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View Full Version : Imagemod requests here!


Suicide Junkie
January 30th, 2002, 04:57 PM
Here's a new thread for image requests from modders.

Artists, feel free to post a message saying you've started/finished one of them, or have already got something similar to use.


As for actual requests, I have some to start with:

- A flying temple complex. All 5 religious facilities combined & floating, or maybe in a giant tower. Either is good; they just have to take up one facility slot.

- A better shield-armor image. Something more like a grid across the surface of a hull. To replace the armor-above-shield-generator SE4 Classic image.

dogscoff
January 30th, 2002, 05:02 PM
I'll start work on these tonight, but don't let that stop anyone else from having a crack at it.

I may not come up with anything decent looking, and if I do it might take me a fortnight.

Besides, it doesn't hurt to have multiple image Versions of the same concept, does it?

Val
January 30th, 2002, 05:04 PM
Well, I'll be happy to start this off:

Anybody interested in doing some facilities for the B5 Mod? Or anyone want to have a go at making some of the special planets (such as Zha'ha'dum)?

Thanks!

dogscoff
January 30th, 2002, 05:07 PM
I'm sure lots of ppl will try it, but could you be more specific? What facilities?

Val
January 30th, 2002, 05:43 PM
Right now I need more components than facilities. I was hoping to redo some of the existing components with a B5 feel - such as the bridge, crew quarters, boarding parties, etc. and also wanted to replace some of the event pics (such as - IntelEspionageAgainstUs, IntelSabatogeByUs, Ruins, Pop Happy/Angry, Planet Rebels/Riots/Revolts).

I know these aren't needed to make the mod a success, but I am hoping to give the mod a totally different feel. I've already replaced about half of the events with B5 pics and have completed about 60 weapons and other components.

Loknar
January 31st, 2002, 02:57 AM
-Training component/simulator for ship so experience is gained.
-Serene, forestry area of planet (designated as facility), a National Forest
-A small component for sattilites/science ships that gains research points.
-A very small community, that can fit on a ship, (think sort of like Macross), generates population (a very good idea for large space-yard ships)
-Ship library (entertains crew)
-Armory (counts as five secruity stations on a ship)

Andrés
January 31st, 2002, 07:57 AM
Loknar, are those pics for the roleplaying mod? because many of those things cannot be made to work in a mod. http://forum.shrapnelgames.com/images/icons/tongue.gif
Anyway I'll play a little with 3d studio and see if I can make any worth using pic for any of those or the others posted below. http://forum.shrapnelgames.com/images/icons/icon12.gif

Val
January 31st, 2002, 07:35 PM
Andres:

Who makes the program 3D studio? Is it easy to use?

Suicide Junkie
January 31st, 2002, 09:51 PM
I remember an "Autodesk 3D Studio" (http://usa.autodesk.com/adsk/section/0,,144066-123112,00.html) splash screen, and amazingly my memory was right!

Dogscoff's off-the-wall Cubeworld submission got me thinking of some interesting submissions to suggest:
- Other crazy geometry: doughnut planets, diskworlds, Peanut-shaped planets (from two small ones colliding)
- Glowing lava worlds?
- Lego planets! Facilities & components too!
Nothing like a lego shipset, under a mod with a "lego" racial tech http://forum.shrapnelgames.com/images/icons/icon10.gif

Val
January 31st, 2002, 10:08 PM
Thanks for the link!

Lego components would be pretty easy, the tech tree would be entertaining:

Research - 2 Pip-Piece Flat:Blue
Research - Small Square:Red

Suicide Junkie
January 31st, 2002, 11:29 PM
Anyone with a digital camera and a spacelego set should be able to pump out some great lego components quickly.
- Thin flat bits for armor.
- Dishes, knobs, & fiddly bits for all sorts of electronics.
- bridges & crew quarters could get really fancy lego setups (I'd love to see a full-blown lego bridge http://forum.shrapnelgames.com/images/icons/icon7.gif )

Andrés
February 1st, 2002, 01:38 AM
http://www.discreet.com/products/3dsmax/

Phoenix-D
February 1st, 2002, 04:46 AM
I'm working on a few, but might as well see if anyone else has any ideas:

-Capital Ship Rockets; like CSMs, but with a very simple guidance system and much more powerful engine. Direct-fire CSMs, essentially

-Particle Projection Cannon (from Battletech); takes a small amount of ionized matter and hurls it at extremely high speed. The firing is described as looking a bit like man-made lightning (but that's in an atmosphere)

-Ultra Autocannon (also from BT)- short-range heavy weapon. Works like a DUC, but fires many very large shots

-Point-defense Versions of any direct-fire weapon

Phoenix-D

Val
February 1st, 2002, 04:28 PM
I have about 100 new components for B5 weapons - including new missiles, cannons, lasers, etc. (and Vorlon and Shadow weapons) that could be useful for your rockets and PPCs. The railgun pic looks a little like the Shrekk PPC carrier's cannons.

Loknar
February 2nd, 2002, 12:52 AM
Andres - You mean like the research generating components?

Suicide Junkie
February 2nd, 2002, 04:19 AM
The B5 mod needs an intermediate armor component, halfway between the "planetary gravity plating" (Heavy armor) and the standard armors (light armor).

+++++++++++++

Also, at least two Versions of ability armor are needed:

1) Shadow Armor. Suggested appearance:
Like sunlight on the bottom of a pool, except invert the colors to make it dark & evil looking http://forum.shrapnelgames.com/images/icons/icon10.gif

2) Refractive armor. Suggested appearance:
A dimmer Version of the psychic components (funky color swirls), in an armor shape
For both of these, I need a "primary" and an "additional" image.

I was thinking of something like this:
- take the crystalline armor. notice the hex blocks.
- Take all but the center hex, and reduce the color saturation to zero. This leaves a colorful armor segment surrounded by greyed out ones. This is the "primary" armor image.
- Grey out the center, and leave some pattern of the outer ones as full-color. (not all of them)
This is the "additional" armor image.

