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Suicide Junkie
March 5th, 2002, 02:59 AM
Oops. Should have read credits.txt http://forum.shrapnelgames.com/images/icons/blush.gif
Was counting the BOTF as non-you.

Fyron
March 5th, 2002, 04:39 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Oops. Should have read credits.txt
Was counting the BOTF as non-you. http://forum.shrapnelgames.com/images/icons/blush.gif <hr></blockquote>
lol
Well, I assumed that the coordinator of the image mod would have known roughly whom had submitted what. http://forum.shrapnelgames.com/images/icons/icon10.gif

Suicide Junkie
March 5th, 2002, 05:30 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I do have to fix my beam images, does anyone know exactly what area the beams pic uses?<hr></blockquote>
TestPatternBeam.bmp (http://forum.shrapnelgames.com/newuploads/1015298684.bmp) (be sure to use a very high magnification on this BMP http://forum.shrapnelgames.com/images/icons/icon12.gif )

It appears that the image is tiled from the center (center is between pixels).
- The width is exactly 5 pixels left and right.
- 2 pixels up, and 4 pixels down, are reliably drawn. Pixels beyond that distance may be covered up by the next tile drawn.
- Black is masked, so colors from previously drawn tiles may show through.

[ 05 March 2002: Message edited by: Suicide Junkie ]</p>

Val
March 5th, 2002, 03:39 PM
Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
March 6th, 2002, 01:38 AM
Man, converting these MOO2 images is a pain. There are neat green gridlines behind all of the pictures that have to be removed. Most of them are the right size already, but a few are too big.

Suicide Junkie
March 6th, 2002, 02:47 AM
An update to the test pattern thing:


- dashes represent the pixels that are tiled over and over.
- stars represent the pixels that only appear at the head of the beam
- the X indicates the very center of the bitmap block you are drawing on.

EDIT: crazy formatting thing.

[ 06 March 2002: Message edited by: Suicide Junkie ]</p>

Fyron
March 6th, 2002, 02:53 AM
I don't know what exactly I should do with these images. Any suggestions?

Other.zip (http://forum.shrapnelgames.com/newuploads/1015375919.zip)

TerranC
March 6th, 2002, 03:07 AM
Suggestion as to keep them or use them for something?

For Keep: Yes. They look very very nice.

For Use:

Artemis/Neural Scanner/Spy Network: Intelligence
Biomorph/Soil Enricher/Microlite: Planetary Utill.
Microbiotics/UA: Medical Tech
Dimensional Gate/Stargate/Planet Construction: Stellar Manip.
Nano: Min/Org/Rad Extraction
Xeno: APS

All IMHO...

Suicide Junkie
March 6th, 2002, 03:38 AM
I have updated CombatPack.zip to Version 5.

- Tweaked my helix beams and my electric beam according to the new knowledge gained.
- Added a ring-beam, and a black null-space beam.
- Added the rocket with exhaust trail
- Added 6 levels of meson bLaster images
- Added 5 levels of autocannon shot
- Added 5 levels of DUC shot
- Added 5 levels of Crystalline shot
- Added 5 levels of "glowing blue ball"

Beam Image #30 is a template which shows the tiled area in green, and the non-tiled, but still drawn area in red.
Remember that pure black is masked, and may allow the red-zone pixels to show through and thus be tiled.

EDIT: duh, forgot to mention the whole rocket thing!

[ 06 March 2002: Message edited by: Suicide Junkie ]</p>

Fyron
March 6th, 2002, 04:26 AM
TerranC:
I meant: would each of them look better as a facility, a component, or what? Specific uses will be determined by whatever modders choose to use them for.

Phoenix-D
March 6th, 2002, 05:11 AM
Updated my mirror.

Phoenix-D

Fyron
March 6th, 2002, 05:14 AM
Ditto.

Suicide Junkie
March 6th, 2002, 05:41 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I meant: would each of them look better as a facility, a component, or what? Specific uses will be determined by whatever modders choose to use them for.<hr></blockquote>You could do both for some http://forum.shrapnelgames.com/images/icons/icon12.gif
Some of those might also be nice as an event image.

Fyron
March 6th, 2002, 05:48 AM
SJ, that response is too cryptic.

Speaking of events, do you have any plans for an events imagepack? Some of these could start it off.

Fyron
March 6th, 2002, 08:14 AM
SJ:
I didn't want to waste space on this site, so I emailed my MOO2 facilities to you. I haven't started cleaning up my components screen captures yet. Those are going to be fun. I wish MOO2 was as easy to steal picturse from as BotF was. In BotF, there was one big .res file that contained all of the graphics, both still and animated, and a number of other things. All I had to do was select "Open With" and use WinZip to get all those pics. http://forum.shrapnelgames.com/images/icons/icon7.gif I wonder if any pictures from it would be good for SEIV...

Suicide Junkie
March 6th, 2002, 03:57 PM
IF: Looks good. I'll add 'em tonight.

Some of those images could be seen as both a component and/or a facility.
As long as there aren't too many submissions going into both packs, I think we can handle it.

Events, Hmmm.

Any portrait image can be used for an event image...
If we added all of them, then we'd double the size of the whole set without gaining many new BMPs.
Perhaps a program to copy only the required portraits from the facilities/components/stellar pack areas, plus a zip with the unique events would do?

[ 06 March 2002: Message edited by: Suicide Junkie ]</p>

Fyron
March 6th, 2002, 05:22 PM
SJ:
That sounds good. I was only thinking of adding the portraits for the images that wouldn't look right for anything else.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Some of those images could be seen as both a component and/or a facility.
As long as there aren't too many submissions going into both packs, I think we can handle it.<hr></blockquote>Ok, specifically which ones would work for either a facility or a component?

Suicide Junkie
March 6th, 2002, 06:15 PM
Any of the gates, and the planet const.

Leave as is for components, and add some ground below them to turn them into facilities.

Fyron
March 7th, 2002, 04:15 AM
Cool, I finally got a straight answer out of you! http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron
March 8th, 2002, 12:43 AM
Those gates would look really weird if you put them on a planet's surface. Maybe they'd be better with a star field in the background?

Suicide Junkie
March 8th, 2002, 01:58 AM
VAL: I just noticed I don't have a portrait image for component #662 (the B5 Jumpgate).

Fyron:
They might look silly if they were huge, but if they were the size of a subway tunnel, then you'd have a nice Happiness/SpacePort/Resource bonus facility.

Val
March 8th, 2002, 09:39 PM
I'll send it along with my next packet of stuff http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
March 9th, 2002, 02:51 AM
Wow, I got a sudden flurry of visitors yesterday. I had 64 unique hits. And, so far I've had 43 MB transfered from my site in March.

SJ:
So, when is my submission of MOO facilities going to be added to the pack?

[ 09 March 2002: Message edited by: Imperator Fyron ]</p>

Fyron
March 9th, 2002, 04:23 AM
Hey, I just got a free domain name registration. Click on: www.kazharii.tk (http://www.kazharii.tk)

I made a new account at www.t35.com. (http://www.t35.com.) Here is the url to the imagemod section: http://galileo.spaceports.com/~kazharii/other_art/imagepack/

See if this image loads from offsite: image (http://kazharii.t35.com/other_art/imagepack/Online.gif)

Edit:
Actually, don't list this mirror yet. I think there is a file size cap, but I didn't see anything about that in the TOS agreement. I'll check more into it.

Edit 2:
Ok, I have reread the TOS, and there is a file size limit of 150 KB. So, I guess we can't use www.t35.com (http://www.t35.com) as a mirror. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ 09 March 2002: Message edited by: Imperator Fyron ]</p>

Fyron
March 9th, 2002, 07:51 PM
Ok. I think I'm going to can my t35 account, cause they have a stupid 150 KB file size limit. What do you think of my new shortened url?

Suicide Junkie
March 9th, 2002, 07:52 PM
I'm back, and the update is complete.

Fyron
March 10th, 2002, 01:23 AM
My mirror is now updated.

SJ:
You posted a minute after my Last post, so you probably didn't see my question.

Phoenix-D
March 10th, 2002, 01:53 AM
SJ, your main mirror seems to be down again.

EDIT: my mirror's updated.

Phoenix-D

[ 09 March 2002: Message edited by: Phoenix-D ]</p>

Suicide Junkie
March 10th, 2002, 02:49 AM
That image was redirected to "http://www.t35.com/link_pics/black.gif"

I shall upload your images when I wake up this afternoon. Right now, I'm too tired to be trusted with the images. http://forum.shrapnelgames.com/images/icons/blush.gif

Suicide Junkie
March 10th, 2002, 06:59 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>SJ, your main mirror seems to be down again.<hr></blockquote>Electrical difficulties.
There was a thunderstorm over here for the Last 4 hours or so.

I was right in the middle of modding The Gold Combat Imagemod-mod (http://forum.shrapnelgames.com/newuploads/1015739427.zip).
This is basic Gold, except that the weapons make use of the new combat images. All of the common weapons firing images are changed, but many of the uncommon weapons still use the originals.
Of the weapons with new firing images, most have a unique image for each tech level!

Fyron: The kazharii.tk one?
I've never typed in the url directly, just used your sig link or homepage button, or a browser bookmark. It will come in handy when on someone else's machine; the only problem I'd have is remembering the .tk bit. What does the .tk stand for?

PS: CombatPack7.zip adds a few more images that I discovered missing while I was doing the above mod. Null-space, wormhole beams http://forum.shrapnelgames.com/images/icons/icon12.gif , and Phased Polaron.
The readme also includes instructions on how to install.

EDIT: Imagemodmod link fixed.
Note that a crashing error will occur if you have not installed the combatpack, since SE4 will get an out of bounds error for the higher-numbered images.

[ 10 March 2002: Message edited by: Suicide Junkie ]</p>

Phoenix-D
March 10th, 2002, 08:10 AM
Updated.

Phoenix-D

Fyron
March 10th, 2002, 09:20 AM
SJ:
Yeah, the .tk is weird, but it is free. It stands for Tokelau. Go to http://www.dot.tk/ for more info if interested.

Val
March 10th, 2002, 05:18 PM
Next submission:

031002Comps.zip (http://forum.shrapnelgames.com/newuploads/1015773410.zip)

Includes the P&N stuff worked on in the other thread, new B5 weapons, new B5 non-weapon comps (shields, solar panels) and a single facility with mini.

Note: There is also a tweak to one of the pre-existing B5 Weapons, looks pretty much the same, just a bit clearer and angled better.

Suicide Junkie
March 10th, 2002, 07:11 PM
Done.
Componentpackv8 is here.

PS: Val, your components.bmp is no longer up to date; there are a few new submissions near the top which you don't have.


