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RE: New from S7 Shipyards - 12/15/2010 5:39:28 AM   
Haree78


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quote:

ORIGINAL: Igard

It doesn't make any difference what size images you use. I generally go with 500x500, but say I put a 400x400 ship in the same shipset, it won't make any difference.



I've found the size makes a difference but only to get things like engines working. If I have a 500x500 image for a ship which is actually scaled a lot smaller sometimes the engines refuse to work. I scale it down to 200x200 and redraw a line of pure blue and bang the engines are working.
I suspect this in game scaling is the cause of erroneous lights showing up. I just wish I knew what the native resolution was for each ship because they are sometimes different sizes in the different families for all the game ships.

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Post #: 31
RE: New from S7 Shipyards - 12/15/2010 6:43:46 AM   
Shark7


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Going by the Customization Guide .pdf, the max size for ships is 200x200 pixels. I suspect that could be the cause of all problems.

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Post #: 32
RE: New from S7 Shipyards - 12/15/2010 10:58:34 AM   
Igard


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I didn't think of that, it sounds like a good diagnosis of the problem.

I get some errors with random running lights every now and then, but I've found they're not too hard to fix and I don't usually use exhaust trails as most of my ships are from the Star Trek universe where they use impulse engines instead of thrusters.

So this probably allows me to use 500x500 without too many problems.




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Post #: 33
RE: New from S7 Shipyards - 12/16/2010 3:50:43 AM   
Simulation01


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Very nice Shark7!

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Post #: 34
RE: New from S7 Shipyards - 12/16/2010 6:18:31 AM   
Shark7


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Almost to the end...a few more stations:

First up, the Research Station




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Post #: 35
RE: New from S7 Shipyards - 12/16/2010 6:19:09 AM   
Shark7


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Next the mining station:




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RE: New from S7 Shipyards - 12/16/2010 6:20:14 AM   
Shark7


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And the Gas Mining Station:

Tried to make the mining stations similar but different, I think I succeeded.




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Post #: 37
RE: New from S7 Shipyards - 12/16/2010 9:44:26 PM   
Shark7


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Update: Especially with the release of RoTS, I do plan to finish up this shipset by this weekend, zip it up, and release it for use.

Right now, I am leaning toward making it redistributable, so that modders can feel free to use the images and just zip it all up in their mod package, if they desire to use them.

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RE: New from S7 Shipyards - 12/17/2010 11:25:43 PM   
tjhkkr


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I agree, this is good stuff! Neat ships!

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Post #: 39
RE: New from S7 Shipyards - 12/18/2010 3:44:45 AM   
Shark7


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Few more previews while I finish this up...I have a couple more models to go (the mining ships) then its on to final polishing and packaging. Should have no problem getting this out Sunday night or Monday, so long as all testing goes to plan.

The Generic Base:




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RE: New from S7 Shipyards - 12/18/2010 3:45:48 AM   
Shark7


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Small Freighter

You'll not a variation on the color schemes to distinguish the true civilian ships from the military ones.




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Post #: 41
RE: New from S7 Shipyards - 12/18/2010 3:46:20 AM   
Shark7


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Medium Freighter




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Post #: 42
RE: New from S7 Shipyards - 12/18/2010 3:47:04 AM   
Shark7


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Large Freighter




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Post #: 43
RE: New from S7 Shipyards - 12/18/2010 3:47:41 AM   
Shark7


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And a Passenger Ship:




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Post #: 44
RE: New from S7 Shipyards - 12/18/2010 4:50:02 AM   
Igard


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Nice, very civilian looking too.

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RE: New from S7 Shipyards - 12/18/2010 7:02:57 AM   
Shark7


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And now the final previews. Tomorrow will be spent testing to make sure everything is working like it should.

Gas Mining Ship




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Post #: 46
RE: New from S7 Shipyards - 12/18/2010 7:03:33 AM   
Shark7


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Mining Ship




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Post #: 47
RE: New from S7 Shipyards - 12/18/2010 7:04:14 AM   
Shark7


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Oh look! A fighter!






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Post #: 48
RE: New from S7 Shipyards - 12/18/2010 7:04:47 AM   
Shark7


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And by throwing a couple of missile racks on the fighter, you can make a bomber!




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Post #: 49
RE: New from S7 Shipyards - 12/18/2010 9:49:24 AM   
Shark7


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Well guys, I stayed up way too late tonight, I've got to be at work in about 4.5 hours, but I had to give them a test run before I could sleep...and here is the screen shot. I'll play the game with this set in place most of tomorrow to make sure there are no issues, but it looks very much like its ready to go.




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Post #: 50
RE: New from S7 Shipyards - 12/18/2010 4:26:00 PM   
Shark7


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Slight hiccup with the mining ship. I think it is a scaling issue...the engine flames are there, but they end up buried under the ship. I'm going to do a redesign on that one to make it narrower and see if that fixes the problem.

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Post #: 51
RE: New from S7 Shipyards - 12/18/2010 4:36:07 PM   
Erik Rutins

 

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Those are looking good, Shark7, nice work.

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Post #: 52
RE: New from S7 Shipyards - 12/19/2010 12:54:00 AM   
tjhkkr


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Woe, kudos from Mr. Rutins himself.

But I have to agree with him. This is fine work.

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Post #: 53
RE: New from S7 Shipyards - 12/19/2010 1:58:05 AM   
Shark7


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Well with this set out of the way, I could be encouraged to do another (and having Kudos from Erik definitely motivates me ). But there will be a short break before starting on any new ship sets...I'd like a chance to play the game a bit before starting another project.

Thanks for all the compliments and comments guys.

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Post #: 54
RE: New from S7 Shipyards - 12/19/2010 10:36:20 AM   
WoodMan


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Btw, they look fantastic in that in-game shot there!

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Post #: 55
RE: New from S7 Shipyards - 12/19/2010 1:37:16 PM   
Igard


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Shark7, you deserve all the praise you're getting for this. Alot of the mods on here, including my own, use ship images and 3D models created by others, but you've done this shipset yourself.

Enjoy the game for a bit now, and I think you'll find the creative bug will bite again soon enough.


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Post #: 56
RE: New from S7 Shipyards - 12/19/2010 3:36:49 PM   
tofudog

 

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Hello world.
I have been lurking in this forum for a time, but now I simply have to step out of the shadows to tip my virtual hat to Mr. Shark.
The looks on the warships are not my cup of tea (So what? Not even god himself can please everybody at the same time.), but I fell in love with the supporting cast.
Brilliant work.


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Post #: 57
RE: New from S7 Shipyards - 12/19/2010 5:59:21 PM   
tjhkkr


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Agreed. These are original, and very well done!

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Post #: 58
RE: New from S7 Shipyards - 12/19/2010 11:02:45 PM   
Shark7


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The bug bites sooner than you can imagine...I'm already having ideas on how to make at least a few new troop icons. We'll have to see where that leads.

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Post #: 59
RE: New from S7 Shipyards - 12/20/2010 7:54:54 PM   
Shark7


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That break from it sure didn't last long, it's addictive. But...there won't be any hurry to finish up.

And here's a little teaser.




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< Message edited by Shark7 -- 12/20/2010 7:55:30 PM >


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