That was my vision, and it should be easy to do, however, feel free to try out other methods of distinguishing between the first segment of armor and the rest of them.

[ 02 February 2002: Message edited by: suicide_junkie ]</p>

Suicide Junkie
February 2nd, 2002, 07:33 AM
Also, a structural component image.
Nothing fancy, just some generic, futuristic support I-beam like component.

Some power reactors would be good. Everything from RTG (fission piles) to fusion plants to antimatter reactors. (B5 mod)

I'm sure the Monster Mod people could use some "guts" for their monsters. Hearts, lungs, brains. Dragon scales, amoeba arms, etc.

I need a half-built space yard facility for P&N's "spaceyard expansion project". Something with a gritty construction worker feel to it.

P&N could stand to get a facelift with better Ablative armor and Plasma Projection Armor.
Ablative must be fairly thick & layered.
Plasma projection could be shown "in-action", squirting jets of plasma out to intercept an (unseen) beam or torpedo.

Psychic armor, and Bio-crystal armor need unique images.

Swashbucklers, and the nomad Version, Scavengers.
Some futuristic pirate suits anyone? http://forum.shrapnelgames.com/images/icons/icon10.gif

Val
February 4th, 2002, 08:24 PM
SJ:

An I beam should be pretty easy http://forum.shrapnelgames.com/images/icons/icon12.gif

I'll work on some armor for the B5 stuff - I already made a Shadow and Vorlon like texture for the program I am using that might be useful. I'll give it a shot over the week.

Also, finished Small/Med Fision/Fusion/AntiMatter engines and reactors. Still working on Gravitic and Hyperspace Taps - also working on Large/Huge sizes for the others.

[ 04 February 2002: Message edited by: Val ]</p>

Suicide Junkie
February 4th, 2002, 08:31 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>What types of armor and how many categories?<hr></blockquote>four inert armors, structural through heavy, and the two images as below for all the fancy ability armors.
Then, maybe something for the reinforced armor, light med. heavy.

Val
February 5th, 2002, 12:55 AM
SJ:

How are these?

I-Beam_1.bmp (http://forum.shrapnelgames.com/newuploads/1012862983.bmp)

I-Beam_2.bmp (http://forum.shrapnelgames.com/newuploads/1012863309.bmp)

Suicide Junkie
February 5th, 2002, 01:04 AM
A bit literal http://forum.shrapnelgames.com/images/icons/icon10.gif But some of those in a 3-D cubic or hex gridwork would look cool. They've gotta be brighter as well, since they don't show up against the black (at least on my monitor).

Val
February 5th, 2002, 05:00 PM
Heh, knew it couldn't be that easy http://forum.shrapnelgames.com/images/icons/icon12.gif

Actually, I was thinking of a framework hex like the armor, would that be good?

Here is a dilapidated station for P&N - let me know what you think.

P&NStation.bmp (http://forum.shrapnelgames.com/newuploads/1012920804.bmp)

Here is a selection of armors and engines/reactors. Let me know which images you want to use for what and I can generate the various types for you (Main piece, Lght, Med, Hvy), also let me know if you were thinking of something else. I also gave the plasma armor a shot - images 22-26.

Armor&Engines.zip (http://forum.shrapnelgames.com/newuploads/1012921044.zip)

Hope they are on the right track!

Suicide Junkie
February 5th, 2002, 05:56 PM
That station looks cool, are you going to make a whole "Pirate" shipset? If you do, I'll package it with P&N http://forum.shrapnelgames.com/images/icons/icon7.gif

For the gridwork, If you take a pair of armor outlines, and bend the edges towards each other, you'd get something like what I was imagining. add some half-beam connectors going out from the vertices, for the impression that they connect with other structural components.

Ooohh. http://forum.shrapnelgames.com/images/icons/icon6.gif Real plasma armor!
I'll have to take a closer look at home, but I like the firey underside http://forum.shrapnelgames.com/images/icons/icon7.gif

PS: your "LargeAntiMatterEngine.BMP" is not actually a BMP, but a PSP file. You need to convert that one.

Val
February 5th, 2002, 08:40 PM
I'll give a pirate shipset a shot. If geoschmo doesn't use the shipset I started for the Leonine, I can just finish that one off for you easy enough. Check it out and see if it fits. (Bumped and thread link)

Leonine (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=23&t=004371)

Also, more than willing to make a new set. Do you want them to have their own ships or take ships from the other races and rust 'em up? Could also use the Raiders from B5 and I can work on filling them out. Your call!

I'll give the grid a try tonight or tomorrow when I get some time.

Here is the 'fixed' AntiMatter Engine:

LargeAntiMatterEngine.bmp (http://forum.shrapnelgames.com/newuploads/1012934153.bmp)

Glad you liked what you can see so far of the plasma armor, I am thinking about redoing the 'plasma burst' from the armor.

Suicide Junkie
February 6th, 2002, 05:15 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Also, more than willing to make a new set. Do you want them to have their own ships or take ships from the other races and rust 'em up? Could also use the Raiders from B5 and I can work on filling them out. Your call!<hr></blockquote>Ooh, what about some cut-and-weld work, where they use bits of lots of different races' ships. Then rust it up http://forum.shrapnelgames.com/images/icons/icon10.gif

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Glad you liked what you can see so far of the plasma armor, I am thinking about redoing the 'plasma burst' from the armor.<hr></blockquote>How about taking #26, and make the yellow plume into more of a mushroom cloud shape http://forum.shrapnelgames.com/images/icons/icon7.gif
Also, could you make one without the solid (dark) plate from the center hex, and add an electric blue ring around the hole for the plasma valve?
PS: for the mini, don't bother showing a plume & smoke. Minis are too small for action shots, and the lava stuff works wonders on its own.

