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[SHIP] Corellian Transport

Posted: Tue Mar 12, 2013 2:10 pm
by LarsenB
Hi everybody!

I've been enjoying the game and all the mods from the community for a while, and i just thought to share a little one i've made for myself.

Without further ado, here's the
Corellian Transport
Image

Download link:http://dl.dropbox.com/u/90846278/Corellian%20Transport.ftl

A fairly straightforward ship... to follow the lore, it's equipped with:
- Good engines and FTL drive, for you smugglers out there ;)
- Ion and laser weapons
- Average sensors

Drones and stealth available at you local shop, but cannot equip a crew teleporter... good defence at start, weapons are strong in the first sectors but need upgrades for shield 2+ opponents; lack of teleporter should keep the ship somewhat balanced, i think.

It replaces the Kestrel-A slot, install with GMM as usual.

Known issues:
- No gibs
- A little aliasing on the ship art (I suck at image editing, any help appreciated!)

Re: [SHIP] Corellian Transport

Posted: Thu Mar 14, 2013 1:16 pm
by speedoflight
Not bad at all, maybe more rooms will be great. But u should consider just to call it "Millenium Falcon" and make star wars weapons for it. That will be better ^^

About the antialiasing, depends on the original file, and from here i cant tell u much. But if the original image is lacking of quality in colors / very low resolution, its not a good idea to apply any antialiasing filter, since the image detail will drop even more. Wat the game does is to resize the ship image in-game to a bit higher one, so, u need to be sure the ship image has enough quality, not only in resolution, but in detail. Even if FTL doesnt make use of high resolution graphics, its always a must to use high resolution images to work with em, because any filter u apply or any change on the size / resolution will affect the final quality in-game.. so if a usual ship graphic on FTL could be, for example 500x400, if u use an original ship image of 500x400, the final look will be far worst, u need to give "space" between the original ship image and the final image that the game re-sizes to show in-game.

Re: [SHIP] Corellian Transport

Posted: Thu Mar 14, 2013 4:47 pm
by LarsenB
speedoflight wrote:About the antialiasing, depends on the original file, and from here i cant tell u much. But if the original image is lacking of quality in colors / very low resolution, its not a good idea to apply any antialiasing filter, since the image detail will drop even more.

The original image was of decent quality, but the ship layout was drawn over a multi-color background with a shadow applied, so I had to crop & clean up the borders by hand... mostly on the right side, the edges show some gray pixels that are still part of that shadow

Surely there as to be a better way to crop that excluding the shadow, maybe with a mask image, but as i said, i'm not really too skilled with this stuff.

Re: [SHIP] Corellian Transport

Posted: Thu Mar 14, 2013 5:04 pm
by speedoflight
Depends on wat program are u using to cut the edges of the ship. And as u say depends on wat background has the image. If u cant just use the magic wand to select the edges of the ship, u need to do it manually , because the final result will be far better than trying to apply different methods to cut the ship. With manually i mean using the free selection tool in gimp, for example. When u finished then, u can aply a really light antialiasing filter if u want.

If u are able to select the edges of the ship in a consistently way but the problem is that when u cut the ship, u pick a bit color of the background, once u have the entire ship selected, u can just increase the selection (in gimp, -> selection -> grow / shrink) 1 pixel and cut the edges again. In photoshop i think this method is done by making the feathers? bigger. But im not sure since i dont use photoshop.

But as i said, in some cases in where the ship is painted over a multi colored background, or backgrounds with grids painted in it or something like that, its almost better to use the free selection tool. U will waste more time, but that way u make sure that u are cutting the exact ammount of pixels u want.. at the same time, u can apply small difuse or antialiasing filter (in gimp this is done by modifying the difuse or antialiasing bar) so when u make the selection it will not have those hard edges.

Using masks , we are in the same scenario , if the background is not uniform, u will get better results doing it manually. But i am not a masks expert, so i cant tell u too much about doing it with masks.

Sorry for my cute english, is hard to translate so many terms from spanish.. :lol: