Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Preview of Legends Modding

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: Preview of Legends Modding Page: <<   < prev  1 [2] 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Preview of Legends Modding - 11/15/2011 12:59:33 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
Don't you always?
Man, I can't wait to dive into this one....better get some rest now.

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Igard)
Post #: 31
RE: Preview of Legends Modding - 11/16/2011 12:28:56 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
A current modded version of Legends.

I am not paid by anyone related to this game, you are seeing non game assets here not owned by Matrix Games, I am just using to demonstrate a point.




Attachment (1)

< Message edited by Haree78 -- 11/16/2011 12:29:47 AM >


_____________________________


(in reply to Data)
Post #: 32
RE: Preview of Legends Modding - 11/16/2011 12:32:09 AM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Foreign spy is a good fit.

_____________________________


(in reply to Haree78)
Post #: 33
RE: Preview of Legends Modding - 11/16/2011 12:39:26 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
I have been allowed to talk a little bit more about modding.

In terms of adding characters to your mods you need to think about what order they are going to appear in. You can decide what the likelihood of characters appearing and you can even change leaders changing down to 0% if you really wanted Laura Roslin never to be ousted.
You can set characters to be around at the start of the game or you can set the order they are for their particular type. The types of characters are:

Faction Leader, Ambassador, Colony Governor, Fleet Admiral, Troop General, Intelligence Agent, Scientist.

You can see in the above screen shot I have taken liberties with characters roles in the show to fit the DW universe. You can set your own picture per character which should be 300x300, if you don't set a picture it will use the race picture of the race they are set to. Characters from different races can and will be part of a multi racial empire. So you could have the original series Baltar, a human, being an Admiral for the Cylons :)
You will be able to set skills and traits, more on that when the customisation guide is released.

Each race will have a default policy file, you can set all of the new stuff you have been seeing in the Empire Policy screen up with this, including things such as the ability to enslave or exterminate other races when you take worlds rather than just assimilate. Gigers Alien no longer has to share a world with tourists. You can also set whether your race is the type to engage in things such as tourism or whether they would trade with other Empires.

_____________________________


(in reply to Haree78)
Post #: 34
RE: Preview of Legends Modding - 11/16/2011 12:40:10 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline

quote:

ORIGINAL: ASHBERY76

Foreign spy is a good fit.


Funnily enough I didn't set that trait, he gained it himself, I did smile :)

_____________________________


(in reply to ASHBERY76)
Post #: 35
RE: Preview of Legends Modding - 11/16/2011 12:41:41 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
So Batlar is a is a double agent???
Nice!

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Haree78)
Post #: 36
RE: Preview of Legends Modding - 11/16/2011 12:45:47 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Yes, it increases the chances of other Empires steal research missions against you, do you think Baltar is worth keeping? :)

_____________________________


(in reply to tjhkkr)
Post #: 37
RE: Preview of Legends Modding - 11/16/2011 12:48:06 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
It's also worth mentioning if you do the character's background as transparent then the background will be based on their location, planet type or space if they are in a ship.

_____________________________


(in reply to Haree78)
Post #: 38
RE: Preview of Legends Modding - 11/16/2011 12:48:37 AM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Assassinating Helo would be very enjoyable.


Cool info about modding policy's and nice to see different races can and will be part of a multi racial empire.

< Message edited by ASHBERY76 -- 11/16/2011 12:51:42 AM >


_____________________________


(in reply to Haree78)
Post #: 39
RE: Preview of Legends Modding - 11/16/2011 12:52:47 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Great screenshot, Haree! And thanks for all the info. Glad to see you guys are working on the beta.

_____________________________


(in reply to tjhkkr)
Post #: 40
RE: Preview of Legends Modding - 11/16/2011 12:54:54 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
[It's also worth mentioning if you do the character's background as transparent then the background will be based on their location, planet type or space if they are in a ship.]
So you can mark whether to see all their traits or not?

And yes, thank you IGARD, I have been MOST unkind. Thank you for taking time to share!

< Message edited by tjhkkr -- 11/16/2011 12:55:45 AM >


_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Igard)
Post #: 41
RE: Preview of Legends Modding - 11/16/2011 1:07:18 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline

quote:

ORIGINAL: tjhkkr
So you can mark whether to see all their traits or not?