++++++++++++++

Image #19 looks like a good candidate for buckytube gel. Perhaps a block of that in a tall rectangle (indoor wall shape), or maybe a hollow hex of material, for wrapping around a corridor.

#11 looks promising for the refractive armor. Could you add a hint of a rainbow effect to the white glint?

#12 and #20 look the most like gritty war armor to me. one layer for light, two medium, three would be heavy. Not sure if the medium/heavy would look better as layers or solid blocks.

#2 looks just like what I wanted for the primary/additional thing. For the additional armor, try lighting up every other hex around the outside, and making the other four dark.

Val
February 6th, 2002, 05:42 PM
I'll give it all a shot - might not have time 'til the weekend, but I will get all those ideas back to you (plus throw in some more)! Also, the P&N ships - which races do you want me to try to use as archtypes?

Also, fooled around with trying to make a hex grid sphere - had some mixed results http://forum.shrapnelgames.com/images/icons/icon7.gif

Structural.zip (http://forum.shrapnelgames.com/newuploads/1013010051.zip)

Let me know if any of these are good or how you want them modified.

Val
February 6th, 2002, 10:51 PM
Ok, tried some of the armor requests you made:

RedoneArmor.zip (http://forum.shrapnelgames.com/newuploads/1013028412.zip)

Created layered and thick Versions of Light-Heavy armor (only one light for both since it looks the same), made rainbow refract armor, mushroomed the plasma and added a vent to plasma armor (also one without plasma for mini), tried the hollow hex/wall thing (not sure if I got that one visualized right) and recolored primary armor (made 2 dif ones). Hope they are better!

Suicide Junkie
February 7th, 2002, 01:25 AM
I'll take one of those meshwalls in a light grey frame to highlight the structure (thin tubes along the edges, leave the faces exposed)

I like the refraction rainbow, too. Make a mini of that to see whether the color shows through http://forum.shrapnelgames.com/images/icons/icon7.gif

For the heavy/medium armor, I think the layered method is better, the variable thickness is a bit too subtle, though if you made the light stuff paper thin, and the heavy stuff 50% thicker, they should be obvious as to which is which. Some light on underside of the armor might do the trick too.

Ah, the plasma armor. By the blue ring, I meant a hex outline to replace the center tile of grey plate over top of the plasma.
Check out My cheap drawing (http://imagemodserver.mine.nu/Plasma2.gif) to see what I mean http://forum.shrapnelgames.com/images/icons/icon7.gif

Val
February 7th, 2002, 01:56 AM
The rough sketch helped a lot http://forum.shrapnelgames.com/images/icons/icon7.gif

Here are some new plasma armors & a mini refract & mini plasma (sans burst).

Plasma-n-Stuff.zip (http://forum.shrapnelgames.com/newuploads/1013039728.zip)

Question on the meshwall, you want a thin solid grey frame around the mesh, right?

Val
February 7th, 2002, 02:15 AM
MeshWall1.bmp (http://forum.shrapnelgames.com/newuploads/1013040859.bmp)

MeshWall2.bmp (http://forum.shrapnelgames.com/newuploads/1013040888.bmp)

Like this?

Suicide Junkie
February 7th, 2002, 02:38 AM
Ooh, nice http://forum.shrapnelgames.com/images/icons/icon6.gif . Definitely the full sphere flare over the half-sphere.

And those minis are very good. Do you want to tweak/re-render them or are they already "premium" rendered?

The BTG walls look the right shape, but I'm thinking they need to look a bit less wispy. How about adding a green mesh inside the grey stuff, for a hint of the organics that go into BTG production.

ZeroAdunn
February 7th, 2002, 03:20 AM
Wow, this stuff is looking great. http://forum.shrapnelgames.com/images/icons/shock.gif

I can't believe my eyes. Great job. Are you just going to keep going or do you plan to stop sometime?

Suicide Junkie
February 7th, 2002, 05:37 AM
Thought of some more items for P&N:

Polaron Pulse Torpedo. (Standard torpedo casing, with phased energy warhead)

Polaron Missile. (Basic missile, phased warhead)

Hollowpoint Gravity Spike. Used to make warppoints by brute force.

Machine Shop. Single component per turn repair bays, some sort of parts factory idea. 20 to 40KT in size.

Combat sensor and ECM addon components.
One for "addon" hardware.
and one for software addons.

A variation on the CSM, for use as the Heavy Bombardment Missile. (Same stats as CSM, except quad-to-shields damage, 4x hitpoints, 2x launcher size)

Extended Range Versions of Tractor/Repulsor beams.

PS, ZeroAdunn:
Sure we'll stop on those, but then theres always more to play with.

I'm just wondering if Val's going to sweep the credits in the image mod, and if other modders will post any more requests http://forum.shrapnelgames.com/images/icons/icon10.gif

[ 07 February 2002: Message edited by: suicide_junkie ]</p>

Loknar
February 7th, 2002, 05:46 AM
One presently-made component needs some work, IMHO: Security Stations. It's currently a gold solider standing, I think. A security station is more like a room labeled 'Security'. I'm rambling. Oi.

Andrés
February 7th, 2002, 07:38 AM
Val the pic are looking great!
I'd change the reactors and engines that are just the same shape with different colors, but they're looking good so far.
It will be a good challenge to make comparable pics for the starwars comps http://forum.shrapnelgames.com/images/icons/icon12.gif

I did mention this before but no one replied.
I'm still not sure if putting all pictures together is a good idea.
The primary function of the picture is to let players identify a component at first glance.
I hate when the same picture was used in different mods for completely different componets (or facilities ect.)
The ideal case would be that each new component has a new exclusive picture, and shared pictures would be an exemption and only with very similar components.
If we can do that, every mod will have it's own exclusive set of custom pictures, so what's the point of compiling all of them together?

I've been a little distracted, but I'll try to contribute with some pictures when I find a little time. Though I'd prefer pictures to go to this or that mod instead of a common pool.