Also, just to check: Are there any posted submissions that I have not added yet?

Val
March 10th, 2002, 08:08 PM
I'll download the new stuff now. This batch also uses the older components file, sorry.

In this batch I updated a bunch of pics that had cruddy angles and I also added fighter power cells.

TouchUps.zip (http://forum.shrapnelgames.com/newuploads/1015783648.zip)

Val
March 10th, 2002, 09:02 PM
Fixed the components pic to be up to date:

PicCompUpdate.zip (http://forum.shrapnelgames.com/newuploads/1015786915.zip)

Phoenix-D
March 10th, 2002, 09:25 PM
Updated.

Phoenix-D

Skulky
March 10th, 2002, 09:44 PM
Once you guys are done with this how are we going to know
A)when it is official or atleast in some sort of beta completion stage, and then
B) where to get it

Phoenix-D
March 10th, 2002, 10:05 PM
"Once you guys are done with this how are we going to know"

"Done"? I think we'll only be done when we run out of space http://forum.shrapnelgames.com/images/icons/icon7.gif

Check SJ's sig for the locations. The imagepack is backward compatable, so if a mod wants you to have Version 3, you can have Version 3 OR LATER installed.

Phoenix-D

Suicide Junkie
March 12th, 2002, 05:11 AM
Updated Componentpack to v9: (965 KB / 3,617 KB)

Phoenix-D
March 12th, 2002, 05:44 AM
Updated my mirror.

Phoenix-D

Fyron
March 14th, 2002, 02:35 AM
I finally updated my mirror. Sorry for the delay, but I've been sick.

Fyron
March 17th, 2002, 12:14 AM
SJ and Phoenix-D:
My site is no longer ad-banner supported. I paid to have them removed. So, you guys should change the link descriptions on your Image ModPack pages to reflect this.

Edit:
Wow, I've gotten more traffic in half of March than I did in February!

February Statistics
Pages (raw): 4589
Pages (unique): 2214
Total Unique: 291
Total Raw: 10794
Total Transfer: 78MB

March Statistics (as of 3/16/02)
Pages (raw): 4470
Pages (unique): 3006
Total Unique: 419
Total Raw: 11227
Total Transfer: 119MB

[ 16 March 2002: Message edited by: Imperator Fyron ]</p>

Suicide Junkie
March 17th, 2002, 01:26 AM
Done.

I'll be adding a bunch of SciFi crossover images soon; everything except planetpack will be updated.

If anybody has some facilities to submit, now would be a good time: I'd rather not upload a new Version for one new facility.

Andrés
March 17th, 2002, 01:39 AM
Then I'm posting you some planets I've been sent captured by from "Star Wars: Rebellion" by Diego Mundt

I only edited them to clean them from the starmap and reduce them to SE4 size.

http://se4kdy.cyberwars.com/temp/planetas.zip

Just give me the credit for all the other sci-fi mod pics

[ 17 March 2002: Message edited by: Andrés Lescano ]</p>

Val
March 17th, 2002, 06:19 AM
IF:

Sorry to hear you were feeling ill, how you doing now? Better I hope!!!

Fyron
March 17th, 2002, 06:29 AM
Val:
Well, I'm not sure what I have. It started with a lot of throwing up on Sunday night. And I mean a lot. That went away around noon on Monday. Then, I developed cold-like symptoms. Fatigue, stuffed-up nose, sneezing, etc. I still have a stuffed-up, runny nose, but it isn't quite as bad as it was a few days ago. So overall, I am feeling somewhat better, but am not yet completely recovered. Thanks for the concern.

QuarianRex
March 17th, 2002, 06:53 AM
This is only half OT, but does anyone know where I could find some good pictures of robots? I'm working on a robot mod (trying to get the Macross/Robotech/Gundam kind of feel) and I'm hurting for pics.

I'm looking for pics that would be appropriate for ship designs (front/left and top-down). Or even better, anyone know of any sites that have 3-D models posted (like for DOGA 2 or 3) other than the DOGA site?

Suicide Junkie
March 17th, 2002, 07:10 AM
The ImageMod Requests Thread (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=23&t=004590&p=)

Should we just merge the two threads?

QR: What about screenshots from one of the Mechwarrior games?

QuarianRex
March 17th, 2002, 08:01 AM
SJ:
I'm trying to do more of a space robot type of thing. The fast manuverable type, not so much the plodding behemoth mechwarrior type but thanks.

Val
March 17th, 2002, 06:37 PM
QR:
DoGA is about the best thing for building Japanime robots and also for all the nifty component pics (eg: Light Sword, Shields, Pod Missiles, etc.). My friend made a few cool bots for his troops in SE IV, I'll see if he'll let me post them for you.

IF:
Yuck... Sounds like you ate something BAD! Glad you're doing better though


SJ:
Might as well combine the threads, saves time in checking both

(I'm even starting to repeat myself in the two http://forum.shrapnelgames.com/images/icons/icon12.gif )

Suicide Junkie
March 17th, 2002, 07:02 PM
Updated: All four files.
CombatPack: v8, 49 KB
Components: v10, 4,582KB / 1,872KB
Facilities: v8, 1,982KB / 697KB
Planetpack: v6, 4,304KB / 1,120KB

Phoenix-D
March 17th, 2002, 09:27 PM
Updated my mirror

EDIT: uploaded planetpack

Phoenix-D

[ 17 March 2002: Message edited by: Phoenix-D ]</p>

Fyron
March 17th, 2002, 09:38 PM
Phoenix-D:
The link to the Planet Pack on your mirror is broken.

Val:
I don't think it was anything I ate. My brother had it about a week before I got it. Then, my sister got it, and my father got it.

Edit:
Updated my mirror.

[ 17 March 2002: Message edited by: Imperator Fyron ]</p>

Phoenix-D
March 17th, 2002, 11:30 PM
OK, problem. The planetpack is too large- it's kicking me over my space limit. I've added another web space account on my ISP to hold the planetpack. Same link to the actual page.

Phoenix-D

dogscoff
March 18th, 2002, 05:28 PM
S_J - here's a way for you to knock a few bytes off the planetpack:

When I made my second submission to the mod, it was becasue there were spaces after my first submission (Images 441 to 448 http://forum.shrapnelgames.com/images/icons/icon7.gif . I also supplied a new readme to replace the old one from the first submission. What has happened is that my second submission has been added at the end of the list (Images 661 to 668 http://forum.shrapnelgames.com/images/icons/icon7.gif , and the new readme added without the old one being removed.

You might want to shift images 661-668 to 449-457 and delete my first readme entry.

I'm not bothered if you don't but I thought you might want to consider it.

Suicide Junkie
March 18th, 2002, 05:37 PM
The only problem is that breaks the backwards compatibility. What I can do is place future submissions into the lower numbered gaps.

TerranC
March 23rd, 2002, 11:47 PM
A quote from one of the people here...

* The thing that goes bump in the night *

Andrés
March 24th, 2002, 05:45 PM
A correction to credits.

Planets 584 to 491:
Captured by from "Star Wars: Rebellion" by Diego Mundt

Don't give me the credit for something I only forwarded.

Suicide Junkie
March 24th, 2002, 07:13 PM
Should probably be 584 to 591 (not 491). Thanks for noticing.

Now updated on my primary mirror.

pathfinder
March 26th, 2002, 11:52 PM
What are copyright restriction on these images. Such as I would like to use some of the missile/seeker images to help make up some Race_main graphics if possible.

Val
March 26th, 2002, 11:55 PM
Anything that I made, you can feel free to use http://forum.shrapnelgames.com/images/icons/icon7.gif If it is something I made and you would just like it at a different angle I can do that pretty easily as well.

pathfinder
March 27th, 2002, 12:13 AM
Not sure who made them Val. I just looked thru the component pics and liked several of them. I'll look and see if there is a credits list or something.
Images comp_879/880/881: no credits found.

Though I am finding more and more uses for DOGA and its hidden abilities [ http://forum.shrapnelgames.com/images/icons/icon12.gif ]

[ 26 March 2002: Message edited by: pathfinder ]</p>

Suicide Junkie
March 27th, 2002, 01:21 AM
Images comp_879/880/881 fall into the following Category for the readme.txt:

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Images 481 to 885:
-Spinal Laser & Maser (two green guns, image #508 and #513) - Created by Zircher in Hyach shipset, editted by Val
-Other weapons and components - Created by Val for B5 Mod in DoGA
<hr></blockquote>

[ 26 March 2002: Message edited by: Suicide Junkie ]</p>

Zarix
April 3rd, 2002, 03:24 PM
New download mirror is up at http://koti.mbnet.fi/lehtkl/imagemod.htm.

Zarix
April 3rd, 2002, 03:58 PM
My site supports off-site downloads so the status thing should work.

Suicide Junkie
April 3rd, 2002, 05:29 PM
Three things:
The TD BACKGROUND="unknown.gif" should be "offline.gif" for My primary, Phoenix-D's and Your mirrors.

The reason being, that if the user can't connect to load "status.gif" (which covers up the offline message), then the site is offline as far as the user is concerned.

For Fyron's and Last resort, they don't support off-site links, and thus are permanently "unknown"

Second, you have not set your homepage in your shrapnel profile. This mirror is a good candidate http://forum.shrapnelgames.com/images/icons/icon7.gif

Third, feel free to add a link back to your real homepage if you've got one.

[ 03 April 2002: Message edited by: Suicide Junkie ]</p>

Zarix
April 3rd, 2002, 06:06 PM
Two things done. I'll add a link to my homepage if I get one done some day.

Fyron
April 4th, 2002, 12:38 AM
My mirror is updated.

SJ:
On your primary mirror page, there is no link to Zarix's site.

Suicide Junkie
April 4th, 2002, 01:40 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>On your primary mirror page, there is no link to Zarix's site.<hr></blockquote>That's because I didn't have access to it until now.

Suicide Junkie
April 7th, 2002, 04:12 AM
Hey, Zarix, your mirror appears to be down at the moment.
Anything wrong?

Zarix
April 7th, 2002, 06:15 PM
It's up again. There was some server problems and my site was accidentally deleted.

ts22
May 14th, 2002, 01:34 AM
SJ- I am not sure if you are in charge of the Image Mod, but I was referred to you. I am working on what (hopefully) will become a comprehensive mod. I have numerous new ship components and a few facility pics to add. Is there any way to get around 30 numbers alloted to me in the "components" section of the ImageMod? Unless Pic number 889 is taken, I'd like to start there. If not, please let me know what else is available. I'd really like to start adding pics to my mod but would hate to have to reenter all the pic info just because it didn't correspond to the ImageMod.
Also, don't worry about the "open" facility picture spots yet, I will only need 5-10 at the most.
Thanks!
Once I have some numbers, what's the best way to send you my pics?

Fyron
May 14th, 2002, 01:41 AM
I think that posting them here would probably be the best way.

Hmm... I think I was supposed to be doing something related to this mod... http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok
May 14th, 2002, 02:37 AM
Nice to see some new blood coming to the imageMod...

Suicide Junkie
May 14th, 2002, 08:45 PM
I am organizing the Imagemod, and compiling everything on my computer, so I guess I am in charge http://forum.shrapnelgames.com/images/icons/icon7.gif

Usually, if you have a lot of images (for a particular image pack) that you know you will be making/submitting, I will allocate a number of rows. If you only have a few, then I will renumber what you send and fit it in the gaps to keep the total file size down.

As for submitting, I prefer to have all the minis in one file (easier to copy-paste). Other than that, just make sure you have the portraits and the minis matching with the correct filenumbers (eg: comp###.bmp).

Please zip the entire package, and be sure to include a credits.txt, which I will paste into the readme along with the final image numbers that you've submitted.

Uploading to shrapnel and posting a link in this thread is OK.
If my server is Online (Current status: http://imagemodserver.mine.nu/status.gif ), then you can also upload to my FTP site (ftp://imagemodserver.mine.nu)

ts22
May 16th, 2002, 03:32 AM
Thanks for the info SJ. I will try to zip most of my pics and upload them this weekend. I had no idea that you would be doing the cutting and pasting, I was already doing that with some of my pics. No worries, this saves me the trouble! Thanks for the help.
Btw-since I know I will be using approx 20-30 pics in the components directory, could I get them allocated first or do you need to see them before I get an alloted set of numbers?

[ May 16, 2002, 02:35: Message edited by: ts22 ]

Suicide Junkie
May 16th, 2002, 04:14 AM
Its pretty quiet, so start with the first free one, and assume you'l get all you need in sequence.

IE: yes, anything you need is yours

[ May 16, 2002, 03:14: Message edited by: Suicide Junkie ]

Andrés
May 16th, 2002, 05:58 AM
We should ask permission but it would be nice to add this comp pic

http://www.geocities.com/x_deadspace_x/se4.html

ts22
May 16th, 2002, 06:15 AM
Actually, I just checked my email and "Deadspace" no longer exists. His email has bounced back and yahoo says the email address has been discontinued. As such, I am planning on including the warp drive with the images I submit to SJ. I'll include "Deadspace" as the author in the Readme, in case he ever shows up again.

[ May 16, 2002, 05:22: Message edited by: ts22 ]

jimbob
May 16th, 2002, 07:35 AM
oooo

Very nice pictures!

ts22
May 21st, 2002, 01:20 AM
Ok, now that I have files to upload for the Imagemod, where do I upload them? I don't think this forum allows uploading...

Suicide Junkie
May 21st, 2002, 02:07 AM
The imagemodserver was away for the weekend, but its back now.

You can upload stuff directly, by going to <a href="ftp://imagemodserver.mine.nu" target="_blank">ftp:\\imagemodserver.mine.nu
</a>
There is a subfolder for imagemod files there.

Also note that the drive is quite small, so upload as a zip, please.

Don't forget to include:
- Portraits
- Minis
- credits.txt

ts22
May 21st, 2002, 04:26 AM
SJ, I uploaded my pics to the link. Please let me know when (or if) you get them. The zip file should have my additions to the components section of the Imagemod. I have also included a new components file with the zip so anyone can get a quick glance at the new pics. I will have some facility pics to add soon but I want to see if this works first.

Suicide Junkie
May 21st, 2002, 05:19 AM
I've got 1.4 Megs worth of a zip file.

I glanced through it, and I have only two suggestions.

1) For the minis, try placing them into one file, just like the final image will be. Being able to to a block copy saves a lot of time. This isn't terribly important, however.

2) References to "I" or "Me" in the credits may not be interpreted properly.
I don't know how the rest of the world reads it, but I don't want it to seem like Suicide Junkie is saying "I did this and that".

Don't worry about the stuff you've already sent, it'll be fine.

PS:
Are those all of the components, or will there be more later?
Just wondering if I should post a patch, or wait a few days...

ts22
May 21st, 2002, 05:49 AM
SJ- Thanks for the advice. I will keep it in mind next time I upload some files. As for the components section, I am pretty sure that's it for awhile. But I am still looking to add some facility pics at a later time.

Suicide Junkie
May 24th, 2002, 05:41 AM
Ts22: Actually, I didn't notice the component.bmp at first. That was perfect, and very nice to work with.

I did find one mistake: Component # 901 had the mini and the portrait swapped.

=====================================
Componentpack11 is now available.
=====================================
Edit: repair sig

[ May 24, 2002, 05:02: Message edited by: Suicide Junkie. ]

Zarix
May 24th, 2002, 06:21 PM
My mirror is updated.

Val
May 24th, 2002, 07:33 PM
Some new components from the B5 Mod.

Credit for the fighter engine design to Simon Harper.

I should have more soon.

newcomps.zip (http://forum.shrapnelgames.com/newuploads/1022261533.zip)

[ May 24, 2002, 18:34: Message edited by: Val ]

Suicide Junkie
May 24th, 2002, 07:34 PM
Val, where did you put those images? Or are you still collecting/creating them?

EDIT: http://forum.shrapnelgames.com/images/icons/icon7.gif Ok

[ May 24, 2002, 18:36: Message edited by: Suicide Junkie. ]

Q
May 24th, 2002, 09:07 PM
Congratulation to all the people who put this collection together: very good and useful work, beautiful pictures. I have downloaded them all and will make use of them.
And I already encountered a small oddity: I wanted a new picture for the sphereworld and found p0542 nice. Therefore I changed the Pic number in the sector type file to picture 542. But what did I see now: picture p0543!!
When I stated picture 541 in the sector type file for sphereworld then I got the picture I wanted.
Is this o.K. ??

jimbob
May 25th, 2002, 01:49 AM
SJ: So this might be a stupid question, but does Imagemod have all the up to date B5 pictures in it? And if so, are they numbered such that the B5 mod will use Imagemod?

Thanks

Fyron
May 25th, 2002, 02:06 AM
Q:
Yes, that is how the system works. It starts at 0 in the data files and hard code, and starts at 1 in the pictures.

Jimbob:
Yes, the Image Mod includes (or will shortly) the latest B5 Mod images. And yes, the B5 Mod is set up to run with the Image Mod.

Edit:
Btw, I am not SJ, but I did know the answers to your questions. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 25, 2002, 01:07: Message edited by: Imperator Fyron ]

Phoenix-D
May 25th, 2002, 02:11 AM
"When I stated picture 541 in the sector type file for sphereworld then I got the picture I wanted.
Is this o.K. ??"

Works for all components.. one file starts at 1, the other starts at 0, so all the pics are 1 off.

Phoenix-D

Q
May 25th, 2002, 07:09 AM
Thank you for this information. I wasn't aware of this although I used several pictures (from the original SE IV game) for new facilities and components. I never had the problem there.
I would recommend that you include this information in the readme file.

Suicide Junkie
May 25th, 2002, 07:15 AM
I guess the sectortypes file is just wierd, because everywhere else starts with image #1 http://forum.shrapnelgames.com/images/icons/icon7.gif

Still, this is just an image collection, and if you're a modder, adding planets and whatnot, you should (or will soon) know that little quirk.

That is a good item to add to a Modder's FAQ, if anybody is making one.

[ May 25, 2002, 06:24: Message edited by: Suicide Junkie. ]

Captain Kwok
May 26th, 2002, 06:19 AM
Strange.

I just noticed the unusual numbering in the secttype file while moving around some images yesterday and intended on coming to the forum to report it but I guess I was a little late and someone beat me to it.

Baron Munchausen
June 3rd, 2002, 09:44 PM
I've been looking at the image mod and it's got some good stuff, but there are still things lacking. So I'd like to request some images from people who are good at using these 3D modeling progams.

First of all, I have yet to see an armor image that looks like I think scattering armor should look. Can someone make an armor image of many small segments, like 29 or 30 in the default images, but with six-faceted 'points' instead of flat? And all shiny chrome surfaced, of course, no varied colors. This would make much more sense for scattering armor than any of the default images. Although 869 in the new images is pretty good I'd prefer one with many smaller facets as I described. http://forum.shrapnelgames.com/images/icons/icon7.gif

I really like 383 but wonder why it had to be scarred and stained? Could someone make this as shiny new armor? http://forum.shrapnelgames.com/images/icons/icon7.gif Also, something just like 383 in shape but made of the same translucent crystal as the crystalline armor in default image 191 would be really nice.

As for weapons, how about some missiles with different color-coded tips to signify different sorts of warheads? And how about some different types of warheads. There's got to be more than one way to make a bomb than image 185 in the standard set.

[ June 03, 2002, 20:47: Message edited by: Baron Munchausen ]

Captain Kwok
June 3rd, 2002, 11:22 PM
But Baron - you can't go wrong with the mini torps that SJ made...I just love them in game.

I improved our solar system planets with better pictures of most of them. I changed the sizes of the oxygen rock worlds and also for them to have darker blue water that matches better with the SEIV standard ones. I actually dinked around with a lot of them and added extra planet types for them. I got so bored that day that I started adding little atmospheric haze around some of them. Perhaps I'll get permission from the ImageMod purveryors to post them for you guys. I think it adds maybe 40 of the best imageMod planets and 3 stars.

Edit:

Eventually I'll get around to making some new comp images for the TNG Mod and perhaps also post some of them as stand alone images for people to use in their games.

[ June 03, 2002, 22:23: Message edited by: Captain Kwok ]

Suicide Junkie
June 3rd, 2002, 11:32 PM
Well, the whole point of the imagemod is to have a collection, so you only have to download once, and update occasionally.

There's no reason why you can't post your own submissions seperately, though.

Captain Kwok
June 3rd, 2002, 11:38 PM
I know...it's just that I found some of the images a little out of my style so I just used my favorite ones and did some editing. I'm only really suggesting it because I made the secttypes to go along with the edited images...and some people might like that because they're not so confident in making their own and since it's about a quarter of the size of the normal ImageMod planetpack...

I'm a little busy with other stuff, but I guess if someone wants it they can just e-mail me and I can send it to them in a couple parts.

Baron Munchausen
June 5th, 2002, 05:59 AM
So, is anyone interested in doing the images I requested or shall I struggle with the graphic design programs myself?

Fyron
June 5th, 2002, 06:04 AM
Ever play MOO2? I am currently in the process of converting all it's components to SE4 format, but procrastination keeps setting in. http://forum.shrapnelgames.com/images/icons/icon7.gif I'll get them done someday. I think that there are some different colored bombs and missiles in it.

