The Shipyard

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Marinealver
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Re: The Shipyard

Postby Marinealver » Thu Apr 06, 2017 7:47 pm

Just looking around the different custom made ships trying to look for possibilities of alternative flagship models. Took the Drone Harbor and tried to make a version of an Engi Flagship called the Carrier and tried to come up with the three phases. I don't have very good art skills with most of my image editing skills being MS paint and GIMP (like a discount photoshop)
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and with auto-ships
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Stage 3 will have all the auto ships launched by then
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Again I think the drone harbor while a good concept it is too long and needs to be wider instead. But here is an idea of what I am looking for.
Warp Drive or Hyperspace?
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TheFallenAngel359
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Re: The Shipyard

Postby TheFallenAngel359 » Sun Apr 09, 2017 5:06 am

Two quick questions that were inspired by recent posts here... How do you create the glow for a ship? And is it possible to update ship graphics mid-fight somehow?
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Chrono Vortex
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Re: The Shipyard

Postby Chrono Vortex » Sun Apr 09, 2017 1:00 pm

TheFallenAngel359 wrote:Two quick questions that were inspired by recent posts here... How do you create the glow for a ship? And is it possible to update ship graphics mid-fight somehow?

Taxi Service made this tutorial for making the pink glows. His channel also has a cloak tutorial in case you need to know that too. If you're using GIMP instead of photoshop, you do pretty much the same thing, just with the drop shadow filter instead of outer glow.

As for updating ship graphics mid-fight, the only way I can think to do that is making the entire ship a weapon animation. If you want the "weapon" to not ever fire and reset the animation, you can just set it to require, like, 1000 missiles.
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TaxiService
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Re: The Shipyard

Postby TaxiService » Sun Apr 09, 2017 1:15 pm

Yeah, i was about to link that but i'm slow af. Also check out glows in GIMP. The color used originally is #FFAABA, and i think a good width would be in the 20-30 pixels range but it depends mostly on your ship. Try multiple values, and be sure to add a dark background to check how the glow would actually look in space!

Updating ship graphics is not possible as far as i know, but you *could* maybe come up with an artillery weapon that, when bought from a store, could "add" parts to your ship; keeping in mind that whenever you jump to a new beacon those parts would disappear. :| like in this example, the animated parts are not included in the hull image and they disappear while jumping.


Chrono Vortex wrote:As for updating ship graphics mid-fight, the only way I can think to do that is making the entire ship a weapon animation.

What is this wizardry!? :0 Like, you mean a transparent hull image or is there a way to use an animation as the hull??
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Chrono Vortex
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Re: The Shipyard

Postby Chrono Vortex » Sun Apr 09, 2017 2:28 pm

TaxiService wrote:
Chrono Vortex wrote:As for updating ship graphics mid-fight, the only way I can think to do that is making the entire ship a weapon animation.

What is this wizardry!? :0 Like, you mean a transparent hull image or is there a way to use an animation as the hull??

I meant for an enemy ship. There isn't a way to use a weapon animation as the hull, but replacing the hull of an enemy ship with just a big weapon animation wouldn't make much of a difference, since it would only disappear if it jumped away. Wouldn't really work on a player ship unfortunately, your suggestion would probably be the best way to go for that.
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Chrono Vortex
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Re: The Shipyard

Postby Chrono Vortex » Sun Apr 09, 2017 4:09 pm

I tried making some planets in FTL's art style that I'll probably never use. Here they are in order of size:

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RAD-82
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Re: The Shipyard

Postby RAD-82 » Mon Apr 10, 2017 3:57 am

Since there is talk about weapons as hulls, I will point out my attempt: Chain Vulcan 900. The download link is near the bottom of the post, since it was a bonus ship that didn't fit in with the main mod.
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LaytheDragon
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Re: The Shipyard

Postby LaytheDragon » Sat Apr 29, 2017 5:12 pm

TaxiService wrote:Yeah, i was about to link that but i'm slow af. Also check out glows in GIMP. The color used originally is #FFAABA, and i think a good width would be in the 20-30 pixels range but it depends mostly on your ship. Try multiple values, and be sure to add a dark background to check how the glow would actually look in space!

Updating ship graphics is not possible as far as i know, but you *could* maybe come up with an artillery weapon that, when bought from a store, could "add" parts to your ship; keeping in mind that whenever you jump to a new beacon those parts would disappear. :| like in this example, the animated parts are not included in the hull image and they disappear while jumping.


Chrono Vortex wrote:As for updating ship graphics mid-fight, the only way I can think to do that is making the entire ship a weapon animation.

What is this wizardry!? :0 Like, you mean a transparent hull image or is there a way to use an animation as the hull??


If a bomb weapon artillery were to target your own ship, would it still fire when not in combat? If so, this could be extended to moving ship parts both in or out of battle. For example, if this is possible, one could maybe try to make a visually-moving centrifuge that runs by "firing" an invisible, useless bomb on your ship (I might try this if possible). The hull itself would only include a black outline of the centrifuge in the example, or maybe the whole ship's "hull" would just be a black outline + glow (the whole ship could be part of the animation, just only certain parts moving), so jumping would look like your ship fades out into hyperspace in addition to creating a large flash. For just combat, one could make a "ramming" weapon as an extending and retracting part of a ship that deals damage every so-often to the other ship.
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Chrono Vortex
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Re: The Shipyard

Postby Chrono Vortex » Sun Apr 30, 2017 1:16 am

LaytheDragon wrote:If a bomb weapon artillery were to target your own ship, would it still fire when not in combat?

I've experimented with this before, and the answer is no. Bomb artillery weapons only target the enemy ship.
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John Luke Pack Hard
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Re: The Shipyard

Postby John Luke Pack Hard » Sun Apr 30, 2017 9:55 am

Chrono Vortex wrote:I've experimented with this before, and the answer is no. Bomb artillery weapons only target the enemy ship.

Does this apply to artillery weapons in general? Do they only target the enemy ship?

I'll have to keep this in mind when programming artillery weapon behavior in Overdrive, perhaps implement a tag or setting that allows self-targeting options when modding artillery systems.

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