Suicide Junkie
February 7th, 2002, 04:21 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>One presently-made component needs some work, IMHO: Security Stations. It's currently a gold solider standing, I think. A security station is more like a room labeled 'Security'. I'm rambling. Oi.<hr></blockquote>And IIRC, the description calls them "turrets" http://forum.shrapnelgames.com/images/icons/icon10.gif

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>The primary function of the picture is to let players identify a component at first glance.
I hate when the same picture was used in different mods for completely different componets (or facilities etc.)
The ideal case would be that each new component has a new exclusive picture, and shared pictures would be an exemption and only with very similar components.<hr></blockquote>On the other hand, with many more images to choose from, modders are more likely to choose an appropriate image.
I for one don't really mind if an image is used for a slightly different purpose... that's the same as tweaking the stats of a weapon without changing its name.
I predict that major differences between components with the same image will be very rare. Weapons are weapons, and there is a strong shared idea about what the differences between beam, torpedo and missile are. MM has set a standard 'look' for shields, weapons, armor, engines, colony modules, command & control, even electronic warfare.
Unless a modder goes out of their way to mess with your mind, "form follows function" should apply.
Beyond that, you only have the classic "hey this APB isn't the rule-all uberweapon it is in SE4 Classic!". It will be different, but its still a beam weapon.
Currently, most mods use the classic SE4 images with a handful of extra images, if that. You can identify mods using the imagemod files even easier than those using only standard images, since there will be more variety, and less overlap http://forum.shrapnelgames.com/images/icons/icon7.gif

Val
February 7th, 2002, 05:39 PM
SJ:

I made some "Goo-filled" mesh frames, but left the floppy at home!!!!! Will post when I get the disk. I'm not at my main site today at work, so I won't have much to post today http://forum.shrapnelgames.com/images/icons/icon12.gif

Look at the B5 weapons (esp. missiles) I already posted, let me know if any of them would be close to fitting the bill on the Torps & Missiles, then I can just recolor the warhead, add fins, or whatever you suggest.

Armor - Let me know which pics you liked for the final, give me a grid like:
Prime 2nd Lgt Med Hvy
Standard Armor Im 1 Im 2 Im 3 Im 4 Im5
Refract Armor RefRain etc.

so I know which you want and I can create and package them all up.


ZA:

Be happy to keep going, you have any requests.


Andres:

I never liked the security stations either - was planning to redo for B5. Anything you need help with in Star Wars?

Does anyone know what program they used to create the original components and shipsets in the game?

Suicide Junkie
February 7th, 2002, 09:46 PM
No problem. I'll post when I have time to look through them all at home.

PS:
New request idea.

The combat images are quite sparse at the moment. What would be really cool is:
a new image for each Version of a weapon!
Meson bLasters are a great example.
Take the green blob for the meson bLaster. Make a dimmer Version for the MB1, a slightly bigger/brighter Version for MB2, after four levels of bigger/brighter, start making the bolt longer and thicker until it looks like a SW turbolaser.
Imagine two races fighting with the same type of weapon, but one visibly superior.

For beams, you can make dark-&gt;light sequences, or a rainbow of colors (red lasers through to UV lasers?)

Val
February 7th, 2002, 10:44 PM
Happy to do that http://forum.shrapnelgames.com/images/icons/icon7.gif

That could be really involved for the B5 weapons http://forum.shrapnelgames.com/images/icons/icon12.gif As it is I made the Light, Medium, Heavy & Spinal lasers each fire a different beam, but I didn't have it cycle through for all 10 Versions of each weapon.

Suicide Junkie
February 7th, 2002, 11:44 PM
For lasers, you can go with a red to blue to almost invisible at different tech levels, and make the beam 1,2,3 & 4 pixels wide.

You might try sparkly particle beams. More/brighter sparkles for higher tech.

Just remember for beams, SE4 only uses about a 4 pixel radius circle around the center of the image it make the beam.

Val
February 8th, 2002, 04:18 AM
Goo.zip (http://forum.shrapnelgames.com/newuploads/1013134450.zip)

Here are the "goo" walls http://forum.shrapnelgames.com/images/icons/icon7.gif

More stuff to follow!

Suicide Junkie
February 8th, 2002, 05:52 AM
I like Goo1, but it needs to be thicker. Something like 1 unit deep for 6 units of height.
Sort of like bulletproof Jello insulation between decks http://forum.shrapnelgames.com/images/icons/icon7.gif

PS: As for all those images:
- the race armors are all good. "Image21.bmp", "image4.bmp", "Image9.bmp", etc.
I reccommend going with the solid blocks for racial armors, rather than the layered.
- Rainbow refractive is in.
- Prim_add_2 looks better than Prim_add_1, IMO.
- For inert armors, I like the Image20/Heavy_Layer, but a properly "lit from behind the camera" solid armor might look good too.

[ 08 February 2002: Message edited by: suicide_junkie ]</p>

Andrés
February 9th, 2002, 01:57 AM
Take a look at these pics:
http://se4kdy.cyberwars.com/temp/sw_pics.zip

Suicide Junkie
February 9th, 2002, 02:23 AM
Very nice.
I'm not sure what the pro-torp_cone is supposed to be, and the standard concussion missile needs some color variation across it (aside from the shadows and highlights)

Other than that, they all look very realistic, in a SF sense http://forum.shrapnelgames.com/images/icons/icon7.gif
Excellent work.

Andrés
February 9th, 2002, 05:06 AM
I believe it's the head of a proton torp in space. In some pics it looks like a cone in space... dunno. http://forum.shrapnelgames.com/images/icons/confused.gif
I just downloaded and rendered most of the pics. Of course that I made some from scratch and others by editing and combining downloaded stuff, much like with the SW shipsets.
I'm not planning to use this particular pic in the sci-fi crossover mod but I figured someone may find it useful.