Ahh sorry I was talking about the background of the image. The alpha channel of the .png file.

When you first get a character most of them will be unclear what their skills or traits are, it is only after you get to use them in their role you will know.

_____________________________


(in reply to tjhkkr)
Post #: 42
RE: Preview of Legends Modding - 11/16/2011 1:20:00 AM   
lancer

 

Posts: 2963
Joined: 10/18/2005
Status: offline
G'day,

quote:

You will be able to set skills and traits, more on that when the customisation guide is released.


Is it possible to randomise these or do characters have the same set of skills and traits every time the turn up in the game?

Nice screenshot!

Cheers,
Lancer

(in reply to Haree78)
Post #: 43
RE: Preview of Legends Modding - 11/16/2011 1:33:35 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
In regard to a previous post, before Legends DW used 200x200 and resized to that. For Legends, we improved the memory management, reduced the compression and increased to 300x300. The new ships and the previous art all look much better than in the earlier releases without the extra compression and at higher resolution. I think you'll be happy with how they look.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to lancer)
Post #: 44
RE: Preview of Legends Modding - 11/16/2011 4:56:51 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
quote:

ORIGINAL: Igard

Great screenshot, Haree! And thanks for all the info. Glad to see you guys are working on the beta.


Just wait til you see what's happening in the Delta Quadrant Igard!

Real soon now!






{ Friend of yours Igard? }

Attachment (1)

< Message edited by ehsumrell1 -- 11/16/2011 4:57:57 AM >


_____________________________

Shields are useless in "The Briar Patch"...

(in reply to Igard)
Post #: 45
RE: Preview of Legends Modding - 11/16/2011 5:49:03 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
I don't believe I've met that rather sinister looking gentleman, Ed.

I think the 300x300 pixel size will be a good compromise. I'd rather start putting more ships into the game without worrying about memory. If it's got to be done, might as well do it now.

Must say though, it's painful reducing the quality of the ship images, even if it doesn't show up ingame.

I'll keep the old files handy, just incase Distant Worlds 2 supports higher res images.


_____________________________


(in reply to ehsumrell1)
Post #: 46
RE: Preview of Legends Modding - 11/16/2011 6:17:37 AM   
lordxorn


Posts: 768
Joined: 12/6/2009
Status: offline
quote:

ORIGINAL: Haree78

The reduction to 300x300 isn't new, Distant Worlds always scaled to a maximum of it.

The new loading mechanism you are talking about is to manage memory better and allow for mods that use a lot more images.

As for anything to gain by going smaller than 300x300, I'm not sure, it certainly wont stop scaling but whether the scaling algorithm works quicker with enlarging compared to reduction I'm not sure. Will it save memory? Also not sure because I imagine the game holds the scaled image in memory, not the original so I would guess a smaller original wouldn't affect memory much if any.


Here is the direct statement regarding ship sizes that was asked.


quote:



ORIGINAL: ehsumrell1
Elliot, has any thing been attempted at dealing with ship image scaling yet?
For instance, in making different size Cube ships (i.e. the Borg).
Remember before, no one could make large or different sized Borg cube ships?


quote:


ORIGINAL: ELLIOT G

Hi Ed

I assume you mean 'can you set the size of the ship image independent of the ship size'? Unfortunately there is no provision for that. The size of the ship image drawn in the game is directly scaled from the size of the ship design (i.e. total size of all components).

If I've misunderstood the above, please explain further.

BTW - for all modding: because Legends now loads ship images at full resolution the source images should not be bigger than 300x300 pixels. Using the full resolution images in the game means that scaling performance is directly related to the size of the image, i.e. big images will take longer to scale and can very negatively affect performance. I just say this because I noticed a lot of ship images in some mods were typically 500x500 pixels or even more. These images will take nearly 3 times as long to scale as 300x300 images.

Thanks
Elliot



< Message edited by lordxorn -- 11/16/2011 6:20:03 AM >


_____________________________


(in reply to Haree78)
Post #: 47
RE: Preview of Legends Modding - 11/16/2011 6:23:51 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: Igard

I don't believe I've met that rather sinister looking gentleman, Ed.

