specture_lance Posted June 10, 2005 Report Posted June 10, 2005 this is a topic dedicated to my journey to making shipsets for teh first time, in this forum topic, i will be revealing ship designs for the zone seige from start to finish, other people can give advice, you can even tell me if you like teh designs or not, just keep it clean. and other things may emerge here aswell!!!
specture_lance Posted June 10, 2005 Author Report Posted June 10, 2005 here is ship six for teh zone seige, comments, advice and problems pointed out is needed, here it is:
specture_lance Posted June 10, 2005 Author Report Posted June 10, 2005 everyone remember, this shipset for seige is just for judging , do not use in own zone without permission from cloth (seige zone owner)
»Maverick Posted June 10, 2005 Report Posted June 10, 2005 Looks OK already. Alot needs to be done though. I suggest you use some shiprotator program (for example; EZ Image Rotator by bak). Also, when rotating the ship make sure you have anti-aliasing on to smoothen the edges somewhat. Maybe you can apply some solar / sun / lighting spot at the ship to make it look somewhat more "3D". For previewing here, it would be good to temporarily convert the picture to .png to make it less big and for easy preview.
Kameloh Posted June 11, 2005 Report Posted June 11, 2005 You should create a detailed ship with colors, shadings, etc, @ 0 degrees. Then rotate it. Doo dee doo. Oh, make sure that the centerpoint is centered so tat it'll rotate in the area where you want the center to be. I'll post some of my old works if you want
»SOS Posted June 11, 2005 Report Posted June 11, 2005 Actually, antialiasing is not a very good idea since it creates shaded edges which Continuum cannot draw with proper transparency. So with anti-aliased ship rotators, edges might look crappy. Depends on the ship though, I guess. Some might look great.
specture_lance Posted June 11, 2005 Author Report Posted June 11, 2005 sure why noti am editing like crazy anyways
specture_lance Posted June 11, 2005 Author Report Posted June 11, 2005 new ship edit on teh rise here is one
Samapico Posted June 11, 2005 Report Posted June 11, 2005 Actually, antialiasing is not a very good idea since it creates shaded edges which Continuum cannot draw with proper transparency. So with anti-aliased ship rotators, edges might look crappy. Depends on the ship though, I guess. Some might look great.<{POST_SNAPBACK}> With standard black backgrounds it works fine. Where a background is needed, the edges become apparent... What I do is just open the final image in Paint Shop Pro, then use the magic wand with some tolerance on a background pixel, then make them all black... so the not-exactly-black and almost-black pixels become completly black, making them transparent
Bak Posted June 11, 2005 Report Posted June 11, 2005 Where a background is needed, the edges become apparent... What I do is just open the final image in Paint Shop Pro, then use the magic wand with some tolerance on a background pixel, then make them all black... so the not-exactly-black and almost-black pixels become completly black, making them transparent That's a good idea for the rotator.
specture_lance Posted June 12, 2005 Author Report Posted June 12, 2005 hey does anybody know how do make a ships.bmp that holds ships that are all 40 x 40 pixels while ship 5 being 85 x 85 pixls making teh shipset ever larger?
Kameloh Posted June 12, 2005 Report Posted June 12, 2005 Yep, make them seperate files like so: ship1.bm2 - 40x40ship2.bm2 - 40x40ship3.bm2 - 40x40ship4.bm2 - 40x40ship5.bm2 - 85x85ship6.bm2 - 40x40ship7.bm2 - 40x40ship8.bm2 - 40x40 You can also convert your shipset into PNG, GIF, JPG, etc.
Yupa Posted June 12, 2005 Report Posted June 12, 2005 Use .bm2 and I kill you. If you're going to use a plain bitmap, leave the extension ".bmp", if you're going to use PNG, leave the extension ".png". I recommend PNG with indexed colors and the use of pngcrush for the best overall quality & size.
Samapico Posted June 12, 2005 Report Posted June 12, 2005 I always save as bm2... well i didn't do any lvz for a long time now... I thought that because the lvz compresses them, it would be about the same as png... but now that I read that bmp will use more RAM memory and all... bleh
Samapico Posted June 12, 2005 Report Posted June 12, 2005 Where a background is needed, the edges become apparent... What I do is just open the final image in Paint Shop Pro, then use the magic wand with some tolerance on a background pixel, then make them all black... so the not-exactly-black and almost-black pixels become completly black, making them transparent That's a good idea for the rotator.<{POST_SNAPBACK}> yeah... have an adjustable black edge remover... just have to make sure it doesn't replace nearly-black pixels that are 'inside' the ships... thats why I use the magic wand instead of the color replacer
Yupa Posted June 12, 2005 Report Posted June 12, 2005 I always save as bm2... well i didn't do any lvz for a long time now... I thought that because the lvz compresses them, it would be about the same as png... but now that I read that bmp will use more RAM memory and all... blehDone correctly, bmp & png do end up about the same, but PNG is usually slightly smaller, and less annoying to manage regardless.
»SOS Posted June 12, 2005 Report Posted June 12, 2005 Actually it costs more resources to load jpg/png/gif for Continuum. However, memory and resources are cheap so unless you're stupid enough to have 50MB of graphics, it's likely not to matter at all. The slowdown might be like 1-5% and only when loading them. If PriitK was not an idiot, there would be no difference at runtime.
specture_lance Posted June 12, 2005 Author Report Posted June 12, 2005 anybody know how to make a ship that is 85 x 85 pixels not make it through openings that should only fit ships that are 40 x 40 pixels?
»Maverick Posted June 12, 2005 Report Posted June 12, 2005 change it in the settings of the arena/zone. Can't load wiki.minegoboom.com or else I would have tryed to find the exact setting.
specture_lance Posted June 12, 2005 Author Report Posted June 12, 2005 thank you, can you give me other tips, like how to tile ships with proper shading?
»Maverick Posted June 12, 2005 Report Posted June 12, 2005 To do that I suggest you use some 3D software to render it properly, but thats way to advanced for you I guess.For 2D gfx you need to toy around with photoshop for a while, maybe Samapico (or anyone else) has some tips for this.
specture_lance Posted June 12, 2005 Author Report Posted June 12, 2005 can anybody in teh forums help me by telling me how to do tile shading in paint w/out messing up or give me any easy to use 3d rendering programs?
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