Project Renegade

A place to discuss mods in development and concepts for new mods.
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Xephyr
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Fri Jan 22, 2016 4:58 am

catfighter wrote:How've you been creating the little windows on all your stations? This has always puzzled me when I look at models because few people would be willing to spend the time to draw every single one out.
In Blender, the quickest way is to subdivide the faces several times, to where the size is satisfactory, then use the "select random faces" tool and assign the viewport texture/emission material to it. I suppose you could also make a texture with the windows on it, but I'd rather have them emit light than be diffuse.

In other news, here's a major shipyard I worked on today, to populate the Citadel orbital complex.

Image
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

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JohnBWatson
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Fri Jan 22, 2016 5:15 am

Definitely fits the going theme for shipyards in Transcendence. Good work!

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Xephyr
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Thu Mar 10, 2016 2:46 am

Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

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Xephyr
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Sun Mar 20, 2016 5:26 pm

On the list for beta 2, slated for release within the next 2 weeks is missions, both generic ones and at least on mission arc, with a funcitonal mission structure (like CW fleet rank)

And of course, I've been working on lots of little tweaks and minor changes.

Also I gave in to peer pressure and added in some larger ships, though they'll appear only in a limited capacity.
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Valor.jpg
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Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

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JohnBWatson
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Mon Mar 21, 2016 10:45 am

That's a very impressive capital ship. Have you ever thought of compiling some of the tutorials you used in a thread in Modding Resources?

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Xephyr
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Mon Mar 21, 2016 5:08 pm

JohnBWatson wrote:That's a very impressive capital ship. Have you ever thought of compiling some of the tutorials you used in a thread in Modding Resources?
Beyond basic program functions while getting used to Blender I didn't use any tutorials.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

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Xephyr
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Tue Apr 19, 2016 6:17 am

Just a peek at something I've been working on...
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Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

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Xephyr
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Wed May 11, 2016 10:37 pm

New neohuman faction that pilot biomechanical ships - the Triavids. (not actual in-game size)

Working on adding more factions to act as cannon fodder and kind of pad out the difficulty curve. These guys are level 1-4 and don't have stations (but I have plans for them to be able to "infect" stations later on). They use semi-living equipment that needs sunlight to live.
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Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

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TheLoneWolf
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Mon May 16, 2016 6:53 am

That Valor ship is awesome! How did you get that glowing thing in the "eyes" of the Triavids?

Btw iirc you use blender? Can you pinpoint a nice tuitorial to me?

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Xephyr
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Mon May 16, 2016 6:57 am

TheLoneWolf wrote:How did you get that glowing thing in the "eyes" of the Triavids?
I'm using an emission material on their 'eyes'.
TheLoneWolf wrote:Btw iirc you use blender? Can you pinpoint a nice tuitorial to me?
I do use blender, but I can't point out any good tutorials - I'm mostly just looking at documentation on my end. However, there's lots of great Blender tutorials on youtube that show you step-by-step how to build models, so I suggest you check those out. If you have specific questions then I'll be happy to answer them, though.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

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TheLoneWolf
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Mon May 16, 2016 7:13 am

Xephyr wrote:
TheLoneWolf wrote:How did you get that glowing thing in the "eyes" of the Triavids?
I'm using an emission material on their 'eyes'.
TheLoneWolf wrote:Btw iirc you use blender? Can you pinpoint a nice tuitorial to me?
I do use blender, but I can't point out any good tutorials - I'm mostly just looking at documentation on my end. However, there's lots of great Blender tutorials on youtube that show you step-by-step how to build models, so I suggest you check those out. If you have specific questions then I'll be happy to answer them, though.
Yeah one.

How do you create spritesheets and bitmasks?

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Xephyr
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Mon May 16, 2016 7:26 am

TheLoneWolf wrote: How do you create spritesheets and bitmasks?
in GIMP:

- Go to File > Open as Layers
- Locate the folder containing your renders and select all of them, and click "open"
- Go to Image > Transform > Flip 90 degrees clockwise
- Got to Filters > Combine > Filmstrip
- Set the following options:
* Check the box titled "Fit Height to Images"
* uncheck "At Top" and "At Bottom"
* Navigate to the "Advanced" tab
* set "Image Height" to 1.0, and every other value to zero
* Apply the changes.
- After the filmstrip is applied, rotate the image 90 degrees counter clockwise

At this point, you'll have your spritesheet, and you can scale it as needed.

For bitmasks, you can set all materials on your model to a white emission with a black background and re-render the model to get your mask - you just have to combine the mask the same way. You can also just render your models with a coloured background to be able to select your mask space on the one filmstrip, but that's a bit more complicated.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

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TheLoneWolf
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Mon May 16, 2016 7:32 am

Thanks Xeph! I'm going to try that on an asteroid!

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AssumedPseudonym
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Mon May 16, 2016 7:35 am

Xephyr wrote:in GIMP:

- Go to File > Open as Layers
- Locate the folder containing your renders and select all of them, and click "open"
- Go to Image > Transform > Flip 90 degrees clockwise
- Got to Filters > Combine > Filmstrip
- Set the following options:
* Check the box titled "Fit Height to Images"
* uncheck "At Top" and "At Bottom"
* Navigate to the "Advanced" tab
* set "Image Height" to 1.0, and every other value to zero
* Apply the changes.
- After the filmstrip is applied, rotate the image 90 degrees counter clockwise

At this point, you'll have your spritesheet, and you can scale it as needed.
 This assumes that you have already rendered all of facings for the ship, of course. Actually getting those renderings through Blender might have been the question.
Image

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TheLoneWolf
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Mon May 16, 2016 7:42 am

AssumedPseudonym wrote:
Xephyr wrote:in GIMP:

- Go to File > Open as Layers
- Locate the folder containing your renders and select all of them, and click "open"
- Go to Image > Transform > Flip 90 degrees clockwise
- Got to Filters > Combine > Filmstrip
- Set the following options:
* Check the box titled "Fit Height to Images"
* uncheck "At Top" and "At Bottom"
* Navigate to the "Advanced" tab
* set "Image Height" to 1.0, and every other value to zero
* Apply the changes.
- After the filmstrip is applied, rotate the image 90 degrees counter clockwise

At this point, you'll have your spritesheet, and you can scale it as needed.
 This assumes that you have already rendered all of facings for the ship, of course. Actually getting those renderings through Blender might have been the question.
I never thought that o.o

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