were used by the Timewarp crew on a number of those ships. While using them might save time, it may not be the best option, but that's dczanik's call.


I never knew that.. Which ones are you talking about?

It's most obvious with the Cruiser, but several of the others also recycle SC3 graphics.

I actually think there will be scope for anyone with some decent photoshop skills to help out. I'll be putting my hand up to help at some point. I think its a great project and I'm surprised noone's bothered before

There was a hi-def ship graphics thread on this forum some years back, but nothing ever came of it. There may be older projects as well, but I can't remember them if so.
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onpon4
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Re: Ur-Quan Masters HD Mod
« Reply #25 on: September 27, 2010, 11:40:28 pm »

Ah but its not deep space. Combat occurs around a planet, which is presumably orbiting a star, which is a presumably a light source. It makes totally sense of the shading to come from the same direction on all objects in the arena

It's still not enough improvement to solicit all those extra images, which means more work and more space (the space part might be problematic for an HD mod as well, though it probably would mostly just be an annoyance). Perhaps the lighting could be added dynamically if it's really necessary, by brightening the pixels that are closer to the light source? This might take some work, but it would mean less image editing would be needed while at the same time creating the desired visual effect (at least, if done properly).

To be honest, the fact that each ship has 48 separate images to account for different directions and zoom levels is probably my biggest reason for not attempting to create a mod of UQM. It would be WAY too much hassle to edit all those images independently.
« Last Edit: September 27, 2010, 11:56:41 pm by onpon4 » Logged

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Re: Ur-Quan Masters HD Mod
« Reply #26 on: September 28, 2010, 01:34:57 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.

As long as you make Hayes look calm and vaguely militaristic, I'm happy.
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Re: Ur-Quan Masters HD Mod
« Reply #27 on: September 28, 2010, 03:39:38 am »

A lot of folks don't like the fact that SC3 graphics were used by the Timewarp crew on a number of those ships. While using them might save time, it may not be the best option, but that's dczanik's call.

~snip~

It's most obvious with the Cruiser, but several of the others also recycle SC3 graphics.

SC3 screencap showing all included SC2 ships:



All TimeWarp sprites of SC2 ships in SC3 (apologies for the purple backgrounds on VUX and Orz)



 
Chmmr and Mycon are (probably coincidentally) similar, none of the others look the same.



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Re: Ur-Quan Masters HD Mod
« Reply #28 on: September 28, 2010, 07:34:47 am »

Right, I already thought that weren't the SC3 ships in timewarp Wink. Don't bullshit us, Draxas Cheesy.
The chmmr model is one of the first made back in the day by Tsing, by the way Cheesy.
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Draxas
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Re: Ur-Quan Masters HD Mod
« Reply #29 on: September 28, 2010, 04:23:11 pm »

I could have sworn they looked the same. Ah well, sorry. 'Course, I haven't played Timwarp in ages, and SC3 in even longer.

That aside, I can't say I'm particularly fond of quite a few of the Timewarp models either. Because there were so many different artists on the project, there's no cohesion to the look of the ships either; while a lot of the SC3 models don't stay true to the source (and some of them look quite terrible), they do at least look internally consistent with their art style.
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