Phoenix-D
June 5th, 2002, 06:27 AM
"So, is anyone interested in doing the images I requested or shall I struggle with the graphic design programs myself?"

I'll make a stab at it but I've got to get my shipset done first http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie
June 5th, 2002, 06:33 AM
I know...it's just that I found some of the images a little out of my style so I just used my favorite ones and did some editing. <font size="2" face="Verdana, Helvetica, sans-serif">If you have permission to distribute those images, and the edits are non-trivial, you could add them to the imagemod as well.

Similar but different components work well for different levels of stuff. EG: ion engine vs CT engine, plasma bolt vs hyper plasma.

Fyron
June 5th, 2002, 06:40 AM
SJ:
I sent you an email to writeme.com. That's the right place, right?

Baron Munchausen
June 5th, 2002, 05:39 PM
Thanks, Pheonix-D. I don't think I have a chance in hell of making the scattering armor I described. About all I can do is use filters on existing images or do a little bit of painstaking manual bit-editing. I can't master the mathematical thinking necessary to create original 3D images.

Sometimes you can achieve some pretty nice things with just filters though. I wanted a 'silvery' colored basic armor that really looks like titanium instead of the gold armor that MM supplies by default, and I managed to created it, but I can't attach it here. I used a hue-altering filter and got a really nice 'soft' shine like titanium has. It's not 'bright' shiny like steel, you know.

Val
June 5th, 2002, 07:18 PM
I'd be happy to give the components a shot - as I'll be messing around with the art programs to finish off a few B5 Comps anyway.

The only problem is that I left my PSP CD at home and will not be able to get it for almost a month. I'm looking to see if any of my coworkers up here have a copy I can borrow. Until then, I'm not going to be doing much rendering or art http://forum.shrapnelgames.com/images/icons/icon9.gif

Suicide Junkie
June 5th, 2002, 07:22 PM
I sent you an email to writeme.com. That's the right place, right?<font size="2" face="Verdana, Helvetica, sans-serif">That is the right address, but I only check it an average of once a month unless somebody prods me.

I have a message from you in my list, but I can't seem to open it... its in my list of Messages, but it dosen't really exist!
I can't move or delete it either!

You could try uploading it to imagemodserver directly...

Phoenix-D
June 5th, 2002, 09:49 PM
"I can't master the mathematical thinking necessary to create original 3D images"

Mathmatical thinking? Not if you're using DOGA or Bryce you don't http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D

Captain Kwok
June 6th, 2002, 12:50 AM
I hope to make some new facility and component pics to go with the TNG Mod...but it will be a little while before I get there.

Fyron
June 6th, 2002, 01:30 AM
I have a message from you in my list, but I can't seem to open it... its in my list of Messages, but it dosen't really exist!
I can't move or delete it either![quote]
That is truly bizarre.

[quote]You could try uploading it to imagemodserver directly... <font size="2" face="Verdana, Helvetica, sans-serif">I did that first, but the server was down. I'll try it again now.

Edit: Ok, I uploaded it to the Imagemod folder on the server.

[ June 06, 2002, 00:42: Message edited by: Imperator Fyron ]

Suicide Junkie
June 6th, 2002, 02:16 AM
Got 'em.

Regarding your note.txt, could you possibly fill in the gaps between 840 and 888?

Fyron
June 6th, 2002, 02:57 AM
I could, but that would require me to have to sort them out more, which will delay me from getting around to finishing this even more. http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie
June 6th, 2002, 05:37 AM
Just when you create them, start with the lower numbers.

I could also renumber them afterwards if that's easier...

Phoenix-D
June 10th, 2002, 04:14 AM
OK.. gotten to the point where I can try these. Now questions!

"First of all, I have yet to see an armor image that looks like I think scattering armor should look. Can someone make an armor image of many small segments, like 29 or 30 in the default images, but with six-faceted 'points' instead of flat? And all shiny chrome surfaced, of course, no varied colors. This would make much more sense for scattering armor than any of the default images. Although 869 in the new images is pretty good I'd prefer one with many smaller facets as I described."

I don't follow. Are you talking a three-dimensional 'hexagon' for the segments here?

"I really like 383 but wonder why it had to be scarred and stained? Could someone make this as shiny new armor?"

Easily.. though the texturing will be different.

"Also, something just like 383 in shape but made of the same translucent crystal as the crystalline armor in default image 191 would be really nice."

I can try..

"As for weapons, how about some missiles with different color-coded tips to signify different sorts of warheads? And how about some different types of warheads. There's got to be more than one way to make a bomb than image 185 in the standard set."

Easy enough once I get the basic image done, I'll post. Once that's done it is just a matter of changing materials.

Baron Munchausen
June 10th, 2002, 05:23 PM
Re: scattering armor

Yes, call it a six-sided pyramid if you wish. The height shouldn't be very much, but it's got to look like all those shiny facets are gonna reflect anything that hits them off in lots of crazy directions.

As far as the missiles and bombs, different styles are welcome. Everything doesn't have to look like the CSM with a different color scheme, or the original warhead with a different color scheme.

Phoenix-D
June 11th, 2002, 07:22 AM
OK.. here's a non-textured basic material Version of one of the facets. Good/bad?

http://members.cox.net/phoenix-d/scatter1.bmp

Phoenix-D

Derek
June 11th, 2002, 07:31 AM
Problem with facilities.bmp

The image mod contains pictures for facilites 81-85, which are pictures for PvK's Proportions, and are also used in Derek's Mod (mine), but the facilites.bmp doesn't have pictures for those little squares. Any fix?

Derek

Suicide Junkie
June 11th, 2002, 04:41 PM
I'll fix it up tonight. In the meantime, could you (or somebody) upload those missing images to ftp://imagemodserver.mine.nu ?

Baron Munchausen
June 11th, 2002, 05:49 PM
Originally posted by Phoenix-D:
OK.. here's a non-textured basic material Version of one of the facets. Good/bad?

http://members.cox.net/phoenix-d/scatter1.bmp

Phoenix-D<font size="2" face="Verdana, Helvetica, sans-serif">That looks quite a bit more complicated than I had envisioned. The facets should meet in the middle and just make a simple 'hexagonal pyramid' point. Still, the shape is interesting and might be usable for something else.

[ June 11, 2002, 16:52: Message edited by: Baron Munchausen ]

Derek
June 11th, 2002, 06:41 PM
Originally posted by Suicide Junkie:
I'll fix it up tonight. In the meantime, could you (or somebody) upload those missing images to ftp://imagemodserver.mine.nu ?<font size="2" face="Verdana, Helvetica, sans-serif">Well, the images are allready in the modpack; that is, the individual, seperate pictures are part of the image_mod. The main file, facilities.bmp, however, does not have them. Also, they are not my images; IIRC, they come from PvK's Proportions mod.

Derek

jimbob
June 11th, 2002, 07:09 PM
Is there an easy way to make them mirror like? The surfaces would reflect space; stars and the like... maybe the reflecting surfaces would be purply-dark blue in hue?

Just some thoughts. (and I do like the picture by the way http://forum.shrapnelgames.com/images/icons/icon12.gif )

Phoenix-D
June 11th, 2002, 09:38 PM
Mirror like just takes a different material.

"The facets should meet in the middle and just make a simple 'hexagonal pyramid' point. Still, the shape is interesting and might be usable for something else."

I'm trying http://forum.shrapnelgames.com/images/icons/icon7.gif It's not as easy as it might be in another program though.. I have cubes, spheres, cones, pyramids (4 sides) and toruses to work with. That's it. (Bryce was not intented as a modeler)

I'll see what I can do..

Phoenix-D

Suicide Junkie
June 12th, 2002, 12:12 AM
Now that I'm home and can look at the files, I realize that:

1) From day #1, the imagemod images start at number 101. Everything below that has been reserved in case MM expanded the default images. Images 1 to 100:
- SE4 original images copyright 2000 by Malfador Machinations.
Artwork
-------
Eric Henry
Russel Saito
Shane Watson
Tim McElwain
Dean Hu
Aaron Hall<font size="2" face="Verdana, Helvetica, sans-serif">2) I have only 2 images from proportions, not 5. #177 and #178, which are cityscapes. Images 177 and 178:
- Proportions mod images by Peter von Kleinsmid (PvK@wargamer.com)
Some are newly drawn and others are manipulated from original SE4 graphics.
1/26/02<font size="2" face="Verdana, Helvetica, sans-serif">It may be that the other three you refer to are shared with another mod and were submitted separately, or were simply not submitted.

Baron Munchausen
June 12th, 2002, 01:48 AM
Heh... see what I mean about 'mathematical reasoning'? It's easy enough to say what it should be, but getting a program to create it requires being able to make some low-level mathematical formula to tell the program what shape to draw.

Phoenix-D
June 12th, 2002, 03:10 AM
"but getting a program to create it requires being able to make some low-level mathematical formula to tell the program what shape to draw."

Well.. not exactly. In this case it just takes patience and creative positioning http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D

Baron Munchausen
June 17th, 2002, 02:27 AM
So, are you making any progress in finding the right way to position those wedges? http://forum.shrapnelgames.com/images/icons/icon7.gif

Since the first one is the hardest, you could try some of the other images I suggested. It shouldn't be too hard to make the 'bulkhead' out of transparent crystal if this 3D modelling program is any good.

Phoenix-D
June 18th, 2002, 05:32 AM
Well, I got the non-tarnished armor good and done, I just can't get the friggin lighting right..

as for the other

http://members.cox.net/phoenix-d/hexagon2.bmp

That's one facet, non-textured. Better?

the lighting problem:

http://members.cox.net/phoenix-d/armor1.bmp

http://members.cox.net/phoenix-d/armor2.bmp another attempt with different textures and slightly different lighting.

a try at scattering:
http://members.cox.net/phoenix-d/scatter3.bmp

I may have to drop down on the number of facets for the scattering armor.. maybe one hex group instead of many. Right now it's zoomed out far enough you can barely tell what they are, and the lighting is problematic.

[ June 18, 2002, 05:12: Message edited by: Phoenix-D ]

Baron Munchausen
June 19th, 2002, 05:35 AM
You're right, they are oddly dark. Isn't there a nice shiny 'chrome' setting in that program? http://forum.shrapnelgames.com/images/icons/icon7.gif The scattering armor especially should have a mirror-like surface.

The two armors look pretty good except for the darkness problem. The scattering armor looks better but is still not what I had imagined. The little hexagonal 'pyramids' should fit together with no spaces between the facets. No 'flat' armor surface should be there at all, only angled 'shiny chrome' surfaces.

Can you make one of those 'armor' shapes transparent like the crystaline armor is?

