Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Blinking beacons and other visual effects

 
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 >> Blinking beacons and other visual effects Page: [1]
Login
Message << Older Topic   Newer Topic >>
Blinking beacons and other visual effects - 10/3/2017 5:46:14 PM   
CMS1302

 

Posts: 15
Joined: 8/24/2013
Status: offline
Hey folks, I'm kind of stuck.

I try to get some blinking lights in my homemeade ship.pngs but don't have a clue how:
One of them has got them already but I can't figure out why - right ship side got blinking lights in the game, left side doesn't and no difference between left and right in the png
(ok, at least no difference in color).

I know, that a certain blue ist used to tell the game where to put the engine's thrust, and there is a yellow color, that should tell it where to put yellow blinking lights... but
the ones I got are blue.


Thanks

Ingo
Post #: 1
RE: Blinking beacons and other visual effects - 10/3/2017 7:33:01 PM   
Japhet

 

Posts: 110
Joined: 8/15/2014
Status: offline
From the modding manual:

"ENGINE EXHAUST
Some colors have special meaning when used in ship and base images.
Pure blue (RGB 0,0,255) is used to indicate the location of engines on the ship,
allowing engine exhaust to be displayed when the ship is moving. Paint a pure
blue line (single-pixel width) on the ship to indicate the location of each engine.

RUNNING LIGHTS
Pure yellow (RGB 255,255,0) is used to indicate the location of ‘running’ lights
on the ship or base. Paint a single pixel of pure yellow anywhere on the ship
or base to indicate where a flashing light should appear."

Hope this helps.

(in reply to CMS1302)
Post #: 2
RE: Blinking beacons and other visual effects - 10/3/2017 8:05:58 PM   
CMS1302

 

Posts: 15
Joined: 8/24/2013
Status: offline
Thanks Japhet,

but that still doesn't explain why I have got blue lights… I keep trying to figure out how that works.

I try to upload the png as soon as possible.

(in reply to Japhet)
Post #: 3
RE: Blinking beacons and other visual effects - 10/3/2017 8:19:45 PM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
Lights will be the same as the color of your Empire. Also when I added lights/thrust using Gimp sometimes they would "smear" when I saved. Therefore when I saved I would reload and check. That was just my problem but maybe yours too.

(in reply to CMS1302)
Post #: 4
RE: Blinking beacons and other visual effects - 10/4/2017 6:57:14 PM   
CMS1302

 

Posts: 15
Joined: 8/24/2013
Status: offline
Ah, the Atuuk - just the most helpful rodent ever

Stupied me, I checked the beacons on ships of an AI-player whose color is (surprise) yellow. Furthermore, I got confused because my ship.png didn't seem to have any yellow in it. At closer inspection there was a yellow shade though, so weak it was almost invisible

Isn't it great how little coincidences sum up to hours of wasted time?


(in reply to Retreat1970)
Post #: 5
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Blinking beacons and other visual effects Page: [1]
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

0.844