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RE: Combat explosions remake? - 2/10/2012 12:38:58 AM   
Jon Micheelsen

 

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New version is up!

@Thanks Igard. Impressive Vor'cha you got there. I sculpt miniatures sometimes. Here's a few links
Rot Demon 1:12 Human Foot Chaos Obliterator

< Message edited by Jon Micheelsen -- 2/10/2012 12:41:13 AM >

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Post #: 31
RE: Combat explosions remake? - 2/10/2012 2:49:29 AM   
Igard


Posts: 2282
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From: Scotland
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Wow! Those are cool!

Check out scale model addict where I post. They've got a figures and wargaming sub-forum.

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Post #: 32
RE: Combat explosions remake? - 2/13/2012 6:35:10 PM   
Jon Micheelsen

 

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I've made a shipset, look at my first post on page one for details, pictures and dl link.

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Post #: 33
RE: Combat explosions remake? - 3/14/2012 2:07:55 AM   
the1sean


Posts: 854
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From: Texas, USA
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Hey I must say that I really like the improved colors on the example ships, they really "pop"! Any chance you are going to do a comprehensive revamp???

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Post #: 34
RE: Combat explosions remake? - 3/17/2012 5:51:46 PM   
Jon Micheelsen

 

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Wow, haven't been around here lately! A long dead period in work finally took its toll on me and after much strenuous consideration opted me to apply at the Copenhagen Royal Art Academy's School of Design under Production Design. It'a a tough call as I've never been much of a school person, and have been capable to live off being a self educating freelance artisan so far. So, it's a pretty fundamental change, provided I pass the test soon to come. But hey, a BA sure wouldn't hurt

@the1sean: I got all but one or two shipsets done actually, but as I kept evolving different ways to enhance the glow, there's some sets I'd really like to redo.

Also I still need to add a few explosions

A second WOW - that new patch feature of race designed ships sure sounds awesome! Besides the obvious possibility to make stylistically distinct and more capable AI ships design wise, I reckon one could add xx family of more ship graphic variations and have the races use them beyond the specific class sets, to make later designs show in more ways than mere size. It could be really cool, to make more and more advanced looking ship variations with increasing rate of glow to show that more power was under the hood!

< Message edited by Jon Micheelsen -- 3/17/2012 5:53:57 PM >

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Post #: 35
RE: Combat explosions remake? - 3/17/2012 6:40:51 PM   
Igard


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Welcome back Jon. Sounds like a tough month you've had. Good luck with your application, mate.

On the subject of the custom designs being used for additional shipsets. It's crossed my mind. Have you checked out my TRSE Star Trek mod? It's only for Return of the Shakturi at the moment, but it has an additional familyxx shipset. I haven't got round to testing it yet, but it would be cool to have early tech levels use the more primitive shipset, then mid-way, say level 3 or 4, move onto the new shipset with the more updated ships from later in the Star Trek TNG timeline.

Like I say, still need to test it, but I think it should work.

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Post #: 36
RE: Combat explosions remake? - 3/17/2012 7:52:51 PM   
Jon Micheelsen

 

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I see no reason game mechanics wise that it should not be possible. Also smaller resolutions could be used on earlier designs to make it more memory friendly. Only late game huge designs would require large resolution images. With the white ships I made, early on the detail where complete overkill. Heck even late game a capital ship would still not be stretching my relatively low resolution frigate image.

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Post #: 37
RE: Combat explosions remake? - 3/17/2012 7:59:35 PM   
Jon Micheelsen

 

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I wonder if the developers could give us a chart explaining the engines stretching in regard to resolution of image file and hull size. Without that it would be a very very trial and error balance - especially if it's not a linear progression. I remember reading about the troubles getting a good Borg Cube, so I guess there are more factors at play than just image resolution and hull size. Anyone got some experience in this regard!?

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Post #: 38
RE: Combat explosions remake? - 4/6/2012 2:09:46 AM   
Baleur


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Amazing explosions are amazing :')

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Post #: 39
RE: Combat explosions remake? - 4/6/2012 5:13:47 AM   
Igard


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quote:

ORIGINAL: Jon Micheelsen

I wonder if the developers could give us a chart explaining the engines stretching in regard to resolution of image file and hull size. Without that it would be a very very trial and error balance - especially if it's not a linear progression. I remember reading about the troubles getting a good Borg Cube, so I guess there are more factors at play than just image resolution and hull size. Anyone got some experience in this regard!?



I don't understand the inner workings, but we've been told to keep to the 300x300 resolution. The game resizes all images when it renders them, so changing the sizes apparently gives the game more work to do. Does that make sense?

Anyway, the reason for the Borg cube being so small, is that the image is almost completely made up of opaque pixels.

What the engine does is it resizes ships based on their opaque:transparent pixel ratio. So ships with lots of area (like a Borg cube) are sized smaller, and ships without much to them (like a klingon D7 with its long thin neck) are sized larger.

I'm getting a bit fed up with this method. I believe it would be better to allow the modder to choose what size each ship will appear as via the races text files. It could be linked directly with the "ShipSizeFactorMilitary ;" settings.