[ June 19, 2002, 04:36: Message edited by: Baron Munchausen ]

Phoenix-D
June 19th, 2002, 07:04 AM
I hate it when I hit back to check something and loose a post.

Anyway:
"You're right, they are oddly dark. Isn't there a nice shiny 'chrome' setting in that program? The scattering armor especially should have a mirror-like surface."

Lighting problem, that IS shiny metal. Working on it. http://forum.shrapnelgames.com/images/icons/icon7.gif

"The two armors look pretty good except for the darkness problem."
Good..which would you prefer? Given that this is a Version of another image, we don't need THREE of the things http://forum.shrapnelgames.com/images/icons/icon7.gif

"The scattering armor looks better but is still not what I had imagined. The little hexagonal 'pyramids' should fit together with no spaces between the facets. No 'flat' armor surface should be there at all, only angled 'shiny chrome' surfaces."

Can do. I think I'll reduce the # of facets too, that lets me get the armor looking a little less thick.

"Can you make one of those 'armor' shapes transparent like the crystaline armor is?"

Yup.. pick one. http://forum.shrapnelgames.com/images/icons/icon7.gif Lighting may be an issue but I'll see what I can do.

Baron Munchausen
June 19th, 2002, 07:23 AM
I think the one that is less 'smooth' looks more realistic. Interesting effect, whatever it is. It gives the impression of a real steel surface with a little bit of corrosion on it or something.

For the crystalline armor effect either one would be the same if you altered it appropriately. http://forum.shrapnelgames.com/images/icons/icon7.gif So, take your pick. Or, alternatively, something resembling a cross-section of a steel girder. I'm looking for images to represent 'internal reinforcement' you see. That armor with the indentation looks like a good representation of a bulkhead, but it's not necessarily the only image that would work.

Once I have a decent crystalline image, I'm gonna be hard-pressed to imagine what organic internal reinforcement should look like. http://forum.shrapnelgames.com/images/icons/icon7.gif

I hope you can get the 'mirrored surface' effect for the scattering armor.

jimbob
June 19th, 2002, 06:15 PM
Baron: Regarding the organic armor you want, I think that Pheonix's armor3 looks pretty good. Very hexagonal/honey comb like, and the fact that it is an irregular pattern with some 'missing' combs makes it look very organic... as if it was grown, and so has some imperfections. If it were re-coloured (colored for our neighbours.. er neighbors... down south) to some greens and browns it would be quite convincing (IMHO).

Good work Pheonix.

Edit: looking at it again, it is actually a perfectly repeating image (five fold symetry and all that) but the lighting gave my eye the impression that things were not perfectly symetrical. The "nubbin" where the repeating facets intersect is of a slightly different size, which convinced my eye that there were additional irregularities. I still maintain that it looks organic, especially on first glance http://forum.shrapnelgames.com/images/icons/tongue.gif

[ June 19, 2002, 17:19: Message edited by: jimbob ]

Baron Munchausen
June 30th, 2002, 05:52 AM
So, any progress?

Phoenix-D
June 30th, 2002, 06:17 AM
Haven't had the inclination to work on it lately, sorry.

Phoenix-D

Phoenix-D
July 1st, 2002, 05:17 AM
Non tarnished armor, but lighting different:

http://members.cox.net/phoenix-d/armor2a.bmp

A crystalline Version of the other armor:
http://members.cox.net/phoenix-d/crys1.bmp

Phoenix-D

[ July 01, 2002, 04:27: Message edited by: Phoenix-D ]

Baron Munchausen
July 1st, 2002, 05:40 AM
The crystalline one is very nice. I'll keep that one for sure. http://forum.shrapnelgames.com/images/icons/icon7.gif

The metal armor is certainly brighter but maybe just a bit too bright. The leading edge looks too shiny or even 'over-exposed'. Can you get a more even light? I'll mess with it in my filters and see if I can get the tone that I want...

[ July 01, 2002, 04:41: Message edited by: Baron Munchausen ]

Phoenix-D
July 1st, 2002, 05:49 AM
http://members.cox.net/phoenix-d/armor2a.bmp

try that..

Phoenix-D
July 1st, 2002, 06:14 AM
For whoever thought my attempt at scattering armor looked organic:

http://members.cox.net/phoenix-d/org1.bmp (LARGE FILE!)

http://members.cox.net/phoenix-d/org2.bmp (not happy with this reduction..128x128)

Phoenix-D

Baron Munchausen
July 1st, 2002, 06:23 AM
I don't see any difference. But no problem. I'll fuss with it a bit in my filters tomorrow and see what I can do with it. It's just seems little bit 'over-bright' in the foreground.

How did you do the crystalline one? Is it easy to duplicate? There are lots of things that would look good made out of translucent material like that.

Baron Munchausen
July 1st, 2002, 06:29 AM
Erm... that 'organic armor' is one weird image. Doesn't make me think of armor but some sort of landscape, it's so complex. I'd say try to duplicate some of the textures from the Vorlon ships in Babylon 5 for a good 'organic armor' look. Those were quite impressive and dangerous looking ships.

Phoenix-D
July 1st, 2002, 06:30 AM
That would be because I goofed and it IS the same image..ooopsie. http://forum.shrapnelgames.com/images/icons/icon7.gif

http://members.cox.net/phoenix-d/armor2b.bmp

Phoenix-D

Phoenix-D
July 1st, 2002, 06:33 AM
The crystalline one was made by taking the first (non-'tarnished') armor model I posted before. Then I changed the diffusion color and fiddled with the transparency and reflection til it worked out.

A lot of what you're seeing ISN'T actually there, it's reflections. http://forum.shrapnelgames.com/images/icons/icon7.gif The model is identical, it's just the material that's different.

Not sure how easily I could duplicate it; depends on the image I guess.

Phoenix-D

Baron Munchausen
July 1st, 2002, 07:02 AM
Well, it does look more evenly lit but now has a rather oddly mottled surface. Hmm. I wish I understood the processes behind these surfaces.

Ed Kolis
July 6th, 2002, 10:13 PM
Bright Idea!

You know, I wonder why the Imagemod doesn't incorporate other parts of the game as well, such as sound effects...

Ed Kolis
July 6th, 2002, 10:23 PM
And my contribution for today... a bunch of lousy images that I did over the past however long...

http://www.geocities.com/edwardkolis/imagemod070602.zip

Suicide Junkie
July 6th, 2002, 11:33 PM
You know, I wonder why the Imagemod doesn't incorporate other parts of the game as well, such as sound effects...<font size="2" face="Verdana, Helvetica, sans-serif">Well, sound effects modding isn't terribly popular, and the ones that are made, rarely conflict with each other, since you have arbitrary filenames available to use.

BTW, geocities is giving a "page not available". They don't like remote linking at all.
Don't worry about fixing it for me though. I've downloaded the file already.

Phoenix-D
July 7th, 2002, 05:07 AM
Baron: I've tried and I can't get a scattering armor to work right. Anything else?

Phoenix-D

Baron Munchausen
July 7th, 2002, 07:09 AM
Originally posted by Phoenix-D:
Baron: I've tried and I can't get a scattering armor to work right. Anything else?

Phoenix-D<font size="2" face="Verdana, Helvetica, sans-serif">Well, the one I have is reasonable. http://forum.shrapnelgames.com/images/icons/icon7.gif Other than the scattering armor, I'm still searching for something to represent 'organic bulkheads' -- internal reinforcement with organic armor material. It has to be different from the standard organic armor image, but enough like it to be recognizable. So, I guess you lift the texture and try to think of a shape that looks right. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, I decided we need another 'primitive' weapon to start the early game with, so I've added 'Laser Cannon' to my techs. But I can't find a decent image that I think looks like a plain old 'Laser' even in the image mod. Everything looks too slick. It has to be sort of 'retro' compared to the later wapons, rather like the DUC image. Got any ideas? http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 07, 2002, 06:11: Message edited by: Baron Munchausen ]

Phoenix-D
July 7th, 2002, 08:21 AM
http://members.cox.net/phoenix-d/gun.bmp

Like that? I'm not entirely happy with the texture, but I finnally figured a way to get semi-even lighting. http://forum.shrapnelgames.com/images/icons/icon7.gif

Baron Munchausen
July 7th, 2002, 04:19 PM
Boy... Thick, heavy construction like that makes you think it's a battleship gun. This might be more suitable to replace the DUC than to represent a laser. http://forum.shrapnelgames.com/images/icons/icon7.gif Yeah, the texture might be improved but the design is not 'futuristic' at all. Look at the default DUC image again. It's got quite a bit of color and detail. I sort of like default image #78 for a laser but I've already used it for something else... http://forum.shrapnelgames.com/images/icons/icon7.gif

I guess I'm looking for a 'Lost in Space' sort of laser. Just a few of those 'flanges' instead of many, and mostly silvery colored.

[ July 07, 2002, 15:19: Message edited by: Baron Munchausen ]

Spuzzum
July 7th, 2002, 10:18 PM
Man, I should really learn how to use Blender -- I can think of wonderful shapes and textures, but have absolutely no knowledge of any way to put them into a 3D model. ;-)

Ed Kolis
July 8th, 2002, 01:15 AM
Here's another torpedo firing bitmap... it's the Legendary Spazer (three purple energy bolts) - borrowed it from Megaman 21XX (great fangame by the way! check it out at www.stroutsink.com). (http://www.stroutsink.com).) SJ pointed out that Geocities doesn't allow remote linking, so just paste the URL into your browser:

www.geocities.com/edwardkolis/torps.bmp (http://www.geocities.com/edwardkolis/torps.bmp)

Baron Munchausen
July 8th, 2002, 02:50 AM
If Geocities is that tight-assed I'll not grace them with a hit. I've already got filters to block out the pop-ups embedded in their pages when I have an important enough reason to visit a page there. Find another site if you want to show people your new torp designs. http://forum.shrapnelgames.com/images/icons/icon7.gif

disabled
July 8th, 2002, 02:59 AM
Geocities recently blocked offsite linking for most files, and blocked FTP programs.

I recommend prohosting to everyone.

Captain Kwok
July 8th, 2002, 03:08 AM
I hate all those so called free hosts out there and their ads. That's why I decided to use my ISPs space...I get 10Mb plus 300Mb bandwidth - no ads and a relatively simple address. Throw in the fact that you get 7 e-mail accounts each with a corresponding 10Mb webspace...it's not bad at all.

Suicide Junkie
July 8th, 2002, 06:35 AM
Geocities has blocked off-site images since the beginning of time, AFAIK. I have no reason to believe they weren't blocking everything except .HTML links since the start either.

It's just the way it is. Web-accessable disk space at the cost of no direct links, silly ads, and $0 for the poster. Take it or leave it.

