If someone could make sprite sheets for these (they don't have to be perfect, just decent) that would be awesome.


I thought Gencool was able to edit the ghost sprites with his broken Stealth Type B Cruiser? I'll have take a second look into that.Sleeper Service wrote:Ghost crew will simply use the human crew sprite at 50% transparency, you won't be able to change ghosts separately from humans if that was what you intended.
Making an entire spritesheets for game factions is a pretty huge chunk of work that few modders have tackled so far, you'll probably have to do this yourself if you really want it. Your races are easier in comparison to making a sheet from scratch, since you could probably get results faster by simply modifying the existing Rock and Lanius sheets. Good luck anyways!
You can actually modify ghost sprites, if you add new human layers to the ghost blueprint like human_layer5 or 6 (but not human_layer3, since CE uses this in their human sprites and this could create compatibility issues). You'll also have to make new sprite sheets with the same names as the layers. This is what I did:elijahdb wrote:I thought Gencool was able to edit the ghost sprites with his broken Stealth Type B Cruiser? I'll have take a second look into that.Sleeper Service wrote:Ghost crew will simply use the human crew sprite at 50% transparency, you won't be able to change ghosts separately from humans if that was what you intended.
Making an entire spritesheets for game factions is a pretty huge chunk of work that few modders have tackled so far, you'll probably have to do this yourself if you really want it. Your races are easier in comparison to making a sheet from scratch, since you could probably get results faster by simply modifying the existing Rock and Lanius sheets. Good luck anyways!
edit: Blast, you're right. If only that race modding tool was updated!
Thanks for the tip about modifying the Rock and Lanius sprites, I will work on that.
Code: Select all
<crewBlueprint name="ghost">
<desc>ghost.</desc>
<title>Ghost</title>
<short>Ghost</short>
<cost>50</cost>
<bp>2</bp>
<rarity>0</rarity>
<powerList>
<power>Do not need oxygen</power>
<power>Maximum health is 50</power>
</powerList>
<colorList>
<layer><!-- Layer 1 - original ghost/human layer -->
<color r="169" g="169" b="169" a="0"/>
</layer>
<layer><!-- Layer 2 - original ghost/human layer -->
<color r="169" g="169" b="169" a="0"/>
<color r="192" g="192" b="192" a="0"/>
<color r="131" g="156" b="165" a="0"/>
<color r="192" g="192" b="192" a="0"/>
</layer>
<layer name="ghost_layer1"><!-- Layer 3 - 3,4,5,6 hide the previous human layers (not sure if this layer works, since it's named ghost)-->
<color r="169" g="169" b="169" a="1"/>
<color r="192" g="192" b="192" a="1"/>
<color r="131" g="156" b="165" a="1"/>
</layer>
<layer name="human_layer5"><!-- Layer 4 -->
<color r="169" g="169" b="169" a="1"/>
<color r="192" g="192" b="192" a="1"/>
<color r="131" g="156" b="165" a="1"/>
</layer>
<layer name="human_layer5"><!-- Layer 5 -->
<color r="169" g="169" b="169" a="1"/>
<color r="192" g="192" b="192" a="1"/>
<color r="131" g="156" b="165" a="1"/>
</layer>
<layer name="human_layer6"><!-- Layer 6 -->
<color r="169" g="169" b="169" a="1"/>
<color r="192" g="192" b="192" a="1"/>
<color r="131" g="156" b="165" a="1"/>
</layer>
</colorList>
</crewBlueprint>
Amen.Gencool wrote:Long story short; ftl's bizare.
Thanks! I'll do that once I get around to finishing up the sprites. I have half of the walking around movements done, and the cloning and death process is done.stargateprovider wrote:If the sprites look transparent, you could always add more layers. With every layer you add, the sprites become less transparent. Setting the alpha channel of the new layers to 1 may help as well.