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Post #: 40
RE: Combat explosions remake? - 7/3/2012 11:19:20 PM   
Jon Micheelsen

 

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Hello people! I just sat down and spend the evening making the last 8 explosions for the mod, so that non are rotated copies of each other any longer. I currently have them as 4x5 515x515 images or in other words 2048x2560. Anyone knows if there is a program that can auto cut an image like that into 20 512x512 images. I ask because they are a hell to copy and paste as new image with precision in the program I'm currently using.

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Post #: 41
RE: Combat explosions remake? - 7/4/2012 12:27:03 AM   
Igard


Posts: 2282
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Pain.NET is pretty good for opening multiple files, then ctrl+r to resize quickly.

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Post #: 42
RE: Combat explosions remake? - 7/5/2012 3:21:49 PM   
Jon Micheelsen

 

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Found out I didn't need a program anyway. It is possible to upload an image to http://imagesplitter.net/ and get a zip back containing the grid cut image as frames. That's a BIG time saver and it should eliminate jumpy frames and I won't have to do the steps that gave me the previous green and black dots

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Post #: 43
RE: Combat explosions remake? - 7/5/2012 3:33:54 PM   
Igard


Posts: 2282
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That looks like a useful wee website. I'm a more hands on chap myself, but it looks handy for friends and relatives who are always asking me about resizing massive amounts of images.

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Post #: 44
RE: Combat explosions remake? - 7/5/2012 4:17:27 PM   
Jon Micheelsen

 

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The feature of instant splitting a large image into smaller files is a lot faster than doing it manually with the box tool and a grid in PSP, I use.

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Post #: 45
RE: Combat explosions remake? - 7/5/2012 4:59:04 PM   
Igard


Posts: 2282
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From: Scotland
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Ah, I see, I'm looking at it now. The split feature is extremely useful!

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Post #: 46
RE: Combat explosions remake? - 7/7/2012 1:08:28 AM   
Jon Micheelsen

 

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Version20 out.

A note on the http://imagesplitter.net/
Somehow the png format it spits out when splitting is incompatible with the game - however loading and re-saving the png's in a painting program makes them compatible with the game again

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Post #: 47
RE: Combat explosions remake? - 7/7/2012 1:49:49 AM   
Igard


Posts: 2282
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From: Scotland
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Runs like a charm! Great mod Jon, love it.

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Post #: 48
RE: Combat explosions remake? - 7/7/2012 4:05:03 PM   
Fishers of Men


Posts: 329
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Excellent work! I am enjoying these graphics very much.

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Old............but very fast

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Post #: 49
RE: Combat explosions remake? - 7/8/2012 1:28:12 PM   
BTJ


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Fantastic!

Together with the glow effects mod, DW looks like a new game!

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Post #: 50
RE: Combat explosions remake? - 7/8/2012 11:56:45 PM   
Jon Micheelsen

 

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I have noticed some performance issues after the latest edition, and seems not to be the only one: unable to load savegame. not enough memory

Anyone else noticing this?

I have some ideas about what it could be and will look into it.

So far I will put the 12 link up in the first post as a temporary fix.

< Message edited by Jon Micheelsen -- 7/9/2012 12:04:48 AM >

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Post #: 51
RE: Combat explosions remake? - 7/10/2012 9:27:15 AM   
Jon Micheelsen

 

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What really this time should be final version up

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Post #: 52
RE: Combat explosions remake? - 7/11/2012 4:24:03 PM   
BTJ


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Thanks for your continued work on this! Highly appreciated!

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Post #: 53
RE: Combat explosions remake? - 7/11/2012 8:17:30 PM   
Yskonyn


Posts: 189
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Thanks for your work! Excellent stuff!

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Post #: 54
RE: Combat explosions remake? - 8/25/2012 7:54:59 AM   
jpinard

 

Posts: 500
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quote:

ORIGINAL: BTJ

Fantastic!

Together with the glow effects mod, DW looks like a new game!


What glow effect mod is BTJ referring to?

Also, nice work Jon!

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Post #: 55
RE: Combat explosions remake? - 8/25/2012 3:36:38 PM   
BTJ


Posts: 47
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quote:

ORIGINAL: jpinard


quote:

ORIGINAL: BTJ

Fantastic!

Together with the glow effects mod, DW looks like a new game!


What glow effect mod is BTJ referring to?

Also, nice work Jon!


You posted in the thread of that mod, right after you wrote this!

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Post #: 56
RE: Combat explosions remake? - 8/25/2012 8:28:26 PM   
jpinard

 

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Haha that one! Thanks!

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Post #: 57
RE: Combat explosions remake? - 5/29/2013 3:41:09 PM   
AstroCat


Posts: 440
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Thanks and bump for some new Shadows players like myself.

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Post #: 58
RE: Jon's Stuff, ExplosionsV20Light and some colour cha... - 5/29/2013 5:55:04 PM   
Seraph86

 

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and it goes booom :D



thanks man!

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Post #: 59
RE: Jon's Stuff, ExplosionsV20Light and some colour cha... - 6/4/2014 3:30:56 AM   
neem693

 

Posts: 42
Joined: 1/25/2012
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this mod work in univers still?

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Post #: 60
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