I fail to see the problem with the way they operate. It's not like the ads are self-replicating popup/unders. The ones I've seen (on my own Geocities site) aren't flashy, seisure-inducing annoyances, and even have a minimize/close button that actually closes the thing!

PS: pasting the url into your browser is the same as clicking it. You need to go to your geocities site, and then paste the link.
Or, just make a simple 1 kb HTML page which displays the images, and link to the HTML page.
Or, upload the images to shrapnel, seing as they are on topic here.

EG: http://www.geocities.com/hohoho611ca/ships.html

Suicide Junkie
August 13th, 2002, 07:39 AM
There is a new patch for the PlanetPack available!
only 180kb, there were a few images from 622 to 630 that were off by one.

See:
http://www.geocities.com/hohoho611ca/imagepack.html

[ August 13, 2002, 06:43: Message edited by: Suicide Junkie ]

Fyron
August 13th, 2002, 07:46 AM
My mirror is updated.

Phoenix-D
August 13th, 2002, 08:16 AM
So is mine..now I just have to get around to refining and submitting those images Barron requested.

Phoenix-D

Zarix
August 13th, 2002, 03:01 PM
I updated my mirror. I looked at the other sites and spotted two things. Imperator Fyrons site has only v1.10 components but newest is v1.11 and Phoenix-Ds mirror doesn't have a link to my site. Everything else seems to be in order.

Fyron
August 16th, 2002, 10:18 PM
I found an error. http://forum.shrapnelgames.com/images/icons/icon7.gif The portraits for 336 and 337 in the planet images are reversed.

Hmm... I don't have the latest components? Most odd...

Edit:
Ok, my mirror now has the latest components Version too. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ August 16, 2002, 22:10: Message edited by: Imperator Fyron ]

Fyron
August 17th, 2002, 02:59 AM
SJ... get the imagemod server Online! I have a submission, but it is currently offline. http://forum.shrapnelgames.com/images/icons/icon7.gif

Urendi Maleldil
September 13th, 2002, 06:42 PM
Ah; New components for the imagemod.

http://students.uwsp.edu/kmusa047/Imagemod_submission.zip

Suicide Junkie
September 13th, 2002, 08:07 PM
Sorry, Fyron. Imagemodserver has a 24-hour ping time, and a typical maximum bandwidth of 1.44 megs per day.

IE: I moved, and don't have a direct internet connection anymore: I'm using floppies.
You can post or email the file, and I can DL it from work, though...

Urendi: got it. It may take a while to get the updated Version back out to the world, though.

Fyron
September 13th, 2002, 08:21 PM
Yeah, I know. But that post was made long before you moved. http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie
September 13th, 2002, 09:53 PM
Heh, oops. That's the problem with responding to the comment via another channel, and then having the thread bumped back up http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
October 30th, 2002, 11:07 AM
Anyone care to offer new images for the Image Mod?

Val
October 30th, 2002, 06:15 PM
I've got a score or so I need to submit. Facilities, Components & Planets.

Just have to pack 'em all up and send in to SJ one of these days...

QuarianRex
October 30th, 2002, 09:29 PM
I have a couple of pics that could be included. They're primarily Borg oriented and can be found in (appropriatly enough) my Borg mod that I posted a few days ago in the race/mod section.

There are a couple pics that are transplants from bmps in other areas, like troops (for the boarding parties), while others I yanked off the web and polished up a bit.

Fyron
November 12th, 2002, 09:45 AM
Hey SJ, are those star pics I sent you ever going to be included into the Image Mod? http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie
November 12th, 2002, 04:10 PM
I'll check to see if they survived the crash tonight.
And I'll see about uploading some new Versions, too.

dumbluck
November 12th, 2002, 04:59 PM
new Versions, woo-hoo!

dogscoff
November 12th, 2002, 06:41 PM
Just out of interest, how many mods are using the image mod so far? I only ever play Proportions, so I tend not to notice what happens in the other mods.

geoschmo
November 12th, 2002, 08:24 PM
First of all, love these pictures. They are awesome. But what the heck is # 407 in the planet list supposed to be? A giant bunny planet? http://forum.shrapnelgames.com/images/icons/icon10.gif

Can someone make more of the cube planets? I think an all cube planet quadrant would be cool, but with only 6 pictures it would be a little redundant. http://forum.shrapnelgames.com/images/icons/icon7.gif

mlmbd
November 12th, 2002, 11:11 PM
Those are some Great pics!! Excellent! Whew, lots of work.

geo, how many planet pics would you need for the Mod??

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron
November 12th, 2002, 11:38 PM
Originally posted by dogscoff:
Just out of interest, how many mods are using the image mod so far? I only ever play Proportions, so I tend not to notice what happens in the other mods.<font size="2" face="Verdana, Helvetica, sans-serif">The new deluxe Version of FQM will use the planet pics. http://forum.shrapnelgames.com/images/icons/icon7.gif

P&N uses them. The B5 Mod usees them.

Matryx
November 13th, 2002, 02:08 AM
Geo: I did the 'bunny' planet. http://forum.shrapnelgames.com/images/icons/icon7.gif
It was supposed to be a freak coincidence that a planet / moon / asteroid / whaetever happened to look like a bunny.
Designed for hand-made maps really to make sure it really is unique http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie
November 13th, 2002, 05:08 AM
Alright. I have here a submission without any credits to use.

"Stellar_moons.zip" Anybody?
Looks like sphereworlds orbiting various stars.
If it was yours, speak up so I can get this update posted!

Val
November 13th, 2002, 05:42 AM
Dang, I got some stuff I didn't yet send you, gotta download and make sure the B5 Mod isn;t conflicting with any of the pics.

Added a bunch of Facilities, some planets and a few components (they are mostly in the 'reserved' range).

The B5 Mod does take extensive advantage of the image mod. The Sci-Fi X-Over Mod usees it too, as I imagine the Star Trek NG Mod will/does. Doesn't proportions use it? It's been so long...

Captain Kwok
November 13th, 2002, 06:16 AM
The Star Trek: TNG mod might contain a few imageMod pictures (probably just some planets), but will not use/require the imageMod. Instead it will contain a little image mod of its own.

However, I'll be letting some of the images I make of stuff to be used in the imageMod later on...at least once I've made them http://forum.shrapnelgames.com/images/icons/icon7.gif .

dumbluck
November 13th, 2002, 12:29 PM
the Art of War mod will use the Image mod... once I finish it, that is...

mlmbd
November 14th, 2002, 07:23 PM
SJ, I sent geo some cubed planets for the mod he was talking about. He said I was talking to the wrong person. I should talk to you about getting them included in your image mod. If that interest you. I could send a zip with a couple dozen planets that I did. If you wish. Also I can make a lot more, if you want. He did say that some of them were a little dark. I did fix that. This are all new bmp's.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Suicide Junkie
November 14th, 2002, 07:31 PM
Yes, certainly.

Submissions are accepted in the Image Mod Thread over at ShrapnelGames.
Any original submission is accepted, assuming that it:
1) is complete. (Contains all required images)
2) is new. (Not already included)
3) is intact. (Corrupted/damaged files must be resubmitted)
4) is reasonably organized. (To make the compilation easier)
5) contains an appropriate credit.txt. (Indicating any parties who should be credited with the work)<font size="2" face="Verdana, Helvetica, sans-serif">http://www.geocities.com/hohoho611ca/imagepack.html

So, post it here or send it to me, with the minis, the portraits, and a credits.txt.

mlmbd
November 14th, 2002, 08:24 PM
SJ,
Thanks, for info!
This is link for the planets!
1037297998.zip (http://forum.shrapnelgames.com/newuploads/1037297998.zip)

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Suicide Junkie
November 14th, 2002, 08:38 PM
Problem with your submission:
I don't see any minis in that zip.
See PLANETS.BMP for details.

Note: You can submit the minis as individual image files, or as one long strip of images as seen in planets.bmp. Don't bother including the whole planets.bmp, since it'll be a bigger download, and I'll have to move your images anyways.

mlmbd
November 15th, 2002, 12:35 AM
SJ, Yes I am Sorry! Got the new zip and link, with the mini's.

1037312937.zip (http://forum.shrapnelgames.com/newuploads/1037312937.zip)
I won't let it happen again.

Is there someone I should tell about the other link??

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Suicide Junkie
November 15th, 2002, 01:00 AM
Richard might know how to get rid of the old files. Or at least who on his staff to ask.

Fyron
November 15th, 2002, 02:10 AM
Richard is the one in charge of the forum and the site, so he should be the one to ask. http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie
November 15th, 2002, 11:39 PM
Some things for the Mirror hosts:

1) Fyron, your Online.gif is 4 pixels too short, and 4 pixels too thin. Can you download someone else's copy to make yours match?

2) ZeroAdunn is joining the family of Imagemod mirrors!
Everybody update your list of alternate mirrors, please!
See one of my mirrors to get the relevant table entries.

3) A planetpack update will be coming out this weekend. Includes Fyron and ZeroAdunn's new submissions.

Also, anybody know where the stellar moons came from? Please!

Captain Kwok
November 15th, 2002, 11:50 PM
I think having preview images of the components.bmp, planets.bmp, etc, files would be an asset for the imageMod. It would give Users a chance to take a quick look before spending the time to download the files.

Suicide Junkie
November 16th, 2002, 02:25 AM
4) Add links to the previews of Components and Planets. See my mirrors for details.

Pax
November 16th, 2002, 03:06 AM
Originally posted by dumbluck:
the Art of War mod will use the Image mod... once I finish it, that is...<font size="2" face="Verdana, Helvetica, sans-serif">Ditto for Exodus. EXTENSIVE use. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
November 16th, 2002, 04:03 AM
Mirror all fixed now. http://forum.shrapnelgames.com/images/icons/icon7.gif

mlmbd
November 16th, 2002, 03:26 PM
SJ, I did U/L another zip for submission. It is 1037450850.zip (http://forum.shrapnelgames.com/newuploads/1037450850.zip)

Everything (I hope) is there. Nebulas, Reg Planets, SQ Planets, Ringed Planets and a Comet. With all the MINI's and text file. Hope they are good for you.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Suicide Junkie
November 16th, 2002, 04:00 PM
The zips I saw from you up to this point did not include the rings, comet, and nebulae.

However, browsing through the new bits of the one you just posted there are three things I note:
1) the comet has a bright edge to it. The way it works in SE4, that should be pure black instead so that the masking will work.
2) Many of the nebulae are already included elsewhere.
3) Saturn in already included. And ISTM that the one in the zip there is a tad squished from the rescaling.

TerranC
November 16th, 2002, 04:11 PM
does anybody else get some kind of mumbo-jumbo in the quickviewer, or a message that there are no viewers that can view the image when looking through mlmbd's submission?