IIRC concussion missile pic has 3 different shades of red http://forum.shrapnelgames.com/images/icons/tongue.gif I'll increase contrast http://forum.shrapnelgames.com/images/icons/icon12.gif

[ 09 February 2002: Message edited by: Andrés Lescano ]</p>

PvK
February 9th, 2002, 05:18 AM
Those are excellent, but some parts are so dark they're nearly invisible, like the head of concussion missile 2, and some of the turret weapons.

PvK

Loknar
February 9th, 2002, 05:43 AM
Another crazy idea: Planets with artifical ring-platforms. It also actually would be possbile to design a simple metallic ring, and place it as a moon. It would be low in population, but high in storage, so it would significantly increase the use of unit weapons.

Andrés
February 10th, 2002, 06:56 AM
I updated the same file posted below (http://se4kdy.cyberwars.com/temp/sw_pics.zip) with some new pics and a minor to the red concussion missile color and shading.

Val
February 12th, 2002, 05:17 PM
Bits.zip (http://forum.shrapnelgames.com/newuploads/1013526179.zip)

This zip has files split into 3 Groups: P&N, Other and B5 Armor.

P&N includes - Thicker Goo Wall 6/1 ratio, Gravity Hollow Point

Other - Has a new security station (Loknar) - I tried using the main hall and writing in security, but it looked lame in the mini. I had used the B5 security symbol on the security station for the B5 Mod and put a security officer in the hall (see image in latest Components on B5 thread). But, I didn't think that would work for everyone. So, my simple solution is to use the crew quarters and recolor to blue. Easy to see and recognize as seperate from crew quarters IMHO.

B5 Armor - Actually this includes all the armors (including P&N). Has racial armors in thicknesses ranging from Thin to Thick (Centauri, Minbari, Narn, Shadow and Vorlon). Has Inert Layered Armor from Light to Heavy. Has Plasma armor with and without venting. Has Primary and Secondary armor bits. Has Refract Armor. Also has Stealth Coating - this is something the Centauri have on some of their fighters and small ships (SE IV Destroyers and smaller).

Working on redoing the beams for B5 and also adding in your suggestions (I will write over the ones currently there - that I submitted - to rearrange in a better order). Also working on shield generators for Vorlons and Abbai, and energy web for EA. Working on new but similiar sensor/ECM/Jammers/Tractor Beams. Trying the machine shop as well http://forum.shrapnelgames.com/images/icons/icon12.gif

Val
February 13th, 2002, 12:26 AM
Andres:

The comps look good! I really liked the fighter hanger, targeting comp & main reactor. Guess I'm going to have to redo my reactors after looking at that http://forum.shrapnelgames.com/images/icons/icon12.gif What are you using to render?

Andrés
February 13th, 2002, 02:02 AM
I use 3d studio Max, but of the pics you mentioned the only one I rendered (and made from scrath BTW) is the targeting computer. The others were just cropping and resizing from existing pics.

Suicide Junkie
February 13th, 2002, 03:00 AM
Val:
For the security stations, how about showing an armory, with heavy guns racked up on a wall, along with "corridor barricades"?
For the mini, zoom in, or simplify the image to just have one of each item.

I wonder if there would be a use for a shooting range component... You could have those paper outline targets, except with all kinds of wierd alien shapes http://forum.shrapnelgames.com/images/icons/icon10.gif .

RE: armor.
The goo looks better, but most of the depth is not apparent from the camera angle. Maybe 2-3x thicker, or a camera view further to the right?
The active plasma armor image you included with this Last set was not the one I liked best, but if the hemisphere were flipped...

Also, could you break the rainbow armor into the primary and addon images? As well as the other ability armors.
In case you aren't clear on what I mean, see the rainbow stuff horribly mutilated by my artistic skills. Addon/Primary theory applied to rainbow BMPs.zip (http://forum.shrapnelgames.com/newuploads/1013560844.zip)
Note that only armor that provides stackable abilities needs to have this done to it. The other armors are OK.
I'm wondering if you could make the light armor even thinner, more along the lines of SE4's classic armor, kind of thin. For the benefit of the minis, of course.
The Hollowpoint Spike could use some color, in an SE4 classic images/8-pack of Crayons sort of way. (It seems you've gotten heavy on the grays while doing all those realistic B5 components http://forum.shrapnelgames.com/images/icons/icon12.gif )
Something to convey the 1300+ KT mass of the device is needed as well... perhaps filling the extra space with a doughnut ring around the spike?

Not that I'm complaining http://forum.shrapnelgames.com/images/icons/icon7.gif .

[ 13 February 2002: Message edited by: suicide_junkie ]</p>

Val
February 13th, 2002, 03:33 AM
SJ:

Which image did you like best? If you still have it just substitute it. I thought I picked the right one, ah well!

Ok, rotating camera angle and glooping in more goo.

Good idea to put up gun racks, didn't think of that http://forum.shrapnelgames.com/images/icons/icon7.gif

Not too horibly mangled on those pics http://forum.shrapnelgames.com/images/icons/icon12.gif I'll do those as well. Thanks for a very clear order pic of what you want.

Can easily make it thinner - and will do!

Yeah, I did get a little on the dark and dreary side with all the grays, will make you a cheerful hollowpoint http://forum.shrapnelgames.com/images/icons/icon12.gif The extra mass at the head is a good idea as well.

Nah - haven't ever taken anything as a complaint, only constructive critisism or it just not meeting what you had in mind. I'll tell you, your rough sketches do help as a spring board!

Loknar
February 13th, 2002, 03:49 AM
Thank you, Val.

Also, whatever happened to the RP mod thread?

Val
February 13th, 2002, 03:53 AM
Anytime! I'm actually going to rework it with SJ's suggestions (when I get a chance), but I think I'll keep the color blue and the mini blue to make it easier to tell apart.

I also liked the target range idea - what type of abilities would that give you?

Not sure what became of the RP thread, I'll bump it.

