Nice.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.
need help making player ship graphics.
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
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- test.zip
- the prototype with weapon and shield prototypes equiped.
- (41.19 KiB) Downloaded 144 times
when life throws you a curve ball catch it and throw it back.
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:andrewpen wrote:I do have the 40 facings but I don't know how to code the ship so that it works with them.
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<Image imageID="&rsStarPhoenix;" imageX="0" imageY="0" imageWidth="70" imageHeight="70" imageFrameCount="0" imageTicksPerFrame="0"/>
- Star Weaver
- 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:
(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 ...
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<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>
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 ...
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.