Suicide Junkie
November 16th, 2002, 04:22 PM
Well, the imagemod previews are meant to be browsed to, rather than downloaded. They're in GIF format.

As for viewing Mlmbd's submission, it seems to be regular BMPs. Of course, I use Irfanview with all the plugins (http://irfanview.com/english.htm), so I could see it fine even if it was .FSH or .LWF or something crazy like that.

Zarix
November 16th, 2002, 05:24 PM
Is there something wrong with ZeroAdunns mirror? It gives me "URL was not found".

Suicide Junkie
November 16th, 2002, 08:53 PM
Well, technically, yes. Last I heard it was still under construction.

The links DO say "Unknown" status, so...

Fyron
November 16th, 2002, 09:58 PM
mlmbd:
Nebulae are system sized objects. For sector sized objects, they are called storms. http://forum.shrapnelgames.com/images/icons/icon7.gif And if you get FQM Deluxe, you will get most of those nebulae pics as full systems. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 16, 2002, 19:59: Message edited by: Imperator Fyron ]

mlmbd
November 17th, 2002, 12:57 PM
SJ, are the image submissions suppose to be gif's? Saturn is suppose to look squished. After all it is not suppose to be Saturn. I will redo the Comet if you wish. If any of the nebulae are acceptable I will gladly resize and reformat them (and the Comet) to what they need to be. I do apologize for my foul ups. At least there won't be anymore involving the image mod. As I posted, I won't make further submissions. Everyone can take a breath, and a sigh of relief now!! http://forum.shrapnelgames.com/images/icons/icon10.gif

Imperator Fyron, System sized objects are what size and format?

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron
November 17th, 2002, 01:06 PM
Look in Pictures\System. There are 3 different pictures for each system type graphic.

mlmbd
November 17th, 2002, 01:31 PM
So Fyron, what you are saying is you don't know the size???

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Zarix
November 17th, 2002, 04:30 PM
Originally posted by mlmbd:
So Fyron, what you are saying is you don't know the size???<font size="2" face="Verdana, Helvetica, sans-serif">So mlmbd, what you are saying is you have deleted your Pictures\System folder??? http://forum.shrapnelgames.com/images/icons/tongue.gif

Suicide Junkie
November 17th, 2002, 05:41 PM
I do apologize for my foul ups. At least there won't be anymore involving the image mod. As I posted, I won't make further submissions.<font size="2" face="Verdana, Helvetica, sans-serif">What's up with that?
You've already made one of the biggest contributions I've seen in a while, with all the cubeworlds, and other items in your first upload.

The image submissions ARE supposed to be BMPs, since that's what SE4 uses.
The only GIF images are the low-quality previews I made for the website.

You've got a lot right, don't let Fyron confuse you too much http://forum.shrapnelgames.com/images/icons/icon12.gif
Storm = sector sized, good for imagemod submission
Nebulae = system sized, comes in 800x600, 1024x768 and portrait sizes. Not applicable to the imagemod.
If you have a photo of a nebula, there is no reason why it can't be used as a storm ... as long as it would look decent mixed in with planets http://forum.shrapnelgames.com/images/icons/icon12.gif

Captain Kwok
November 17th, 2002, 07:31 PM
SJ:

Look forward to many future submissions!!! I have taught Fyron the Kwok Skool of Planetary Design, and combined we might end up pumping out hundreds of new planets.

Captain Kwok
November 17th, 2002, 07:39 PM
Here are some samples I made:
http://members.rogers.com/capt-kwok/images/planets.gif

1 > O2 Ice
2 > O2 Rock
3 > None Rock
4 > H2 Rock

Keep in mind of course, that these .gif Versions hardly do the justice the .bmps deserve!

[ November 17, 2002, 17:40: Message edited by: Captain Kwok ]

Fyron
November 17th, 2002, 11:40 PM
Originally posted by mlmbd:
So Fyron, what you are saying is you don't know the size???

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif <font size="2" face="Verdana, Helvetica, sans-serif">Yes I know the sizes. But, I find it better to tell people how to learn stuff on their own than just to spoon-feed the info to them. http://forum.shrapnelgames.com/images/icons/icon7.gif

It wasn't my intention to confuse you, only to say that in se4 terms, a storm and a nebula are 2 completely different things. Keeping the terms straight helps to reduce confusion. http://forum.shrapnelgames.com/images/icons/icon7.gif

Urendi Maleldil
November 18th, 2002, 01:31 AM
SJ, I looked at the components preview in the mods forum. It doesn't look like you included the components I sent you a while ago.

Suicide Junkie
November 18th, 2002, 03:03 AM
Well, the previews are not totally up to date, and I am not planning to update them much.

However, it does look like I am a bit behind on the components.
Does your submission include about 50 components including wing commander pics?
If not, I may have lost it.

Urendi Maleldil
November 18th, 2002, 03:06 AM
Yep. Privateer stuff.

Suicide Junkie
November 18th, 2002, 04:49 AM
Ok. I'll get it added, and probably uploaded sometime on Monday.

mlmbd
November 18th, 2002, 03:11 PM
Zarix, couldn't play the game very well if I did that! http://forum.shrapnelgames.com/images/icons/icon12.gif

SJ, there is a size limit to your imagemod, isn't there? I can make that many images almost everyday. That would not leave room for other peoples submissions.

If am wrong about this just let me know. I will keep the planets, comets, nebulae, suns and other space images coming! If there are things you would like for the imagemod, let me know.

Are there any images from my Last submission that I need to correct?

Fyron is not (as much I would like him to be) my cause of confusion. That comes from a response you made to TerranC.
He ask " does anybody else get some kind of mumbo-jumbo in the quickviewer, or a message that there are no viewers that can view the image when looking through mlmbd's submission?"

An you answered:
"Well, the imagemod previews are meant to be browsed to, rather than downloaded. They're in GIF format.

As for viewing Mlmbd's submission, it seems to be regular BMPs. Of course, I use Irfanview with all the plugins, so I could see it fine even if it was .FSH or .LWF or something crazy like that." That is were I got confused about the image format.

Fyron, the muppets look better with little spoons in their hands! http://forum.shrapnelgames.com/images/icons/icon10.gif As I told SJ, you were not the source of my confusion. Thanks! I do appreciate any and all assistance. As I am new to this submission stuff.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Suicide Junkie
November 18th, 2002, 05:56 PM
The size limit is practical, rather than technical.

SE4 can handle at least 64,000 images.
However, the ZIPped Versions of the bigger packs are already up to 5 megs, and only about 500 images.

The best thing for the imagemod is a smaller number of polished images. I'd hate to have to distribute this on CDs http://forum.shrapnelgames.com/images/icons/icon10.gif

Sorry about the confusion. I'll have to avoid posting about things like that too close together http://forum.shrapnelgames.com/images/icons/icon7.gif

As for requests, the FacilityPack and especially the CombatPack are quite small at the moment.
Themed facilities, such as organic buildings, crystalline buildings, magical buildings and such would be useful.
Especially the organic buildings.

There is a lot of room for work in the CombatPack too. I've added a fairly large set of torp and beam animations for many of the common SE4 weapons (even separate animations for different tech levels of one weapon!).
The beam animations show a lot of opportunity too. SE4 has quite a unique way of displaying the beam weapons.

For the beam animations, there is a section near the top of the image that gets covered by the bottom part of the image as it tiles across space towards the target. Then there is the bottom half, which repeats regularily.
Combined with SE4's masking, you can do all sorts of things. I don't consider myself terribly creative, but I did manage to come up with a Torpedo+Trail animation http://forum.shrapnelgames.com/images/icons/icon7.gif I stuck a torpedo shape in the top section, and colored the bottom so that it would erase the torpedo as it tiled and leave a spotty gas trail.
And then theres always the Helix cannon animation, such as in my sig http://forum.shrapnelgames.com/images/icons/icon7.gif

I really don't know why more people aren't submitting images for the CombatPack. http://forum.shrapnelgames.com/images/icons/icon9.gif

Gryphin
November 18th, 2002, 06:16 PM
What is the limit in width? They all seem fairly narrow. I could see a "Pulse" weapon that had cones fade in an out.

Let me guess: It needs to fit in the blank squares. One image for the Red outline and one for the white.

[ November 18, 2002, 16:29: Message edited by: Gryphin ]

Suicide Junkie
November 18th, 2002, 07:16 PM
For weapon animations?
The torpedoes take up one whole square only.

The red and white alternating boxes are there to make it easier to count which image is which.

For the beam animations, take a look at the image labelled "Test" (# 30) The red zone is the area that only appears at the tip of the beam as it streakes through space.
The green zone is the area that tiles along, and ends up erasing, or partially erasing the red zone. The little yellow box indicates the center of the image.

I suggest copying image #29, and pasting where you are doing your drawing so that you can tell which parts will do what.

mlmbd
November 18th, 2002, 10:11 PM
SJ, the CombatPack and the FacilityPack have just one bmp each, 128X128 and mini's. Is that correct?

Does anyone have, or can you tell me where I can get, a list of Race specific facilities?

Thanks!

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

edited to add facility ?.

[ November 18, 2002, 22:00: Message edited by: mlmbd ]

Suicide Junkie
November 19th, 2002, 04:34 AM
CombatPack has only Two BMPs total. One for Beams and one for Torps. They are all "minis" style, since there are no closeups of weapon animations.

The facility BMPs work just like the components and planets.

Download the imagepacks, or simply look in your SE4/Pictures folders to see what's going on.

The imagemod does work both ways; you can add facilities to match what an existing mod wants, or add a facility that a future mod will possibly want to use.

A hatchery, an organic training ground, a harvester...
You could make an organic or crystal or energy being Version of all the basic facilities...

One thing that I would like is a good set of planetary shield generator images. The standard image is a bit boring. A standard Version and an ancient ruins technology Version would be quickly snapped up for use in P&N.

PS:
Another long-delayed update to the ComponentPack. Its up to 5.5 megs.

[ November 19, 2002, 03:12: Message edited by: Suicide Junkie ]

Fyron
November 19th, 2002, 06:30 AM
Mirror updated.

KirbyEF
November 19th, 2002, 07:49 AM
Suicide Junkie - I looked at the imagepacks. All I saw for each of the items was a list of artist credits. Will you make an itemized list of descriptions of each of the objects by item number?

Thanks,
KirbyEF

Fyron
November 19th, 2002, 09:07 AM
Originally posted by kirbyef:
Suicide Junkie - I looked at the imagepacks. All I saw for each of the items was a list of artist credits. Will you make an itemized list of descriptions of each of the objects by item number?

