need help making player ship graphics.

Freeform discussion about anything related to modding Transcendence.
steelwing
Militia Lieutenant
Militia Lieutenant
Posts: 100
Joined: Sun Aug 01, 2010 4:33 pm

andrewpen wrote:2003 I went to edit pictures, colour ,then I put the saturation and hue down until it was as white as possible then I pressed the enhance colour button and it said click on the picture were it must have white so I clicked on the coloured ship and they all turned white (it may take a bit of fiddling to get it right) I did it with png and bmp sprit sheets rendered with wolfys sprit sheet generator. :D
Nice. :)
andrewpen
Commonwealth Pilot
Commonwealth Pilot
Posts: 97
Joined: Thu May 31, 2012 12:35 pm
Location: In my lab

steelwing wrote:Cool! Reminds me of the graphics style of Oolite.
you are right, i didn't realise untill you mentioned it. :o
when life throws you a curve ball catch it and throw it back.
andrewpen
Commonwealth Pilot
Commonwealth Pilot
Posts: 97
Joined: Thu May 31, 2012 12:35 pm
Location: In my lab

I actually took a cone and flatted it, pulled its sides out to make wings and put 2 cylinders in the back for engines. the simplst shapes can make fairly good ships (for a first timer). here take a look at the current work done on the ship.
Attachments
test.zip
the prototype with weapon and shield prototypes equiped.
(41.19 KiB) Downloaded 140 times
when life throws you a curve ball catch it and throw it back.
steelwing
Militia Lieutenant
Militia Lieutenant
Posts: 100
Joined: Sun Aug 01, 2010 4:33 pm

Cool! :) As you progress more, you'll want to render 40 facings, rather than 20. 40 is the standard for playerships.
andrewpen
Commonwealth Pilot
Commonwealth Pilot
Posts: 97
Joined: Thu May 31, 2012 12:35 pm
Location: In my lab

I do have the 40 facings but I don't know how to code the ship so that it works with them.
:(
when life throws you a curve ball catch it and throw it back.
steelwing
Militia Lieutenant
Militia Lieutenant
Posts: 100
Joined: Sun Aug 01, 2010 4:33 pm

andrewpen wrote:I do have the 40 facings but I don't know how to code the ship so that it works with them.
:(
As far as I know there's no difference in code. This is the line of XML in my playership that tells Trans how to use my spritesheet:

Code: Select all

<Image imageID="&rsStarPhoenix;" imageX="0" imageY="0" imageWidth="70" imageHeight="70" imageFrameCount="0" imageTicksPerFrame="0"/>
imageWidth and imageHeight tell Trans how wide and tall each sprite is. ImageX/Y tell Trans where to start counting sprites from. The only thing you have to do different is to render twice as many facings and then stitch them together just as you did the original 20. With the appropriate mask, of course.
andrewpen
Commonwealth Pilot
Commonwealth Pilot
Posts: 97
Joined: Thu May 31, 2012 12:35 pm
Location: In my lab

The only problem with that is that my ship is being turns all wrong and doesn't fly forward when I open the thrusters
when life throws you a curve ball catch it and throw it back.
User avatar
Star Weaver
Militia Commander
Militia Commander
Posts: 311
Joined: Sun Nov 07, 2010 10:20 pm
Location: . . . between the stars and the warm black sky . . .

You also need to add rotationCount to the ship's setting block; here's what it looks like in one of George's playerships for example:

Code: Select all


<ShipClass UNID="&scSapphirePlayer;"
    manufacturer=   "Zubrin Systems"
    class=        "Sapphire"
    type=       "yacht"
    score=        "95"

    mass=       "30"
    reactorPower=   "150"
    fuelCapacity=   "37500"
    cargoSpace=     "50"
    thrust=       "150"
    rotationCount=    "40" <!-- This line here! -Weaver -->
    maneuver=     "2"
    maxSpeed=     "20"

    maxArmor=     "6000"
    maxCargoSpace=    "150"
    maxDevices=     "8"

    leavesWreck=    "30"
    
    attributes=     ""
    >

  <Armor>
    <ArmorSection start="315" span="90" armorID="&itReactiveArmor;" areaSet="0,2" />
  .
  .
  .
</ShipClass>
(The order of lines within <ShipClass ... > dosen't matter, just to be clear)

If not set rotationCount defaults to 20 and thus only uses the first half of your image and does stuff like make you look like you're pointing right when the game thinks you're pointing down ...
Image
Image
Image
andrewpen
Commonwealth Pilot
Commonwealth Pilot
Posts: 97
Joined: Thu May 31, 2012 12:35 pm
Location: In my lab

Thanks starweaver I notice that after I sent my last post with snooping around in that code trying to work out how to get custom hud graphics
when life throws you a curve ball catch it and throw it back.
Post Reply