Val
February 14th, 2002, 12:14 AM
ShootingRange.txt (http://forum.shrapnelgames.com/newuploads/1013637351.txt)

How's that for the component side? Still working on Pic http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie
February 14th, 2002, 12:42 AM
I like the symbol one best.
It would be funny if you changed the symbols into an ancient-cave drawing of a warppoint creation.
Say a starburst, some wavy lines and some alien icons. http://forum.shrapnelgames.com/images/icons/icon10.gif

Training is OK, but I'd expect it would be good as a boarding defense component. One-per-ship, and reduced to 2KT, adding 5 defense points to the basic 4 per crew quarters.
If you put it in the same familily as MC's then you can't use an MC and the shooting range together...
Or maybe if it was an upgraded crew quarters: it has the crew quarters ability, takes up 7KT, and provides the extra boarding defense.


PS: can I see a mini for Goo5?

Val
February 14th, 2002, 02:47 AM
Next.zip (http://forum.shrapnelgames.com/newuploads/1013604118.zip)

Ok, was a bit tired, but I think I got it...

Prim/Secondary armors for all, new Minbari & Narn look, made thin THIN, made goo thick, put in the other plasma armor and made minis for all. The armors are still a little dificult to tell apart at a glance, my suggestion is to put a letter L/M/T or H (Light/Medium/Thick or Heavy) in the lower left corner of the mini. This will make it eacy to tell at a glance what you have.

Also made 4 dif color hollowpoints and redid the head.

Working on shooting range!

Phoenix-D
February 14th, 2002, 05:20 AM
Here's another request:

A Star Colony component picture. It's like a Ring or Sphere world, but much smaller (both component and world), and requires only one component to emplace.

Phoenix-D

Val
February 14th, 2002, 06:09 PM
Goo_Mini.bmp (http://forum.shrapnelgames.com/newuploads/1013702677.bmp)

I'll try the other symbols, only problem is I think I have to do layers of symbols rather than one pic with all symbols do to "shrinkage" - so I'm not sure about how it will look.

PD:

So you're looking for a mini-ring sphere world pic for the planets and components for building it? Something like a 10th of the size?

Suicide Junkie
February 14th, 2002, 06:44 PM
I think the goo mini needs to be use the non-transparent goo, and have a much brighter frame.

I'm confused as to what you're using to make the graphics now, and I'm not sure what you mean by "shrinkage".

Phoenix-D
February 14th, 2002, 07:17 PM
"PD:

So you're looking for a mini-ring sphere world pic for the planets and components for building it? Something like a 10th of the size?"

Pretty much. It's got multiple tech levels though- from small planet sized on up to large (no need for each one to have a seperate pic except maybe the stellar result). Only one component needed to start it. Not sure what the actual stellar pic would look like..

Phoenix-D

Val
February 14th, 2002, 09:21 PM
Using a mix of DoGA/PSP7/Paint and sometimes Photoshop.

The symbols were a inverse reflection and seem to be scaled down/up regardless of the size of the original bitmap to a set size, so the burst symbol (the one you saw) was 250x250.bmp. I tried to make a bunch of cool symbols at 600X600 and it shrank it down to even smaller than the 250x250 image. So I went the other direction and made a 128x128 one hoping it would increase the size. No luck, it was still the same upon import as a reflection. I'm rethinking my logic on this one and I might just make the symbols into a texture map instead with a blank background.

I'll do the goo tomorrow, with today being V-Day I won't have anytime tonight - I hope http://forum.shrapnelgames.com/images/icons/icon7.gif


PD:

I asked my friend that does space scenes to give it a shot.

Andrés
February 17th, 2002, 12:50 AM
Is this close to what you're looking for?
small rings (http://se4kdy.cyberwars.com/temp/smallrings.zip)

Phoenix-D
February 17th, 2002, 01:30 AM
Uhh.. not exactly, but they'll certainly work! http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm not sure exactly what I wanted anyway. That makes as much sense as any. Thanks.

Phoenix-D

Phoenix-D
February 18th, 2002, 08:06 AM
Unless Andres (how DO you do that thing above the e?) objects, here's my submission for the imagemod.

http://members.cox.net/se4imagemod/PDsubmit1.zip

Includes the two ringworld images plus two of mine- a smaller WP and a stellar-sized Black Hole.

Phoenix-D

capnq
February 18th, 2002, 09:48 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Andres (how DO you do that thing above the e?) <hr></blockquote>If you're using Windows, Start/Programs/Accessories/Character Map

Other OSes should have something similar.

Val
February 19th, 2002, 09:50 PM
Goo3_Mini.bmp (http://forum.shrapnelgames.com/newuploads/1014147759.bmp)

GravSpike.bmp (http://forum.shrapnelgames.com/newuploads/1014147844.bmp)

GravSpike1.bmp (http://forum.shrapnelgames.com/newuploads/1014147866.bmp)

Also, here are a few planets a friend made:
Planets.zip (http://forum.shrapnelgames.com/newuploads/1014148210.zip)

Suicide Junkie
February 19th, 2002, 11:25 PM
Very nice http://forum.shrapnelgames.com/images/icons/icon10.gif
Are you going to be gathering all those component images into an imagemod submission soon?

Your friend needs to make some portraits and a credit line, but those planets are quite original. http://forum.shrapnelgames.com/images/icons/icon7.gif

Val
February 20th, 2002, 12:03 AM
Be happy to package them together - which armors do you want me to include within the B5 mod rows? Does the Refract Armor (Rainbow) go there or is that P&N? Which ones do you want me to have Primary, Secondary, Light, Medium, Heavy for?

I will put all the other stuff in one row for P&N so you can cluster them together as well. If I remember correctly: Plasma Armor, Rustic Space Base, Grav Warp Point, Goo Wall.

What else do you still need made? BioCrystal Armor is the only one I remember off hand.

Suicide Junkie
February 27th, 2002, 05:14 PM
I don't really care where the images get placed, looking up the image number dosen't take long.
Clustered images are convenient when merging submissions, and for saving on disk space.

Lets see...
- More varieties of solar collector: ramscoops, starbase collectors...
- Phased torpedoes, seeker missiles.
- BioCrystal armor
- Telepathic armor (organic/psychic)
- BioEngineered Fanatic (Single infantry critter with embedded weapons. Organic armor skin? A talisman tatoo?)
- Shield/Armor combo (no ideas)
- hardware/computer upgrades for ECM/Combat sensors (Advanced & Elite components)
- Machine Shop
- Psychic Stunner Crystal (seeker)

Lower priority:
- Miniaturized/Packrat crew quarters
- miniaturized lifesupport
- automated bridge
- Temporally Accelerated Psychic combat sensor
- Swashbucklers/ Scavengers (boarding parties)
- Predictive Grav. deflector (uses gravity pulses to deflect imcoming shots)

Val
February 27th, 2002, 05:22 PM
I would suggest using Rambie's Narn light trooper for the BioFanatic - looks the part http://forum.shrapnelgames.com/images/icons/icon7.gif

I'll see what I can do between the other stuff.

jimbob
February 28th, 2002, 12:28 AM
A picture of my bedroom would do for the pack-rat crew quarters.

Val
February 28th, 2002, 07:00 PM
Take a digipic and resize to 128x128 http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie
March 1st, 2002, 04:01 PM
The psychic stun crystal looks very nice. A touch more light on the front end, just maybe.

For the organic armors (psy & crys), could you do a variation on the Classic OA 3x3 shape, rather than a 2-3-2 hex armor? It should be clear that these armors can regenerate during combat http://forum.shrapnelgames.com/images/icons/icon7.gif .

For the Polaron missile, you need to brighten it up, and probably set the warhead color to a yellowish hue (like the PPB?)

I'm not sure what the phased torpedo image is: either a normal facing cannon, or a "backwards" facing hammerhead rocket-projectile. This weapon is the phased Version of a classic Antimatter Torpedo.

The phasedtorps image you posted would be very good for a cannon of some sort; don't throw it out!

Val
March 1st, 2002, 04:42 PM
I'll give them another go http://forum.shrapnelgames.com/images/icons/icon12.gif

The torp (cannon) image is actually the torp launcher. Do you want an actual image of the torp itself? Due to years of Trek and other sci-fi I always see the torps as looking like energy balls, so I figured I'd make the launcher instead. Would you rather a more missile/classical WWII torp image?

PPB?

Suicide Junkie
March 1st, 2002, 05:32 PM
PPB = Phased Polaron Beam. Widely known for being one of the two Ultimate weapons in SE4 Classic (APB is the other).

The torpedo should be something roughly similar to the SE4 classic torpedo, bullet shaped, with some way of indicating a polaron warhead. Maybe a window (like the plasma missile has), which allows emits a wierd glow.
Rather than Trek, think WW2 http://forum.shrapnelgames.com/images/icons/icon12.gif

I'm not sure whether the polaron glow should be purple, like the beam seen in combat, or yellow, like the PPB component image... I'm leaning towards purple.

Val
March 1st, 2002, 06:41 PM
PPB - I've been doing so much B5 lately I could only think along the lines of PPG! Temporary mind slip...

PsyCrystake2.bmp (http://forum.shrapnelgames.com/newuploads/1015000698.bmp)

SeekerTake2.bmp (http://forum.shrapnelgames.com/newuploads/1015000724.bmp)

I'll try the new torp in a bit.

By 3x3 armor, you mean the like the organic, yes?

Val
March 1st, 2002, 07:26 PM
NewTorp1.bmp (http://forum.shrapnelgames.com/newuploads/1015003450.bmp)

NewTorp2.bmp (http://forum.shrapnelgames.com/newuploads/1015003492.bmp)

NewTorp3.bmp (http://forum.shrapnelgames.com/newuploads/1015003534.bmp)

Like these?

Suicide Junkie
March 1st, 2002, 07:50 PM
Correct.
"the Classic OA 3x3 shape" where OA = Organic Armor.

- I like Torp3, but it needs some more ambient light near the front. I'd leave the wings off of the tail, since the torpedo is almost a dumbfire weapon.
- For the Missile/Seeker, try using the wavy colored polaron core from the torpedo, with more of a blue tint to the core.
- The Psy crystal looks great. The mini should turn out very nice, since the design is quite simple.

Val
March 1st, 2002, 10:01 PM
You should ask Andrés to do the computer components, I liked the one he did earlier for the SW mod.

Val
March 2nd, 2002, 02:49 AM
Requests.zip (http://forum.shrapnelgames.com/newuploads/1014986811.zip)

Ram Scoop, Solar Panel (Station size for B5Mod), Biocrystal Armor, TP Armor, Crystal Seeker, Missile and Torp.

Enjoy http://forum.shrapnelgames.com/images/icons/icon7.gif

Val
March 2nd, 2002, 03:18 AM
ArmorandTorp.zip (http://forum.shrapnelgames.com/newuploads/1015031853.zip)

4 armors and a revised torp

Suicide Junkie
March 2nd, 2002, 05:24 AM
That torp tweak was totally unexpected, but I like it http://forum.shrapnelgames.com/images/icons/icon7.gif Can you do something like that shroud to the polaron missile.

As for the armor, could you smooth it out (too mechanically blocky). And maybe get them to overlap each other like shingles?
I want the shape (not the color) to be close to the original Organic armor.
I wonder if it would look good with shards of the original SE4 crystalline material sticking through the surface in random places

Suicide Junkie
March 4th, 2002, 02:31 AM
Re: the basic/advanced/elite sensors & ECM.

Basic: Image #11
Advanced: Image #223
Elite: Image #222
(all in MM original components set)

I can switch the multiplex tracking with combat sensors, but it will look a bit odd, and I still need ECM images.

PS: is anyone planning on doing the whole "new torp image for each tech level" thing?
If not I'll start on it.