Thanks,
KirbyEF<font size="2" face="Verdana, Helvetica, sans-serif">No, he will not. The purpose of the image mod is just to have a bunch of images, which you can use however you would like in a mod. http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd
November 19th, 2002, 10:28 AM
SJ, here is a shield generator and afew ruins. If they are correct and what you are looking for, I will submit more in a day or two.

1037694097.zip (http://forum.shrapnelgames.com/newuploads/1037694097.zip)

Thanks!

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron
November 19th, 2002, 10:31 AM
Generally, it is better to put all the minis for one type (components, planets, or facilities) into 1 file. It makes it easier for SJ to copy them into the imagemod. http://forum.shrapnelgames.com/images/icons/icon7.gif

Pax
November 20th, 2002, 02:47 AM
Originally posted by Suicide Junkie:
A hatchery, an organic training ground, a harvester...
You could make an organic or crystal or energy being Version of all the basic facilities...<font size="2" face="Verdana, Helvetica, sans-serif">And I would worship you as a GOD if anyone with computer-art talents did exactly that Last bit -- as Exodus will have wholly different facilities for the Organic, Crystalline, and Standard technology bases ...

I might as well mention, I'd love a series of color-altered Versions of both Organic armor, and Crystalline armor -- lots and lots of colors -- to eb added to the modpack, if any artists out there care to oblige a greedy bastard, er, nice modder like me. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 19, 2002, 12:49: Message edited by: Pax ]

Suicide Junkie
November 20th, 2002, 02:51 AM
Will you make an itemized list of descriptions of each of the objects by item number?

The purpose of the image mod is just to have a bunch of images, which you can use however you would like in a mod.<font size="2" face="Verdana, Helvetica, sans-serif">Also, a picture speaks a thousand words. Just browse through the minis, until you find one that's appropriate for whichever object you're adding. Then look up its number by counting over from the right-side edge.

mlmbd
November 20th, 2002, 02:58 AM
Fyron, then I am glad I did just afew. Thanks! I don't want to make extra work for anyone.

Pax, order taken! Your order will arrive shortly.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

mlmbd
November 20th, 2002, 10:31 PM
SJ, u/l 2 zip's. One components. Mostly Armour.
1037752598.ZIP (http://forum.shrapnelgames.com/newuploads/1037752598.ZIP)

The second, facilities. Included one planetary shield
1037822193.zip (http://forum.shrapnelgames.com/newuploads/1037822193.zip)

By the way. What did you think of the first shield generator?

Thanks.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Pax,
A hatchery, an organic training ground, a harvester...
You could make an organic or crystal or energy being Version of all the basic facilities... <font size="2" face="Verdana, Helvetica, sans-serif">, they are coming!!

[ November 20, 2002, 21:03: Message edited by: mlmbd ]

mlmbd
November 21st, 2002, 03:36 PM
Gryphin, THANKS! I am at a loss why only the two bmp's loaded. The error is:, "Bitmaps must be greater than one pixil on a side" <font size="2" face="Verdana, Helvetica, sans-serif">is news to me! I didn't make any images less than one pixel. Which paint prg did you use? I loaded them in PS7P, Real-DRAW and Ultimate Paint. Didn't have any problems. As to the size difference, (49k verse 65k) there is alot of extra data in those images. The first two images are pretty plain.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

mlmbd
November 21st, 2002, 05:18 PM
Gryphin, I had a though, I save the bmp's in 32bit format. Maybe the paint prg you have only supports 24bit, not 32bit.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Gryphin
November 21st, 2002, 07:17 PM
The program is the Paint that comes with Windows Win 95 and "Photo Editor" that comes with Office 2000.
IrfanView Indicates:

On the ones I can't open with Paint:
"Original Colors 16.7 million, (32 BitsPerPixil)"
"Current Colors 16.8 million, (24 BitsPerPixil)"

On the ones I can open it indicates:
"Current Colors 16.8 million, (24 BitsPerPixil)"
"Original Colors 16.7 million, (24 BitsPerPixil)"

BTW: I only point this out because it may be important else where. I don't know if the game cares.
I'll have to mod some armor so I can use the new graphics.
Thanks

mlmbd
November 22nd, 2002, 01:37 AM
SJ, here some new facilities for the imagemod. One planetary shield is included. A Hatchery, harvester or whatever modders want them to be! 1037920756.zip (http://forum.shrapnelgames.com/newuploads/1037920756.zip)

It is not a problem with the images being 32bit images, is there?

Gryphin, it is the paint program. Has a problem with 32bit images. No need to mod anything though. Just grab one of the free paint prgs out there. Any of them are better than Win Paint. Sorry for all the problems.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron
November 22nd, 2002, 02:30 AM
Bitmaps have no compression. A 128x128 bitmap is the same file size as any other 128x128 bitmap that has the same number of colors.

Gryphin
November 22nd, 2002, 02:59 AM
mlmbd ,
Nice work on the armor. I like them. Only Comps _025 and _026 will open in paint. The rest will not. I can open them in IrfanView.
I notice that _925 and _926 are .49kb in expaned size. The others are 65kb.
The error is: "Bitmaps must be greater than one pixil on a side"
Any Ideas?

mlmbd
November 22nd, 2002, 03:28 AM
Fyron, excuse me. You can't compress bmp's. This is true. At least in the traditional sense. But you can make the same image a different size package. A 24bit bmp is smaller than the identical 32bit bmp. Check it for yourself. Save one image at 24bits another at 32bits. The 32bit bmp will be almost 1/3 larger than the 24bit bmp.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron
November 22nd, 2002, 04:02 AM
I think you misunderstood me. Note the "same number of colors" qualifier. 32 bit means that the image has 1/3 more colors than 24 bit. But, that is not compression in the sense that gif, jpg, png, etc. are compressed.

One 24 bit bmp is the same file size as any other 24 bit bmp that is the same pixel size. With jpg (as an example), the file size is reduced if there are fewer colors in the image. But with bmp, there is no reduction of file size.

Baron Munchausen
November 22nd, 2002, 04:49 AM
No, no, no! 32-bit color has FAR more than '1/3rd' more colors than 24-bit color! Every bit doubles the number of possible colors! 24- bit is 16 million colors, while 32-bit is something more than 4 billion! The size of the data is 1/3 more for 32-bit, though, yes. Incidently, we humans can only distinguish something less than the 16 million of 24-bit color. 32-bit color is a waste from a color perspective. But the 'double word' format has programming advantages so that's why it's used in high-end graphic cards.

[ November 22, 2002, 02:50: Message edited by: Baron Munchausen ]

Suicide Junkie
November 22nd, 2002, 05:19 AM
Mlmbd:
I got your submissions, but the two facility zips appear to be exactly the same!
You didn't happen to upload the same one twice by accident, did you?

BTW, I can see all of those images fine, even in MSpaint.

PS:
If its not too much bother in the future, you could put all the minis into one BMP file, just place them in a row.
That makes it much easier for me to arrange them.

Fyron
November 22nd, 2002, 10:16 AM
Originally posted by Baron Munchausen:
No, no, no! 32-bit color has FAR more than '1/3rd' more colors than 24-bit color! Every bit doubles the number of possible colors! 24- bit is 16 million colors, while 32-bit is something more than 4 billion! The size of the data is 1/3 more for 32-bit, though, yes. Incidently, we humans can only distinguish something less than the 16 million of 24-bit color. 32-bit color is a waste from a color perspective. But the 'double word' format has programming advantages so that's why it's used in high-end graphic cards.<font size="2" face="Verdana, Helvetica, sans-serif">Minor detail. http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd
November 22nd, 2002, 09:47 PM
SJ, that is exactly what I did. Dumb. Anyway here is the zip w/zip inside. For the mini's. Sorry I didn't read here first. I will in the future do all the mini's in one bmp.
http://forum.shrapnelgames.com/newuploads/1037974618.zip

Fyron, yes I did. Now there isn't any misunderstanding.

Gryphin, no a problem. Artist will be artist.

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

capnq
November 22nd, 2002, 09:51 PM
A 24bit bmp is smaller than the identical 32bit bmp. <font size="2" face="Verdana, Helvetica, sans-serif">Aha! Finally, an explanation for why 24-bit color exists. I've always been baffled by references to 24-bit color, because I've never seen a video card that produced that setting. Every card I've owned that allowed a color depth above 16-bit jumped directly to 32-bit.

Captain Kwok
November 23rd, 2002, 12:23 AM
The current images included with SE:IV are all 24-bit .bmps - decent file size with image quality undistinguishable from 32-bit with the human eye.

Gryphin
November 23rd, 2002, 02:31 AM
mlmbd ,
Hmm, Sorry to start such a contreversy here. I do use other programs. Must be the one they issue at work here. We are still on Win 95. With luck we will make it wo Win 2k by January.
I use InfraView to look at most graphics.

Fyron
November 23rd, 2002, 03:45 AM
Originally posted by capnq:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> A 24bit bmp is smaller than the identical 32bit bmp. <font size="2" face="Verdana, Helvetica, sans-serif">Aha! Finally, an explanation for why 24-bit color exists. I've always been baffled by references to 24-bit color, because I've never seen a video card that produced that setting. Every card I've owned that allowed a color depth above 16-bit jumped directly to 32-bit.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">My old ATI Rage Something-or-other 16 MB card had 16-bit and 24-bit, no 32-bit. http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie
November 23rd, 2002, 04:21 AM
More bad news with my computer situation.
Three harddrives have failed on me in the Last month now.
On monday I should be getting yet another replacement disk, and a fifth new one for backup.

Maybe its bad luck picking drives, maybe its something with the power, maybe its something else.

mlmbd
November 24th, 2002, 06:45 AM
Fyron, I had an ATI-3D Rage Pro-Xpert@Play. Not to bad. But I sure would like to get my hands on the ATI-9700. Oh Yeah!!

SJ, sorry to hear about the bad fortune!

mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

tokche
November 24th, 2002, 06:03 PM
im trying to use component image 698 in SEIV 1.49 for an ion engine, but when i run the game, the images are blank. When i right click on it it shows 698's portrait, but it doesnt show it in the regular view.

Suicide Junkie
November 24th, 2002, 06:19 PM
You need to replace your "components.bmp" with the "newcomponents.bmp" supplied in the zip.

I will make that automatic in the next Versions.

tokche
November 24th, 2002, 07:05 PM
thx

Captain Kwok
November 25th, 2002, 08:10 AM
SJ:

I was thinking for the next SE:IV Gold patch, it might be a good time to remove some of the less aesthetic (useful) images and reorganize the files. Since most modders will be updating their mods at this time, they'll be able to make the necessary changes to their mods to correspond with any imageMod changes.

I will likely be donating a hundred or so new planets at that time as well.