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Distribute and discuss mods that are functional. Moderator - Grognak
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Lamina
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Postby Lamina » Fri Jul 14, 2017 5:24 pm

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Last edited by Lamina on Sun Oct 08, 2017 8:03 pm, edited 14 times in total.
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mr_easy_money
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Re: [AE] [SHIP] [BETA] The Longsword

Postby mr_easy_money » Fri Jul 14, 2017 7:55 pm

You're missing a floor image (superluminal can generate one for you!) but maybe a floor image doesn't exactly fit here either what with the rooms kinda protruding like the Rebel enemy ships do.

the interior images have some funky stuff going on. first and foremost, you have console glows flying about in the middle of the room (shields and piloting specifically) and missing in some cases (engines and maybe weapons). the oxygen room image is protruding into the wall, the medbay thing is in front of two doors, the engine room's engine is in front of a door and some other detail is also in front of a door, a detail of the weapons room is in front of a door.

I didn't check, but be sure you can get all the systems... you probably already did this. be sure the interior images of those rooms aren't in front of doors.

lastly, the lighting on the hull image seems a bit off because there's lighting at the top (left wing) of the image for some reason even though it looks like the light is coming from the bottom (right wing).

anyways those are my initial observations just by looking at the provided picture, when I get the chance to test it I'll let you know how it feels.
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Lamina
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Re: [AE] [SHIP] [BETA] The Longsword

Postby Lamina » Fri Jul 14, 2017 10:06 pm

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Last edited by Lamina on Sun Oct 08, 2017 7:59 pm, edited 1 time in total.
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mr_easy_money
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Re: [AE] [SHIP] [BETA] The Longsword

Postby mr_easy_money » Sat Jul 15, 2017 2:00 am

Lamina wrote:About the floor image: I've tried to generate some, but they always appear very
heavy to the right - if that makes sense.

I know what you mean, just manually shift it over a bit to the left and it should look fine. I don't know why there's that strange offset but the generated image should fit the rooms nicely.
Lamina wrote:Maybe manually making one would help.

might also look better, for instance, the corners of the teleporter, doors, sensors, and an empty room touch open space so you might want to omit the floor on that part of it.
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Lamina
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Re: [AE] [SHIP] [BETA] The Longsword

Postby Lamina » Sat Jul 15, 2017 10:26 am

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Last edited by Lamina on Sun Oct 08, 2017 7:59 pm, edited 1 time in total.
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mr_easy_money
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Re: [AE] [SHIP] [BETA] The Longsword

Postby mr_easy_money » Sun Jul 16, 2017 4:11 am

Lamina wrote:All of the system interiors now match the wall, except the cloaking.
I'm probably just lazy for not correcting that, but I don't think It'll look good If I try
to make a custom graphic.

I rotated room_cloaking_3 (and its glow!) counter-clockwise and added some more space to the right so this should fit nicely:

Image
Image

here's a download containing both images: http://www.mediafire.com/file/o8px0izea ... gsword.zip
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Lamina
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Re: [AE] [SHIP] [BETA] The Longsword

Postby Lamina » Sun Jul 16, 2017 10:23 am

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Last edited by Lamina on Sun Oct 08, 2017 7:59 pm, edited 1 time in total.
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Lamina
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Re: [AE] [SHIP] The Longsword

Postby Lamina » Sun Aug 13, 2017 2:33 pm

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Last edited by Lamina on Sun Oct 08, 2017 8:03 pm, edited 2 times in total.
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Arfy
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Re: [AE] [SHIP] The Longsword

Postby Arfy » Sun Aug 13, 2017 7:39 pm

It does appear that the Siege Missile is upside down :P It's probably a rotation error on the sprite.
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stylesrj
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Re: [AE] [SHIP] The Longsword

Postby stylesrj » Sun Aug 13, 2017 10:43 pm

I think it has something to do with animation sprites of Burst weapons.
I had problems with designing a missile weapon based off the Hermes when I made it a Laser. Missile would fly sideways. Same with the Burst weapon type.

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