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

Val
March 5th, 2002, 03:37 PM
Revisions.zip (http://forum.shrapnelgames.com/newuploads/1015335286.zip)

Revised armors and new sielded armor. Revised seeker with new colors and shroud.

Also included final(?) torp and stun crystal.

Suicide Junkie
March 5th, 2002, 04:28 PM
Torpedo and stun crystal are perfect.

The polaron shroud on the seeker needs to fade out more near the tail, and/or spread farther from the weapon's body.

For the bio armor, the greenish armor has the better camera angle. Try moving the camera to the right a bit, so there's some horizontal overlap. The textures look great, and for some reason, the shape reminds me of teeth. A very nice effect for boarding defense http://forum.shrapnelgames.com/images/icons/icon12.gif

For shield armor, I'd prefer a more colorful armor part (grey dosen't seem to fit with the rest of SE4). Some sort of discharge between the prongs would be nice. What would be really cool is if the discharge formed into the rough shape of an SE4 shield generator. http://forum.shrapnelgames.com/images/icons/icon7.gif Three arcs of energy, and a glow in the middle...

Suicide Junkie
March 5th, 2002, 04:56 PM
Given the tiling of beam weapons, I'm wondering whether it would be feasible to create an animated torpedo using the beam code.

something like:
"x+ "
Where the 'x' is drawn at the front, then over written with the + on the next iteration, then erased by an almost-black patch at the end.

Or, maybe draw a rocket, that leaves a thin scattering of exhaust along the path of travel.
&lt;{ ~ ~ ~ ~ ~

I'm definitely going to make the rocket one tonight http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok
March 5th, 2002, 05:09 PM
SJ,

Are you saying that you'll make a torp/rocket in the beam weapons bitmap? If so, I think that will work very nice. Good idea!

Val
March 5th, 2002, 05:10 PM
Revisions.zip (http://forum.shrapnelgames.com/newuploads/1015341031.zip)

Revised missile - increased shroud size as it goes back - light and dark Versions included. Shielded armor - sparks added, color changed (silly me - forgot the grey rule!). New crystal-like armor. Bio Armor - changed angle (glad you liked the teeth look http://forum.shrapnelgames.com/images/icons/icon7.gif )

Val
March 5th, 2002, 05:13 PM
Can't wait to see the rocket/beam!

Edit:
You could also apply that idea to a brighter head to a beam weapon. Like a ball of energy leaving a dimmer trail/trace of ions.

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

Suicide Junkie
March 5th, 2002, 05:35 PM
Seeker4. But the thick shroud should be moved forward a touch (the polarons would be 'leaking' from the window in the missile, right?

The biocrystal looks good. Some more ambient light so we can see the points at the bottom (I had to zoom it up to realize that they were there)
The Tp armor seems to have a gap between the middle & right columns. I'm not sure how to fill it, either shift or stretch the segments, or maybe put some sort of goop (gums?)in the middle.

Say, can you make the sparks on the shield-armor into a light source? The shadows cast by the "prongs" should look neat.
Also, could you bend those electric arcs into the three ring pattern of the shield generator? (One facing each of the X,Y and Z directions) That would really distinguish the component from a weapon of some sort.

Val
March 5th, 2002, 08:48 PM
I'll give it a shot this afternoon.

Val
March 6th, 2002, 04:02 PM
Armor8.bmp (http://forum.shrapnelgames.com/newuploads/1015423036.bmp)

Armor9.bmp (http://forum.shrapnelgames.com/newuploads/1015423061.bmp)

Seeker6.bmp (http://forum.shrapnelgames.com/newuploads/1015423230.bmp)

? http://forum.shrapnelgames.com/images/icons/icon7.gif ?

Suicide Junkie
March 6th, 2002, 06:46 PM
I like the armors.

For the missile, the polaron cloud should be brightest right at the tip of the missile, where the glowing window is.

try scrunching up the bright cloud, so it covers just from the tip of the missile to the front edge of the wings.
Or, dim the current bright cloud, and add a third cloud just around the tip.

Val
March 6th, 2002, 06:59 PM
OK http://forum.shrapnelgames.com/images/icons/icon7.gif Glad the armors have made it http://forum.shrapnelgames.com/images/icons/icon12.gif I had tried to add a cone of glow to the tip, but I guess it was obscurred.

I'll also give the shield gen armor a shot again - do you know what Comp ## the generator is (the one that you are talking about) so I can do a compare.

So - I can submit those 2 armors, the Torp, the Crystal Stun & the cannon (from the first round).

Suicide Junkie
March 6th, 2002, 07:21 PM
The standard shield generator is #31.
Just the generic shape of the 3-ring bit, and optionally some tiny glow in the center would be enough to make the shield-armor's purpose obvious.

As long as the minis turn out reasonably, I'll be more than happy.

Val
March 7th, 2002, 06:40 PM
Seeker7.bmp (http://forum.shrapnelgames.com/newuploads/1015519016.bmp)


Seeker8.bmp (http://forum.shrapnelgames.com/newuploads/1015519192.bmp)

Suicide Junkie
March 7th, 2002, 07:05 PM
I'll go with seeker 7.

Two things it still needs:
- a little light shining on the near side of the rudder.
- less glare off the wings, so that the texture is visible.

QuarianRex
March 17th, 2002, 08:11 AM
Hey there. I'm looking for some good robot pics for a mod I'm working on. I need some standard angles (front/left and top/down) like with fughters/units, as opposed to just neat screenshots like with troops.

Ideally I'd like to find some models for DOGA 2 or 3 (other than the ones on the DOGA site). DOes anyone happen to have some good robot pics/models that they could pull out of a magic hat? Anyone come across some good sites in their travels? Any help would be appreciated.

Val
March 17th, 2002, 06:35 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 http://forum.shrapnelgames.com/images/icons/icon7.gif


SJ:
Might as well combine the threads, saves time in checking both http://forum.shrapnelgames.com/images/icons/icon12.gif