I think the 300x300 pixel size will be a good compromise. I'd rather start putting more ships into the game without worrying about memory. If it's got to be done, might as well do it now.

Must say though, it's painful reducing the quality of the ship images, even if it doesn't show up ingame.

I'll keep the old files handy, just in case Distant Worlds 2 supports higher res images.


To be honest Igard, in my playing around with reducing some of your previous Federation ships to
300 x 300 for testing, as long as the resolution is around 96 pixels per inch or higher, they look
just fine to me. We'll meet on Risa again very soon to discuss my progress! Must get some of this
damned Briar Patch Dark Matter out of my collector ships' warp manifold first though!






Attachment (1)

_____________________________

Shields are useless in "The Briar Patch"...

(in reply to Igard)
Post #: 48
RE: Preview of Legends Modding - 11/16/2011 3:54:02 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: Erik Rutins

In regard to a previous post, before Legends DW used 200x200 and resized to that. For Legends, we improved the memory management, reduced the compression and increased to 300x300. The new ships and the previous art all look much better than in the earlier releases without the extra compression and at higher resolution. I think you'll be happy with how they look.

Regards,
- Erik

Thank you for answering the question for me...

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Erik Rutins)
Post #: 49
RE: Preview of Legends Modding - 11/16/2011 4:48:57 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline

quote:

ORIGINAL: ehsumrell1

quote:

ORIGINAL: Igard

Great screenshot, Haree! And thanks for all the info. Glad to see you guys are working on the beta.


Just wait til you see what's happening in the Delta Quadrant Igard!

Real soon now!






{ Friend of yours Igard? }



Ooooooo yeeeeeeees, mod some romulan / vulcan / any ST characters into the game.......epiiiiiiic

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to ehsumrell1)
Post #: 50
RE: Preview of Legends Modding - 11/16/2011 8:04:44 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
All of this looks like neat stuff... :)

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Data)
Post #: 51
RE: Preview of Legends Modding - 11/16/2011 10:26:48 PM   
Kalthaniell


Posts: 320
Joined: 5/31/2011
Status: offline

quote:

ORIGINAL: lordxorn

quote:

ORIGINAL: Haree78

The reduction to 300x300 isn't new, Distant Worlds always scaled to a maximum of it.

The new loading mechanism you are talking about is to manage memory better and allow for mods that use a lot more images.

As for anything to gain by going smaller than 300x300, I'm not sure, it certainly wont stop scaling but whether the scaling algorithm works quicker with enlarging compared to reduction I'm not sure. Will it save memory? Also not sure because I imagine the game holds the scaled image in memory, not the original so I would guess a smaller original wouldn't affect memory much if any.


Here is the direct statement regarding ship sizes that was asked.


quote:



ORIGINAL: ehsumrell1
Elliot, has any thing been attempted at dealing with ship image scaling yet?
For instance, in making different size Cube ships (i.e. the Borg).
Remember before, no one could make large or different sized Borg cube ships?


quote:


ORIGINAL: ELLIOT G

Hi Ed

I assume you mean 'can you set the size of the ship image independent of the ship size'? Unfortunately there is no provision for that. The size of the ship image drawn in the game is directly scaled from the size of the ship design (i.e. total size of all components).

If I've misunderstood the above, please explain further.

BTW - for all modding: because Legends now loads ship images at full resolution the source images should not be bigger than 300x300 pixels. Using the full resolution images in the game means that scaling performance is directly related to the size of the image, i.e. big images will take longer to scale and can very negatively affect performance. I just say this because I noticed a lot of ship images in some mods were typically 500x500 pixels or even more. These images will take nearly 3 times as long to scale as 300x300 images.

Thanks
Elliot




I think I finally can fully understand the resolution thing. Thank you for clearing that up Lordxorn.

That means if I plan to convert ships I made so far, I'm in for a LOT of rescaling. And it's true what Woodman wrote earlier about remaking the engine trails and position lights. Much depends on how big is the difference between the two resolutions. Even so, I'm really happy with the graphics improvement. Blurry ship images ingame is something that was bugging me a lot in ROTS. Though knowing myslef, I'd sooner make new shipsets rather than work on all the old ones :P Not sure if that makes me lazy or productive

I also have a question for you guys: what about weapons sprites? If the same loading system is used for them, what is the recommended optimal resolution?


(in reply to lordxorn)
Post #: 52
RE: Preview of Legends Modding - 11/16/2011 11:14:25 PM   
Shuul

 

Posts: 133
Joined: 2/16/2011
Status: offline
Please tell me, weapons and research trees are moddable?
Its a main feature im looking to get with legends.

(in reply to Kalthaniell)
Post #: 53
RE: Preview of Legends Modding - 11/17/2011 12:13:45 AM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline

quote:

ORIGINAL: Shuul

Please tell me, weapons and research trees are moddable?
Its a main feature im looking to get with legends.


It remains hardcoded from I gather.

_____________________________


(in reply to Shuul)
Post #: 54
RE: Preview of Legends Modding - 11/17/2011 12:24:46 AM   
Nedrear


Posts: 702
Joined: 10/29/2011
Status: offline

quote:

ORIGINAL: Kalthaniell

Though knowing myslef, I'd sooner make new shipsets rather than work on all the old ones :P Not sure if that makes me lazy or productive


If you have visited the AAR section you might have noticed, that I use your shipsets of BG and ME for my AAR. If there is a possible improvement, might you try to recreate them too?

_____________________________

One Thread To Guide Them All

"Nothing incorporeal wields such power as a word. Though it is the weapon of the smart and cunning it alas needs the same to prevail."

(in reply to Kalthaniell)
Post #: 55
RE: Preview of Legends Modding - 11/17/2011 9:13:03 AM   
YourConscience

 

Posts: 57
Joined: 4/5/2010
Status: offline
From what I see, apart from races and some pictures it will be impossible to mod any important values? For example what if I want a 30x30 sector, not just 15x15 max. Or what if I want to modify the damage values of weapons? Or ranges? Will I at least be able to binary hack such things or will there be counter-measures against this (such as checksums all over the place)?

(in reply to Nedrear)
Post #: 56
RE: Preview of Legends Modding - 11/17/2011 2:46:58 PM   
Nedrear


Posts: 702
Joined: 10/29/2011
Status: offline
I believe Hardcore Modding will be possible... though people need to make a special game folder for your version then...

_____________________________

One Thread To Guide Them All

"Nothing incorporeal wields such power as a word. Though it is the weapon of the smart and cunning it alas needs the same to prevail."

(in reply to YourConscience)
Post #: 57
RE: Preview of Legends Modding - 11/17/2011 3:15:15 PM   
Kalthaniell


Posts: 320
Joined: 5/31/2011
Status: offline

quote:

ORIGINAL: Nedrear


quote:

ORIGINAL: Kalthaniell

Though knowing myslef, I'd sooner make new shipsets rather than work on all the old ones :P Not sure if that makes me lazy or productive


If you have visited the AAR section you might have noticed, that I use your shipsets of BG and ME for my AAR. If there is a possible improvement, might you try to recreate them too?



No need, the ships are already 300x300. To be honest I didn't really think that anyone is still using any of my oldest ships. It's quite rewarding to see I was wrong after all xD

Btw, I don't mind hardcoded dmg values for weapons. I'm interested solely in pic resolution.

(in reply to Nedrear)
Post #: 58
RE: Preview of Legends Modding - 11/17/2011 3:26:30 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
Your ships are like forum lurkers, man, you don't always see them but they are many

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Kalthaniell)
Post #: 59
RE: Preview of Legends Modding - 11/18/2011 12:31:41 PM   
Shuul

 

Posts: 133
Joined: 2/16/2011
Status: offline

quote:

ORIGINAL: Nedrear

I believe Hardcore Modding will be possible... though people need to make a special game folder for your version then...



So its possible to add new components and techs? Will it be difficult?

(in reply to Nedrear)
Post #: 60
Page:   <<   < prev  1 [2] 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: Preview of Legends Modding Page: <<   < prev  1 [2] 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.438