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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 1:35 am 
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I attempted a more simple laser whith basic shapes, like a rectangle and cylinder, ect. I personally like pds laser better though. The only problem is any type of beam weapon can pass as any other so maybe have something really really simple for a laser and then get more fancy with more lights and whistles as the technology advances. Good job though pd, I like it!


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 10:12 am 
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Location: 52°16'N 10°31'E
in perspective...
ImageImage
ImageImage
ImageImage


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 10:34 am 
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Wow! Did you do this in Ogre? I already loved it, but that looks even more amazing! Only request is you give an example of the gun angled towards us. So for example instead of the Big back in the forground put the nose in the forground. So basically just a 180 degree rotation.

Again Wow!


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 11:14 am 
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seconded. looks so much better now in perspective.


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 11:56 am 
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I don't think it works much better than the previous one at 64x64.
ImageImageImage
Although it seems slightly larger by the use of perspective(and therefor using the diagonal of the frame).

Quote:
Did you do this in Ogre?

You can't actually create things in Ogre, you can only show(render) what has been created elsewhere.
What I've done is using the sideview image to create a very rough 3D model to set up the perspective and then just paint on top of it. This thee-quarter back view seemed to work best.


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 12:34 pm 
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I am not suggesting that this image even be considered, but maybe this idea:

What about an iconic graphic depiciting the weapons. For example a small picture of a gun and then the corresponding beam.
Attachment:
Untitled.png
Untitled.png [ 3.74 KiB | Viewed 734 times ]


Also I am glad to here I am not far off step from you pd, I to render rough 3d models and then paint them. Only thing is I am not as good at rendering models, and I am not as good at painting them either.


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 12:47 pm 
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I think that might be confusing(besides being funny). Any relation to a hand weapon should be avoided IMO.

Still, a combination of machinery and an energy beam might work. Everyone get's what he wants in this case I guess and it's pretty clear that this is supposed to be an energy weapon:
ImageImage

I really like how the beam provides a preview of how the weapon will look in combat, hence my first take on those icons being beams.


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 12:52 pm 
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Space Squid

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yeah, that might work. But these "water drops" on the lower left of the image at the beam's origin look a bit strange.

I really find that pistol pic funny 8)


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 12:59 pm 
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Those are sparks/debris. The origin is at the right.


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 1:15 pm 
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Perfect! Commit it! :) :wink:

Quote:
I think that might be confusing(besides being funny). Any relation to a hand weapon should be avoided IMO.


I am a novice when it comes to graphics, but not that novice. I simply gave an outrageous example, just to illustrate my point. It worked though! :)


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 1:20 pm 
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hm, would those pics look better when having white or grey to display bigger debris parts (maybe with less smoothing than I used)? At least that weapon should have some more (devastating and destroying) effect than merely scratching the enemy's ship hull surface shouldn't it? ;)


Attachments:
whitedebris.png
whitedebris.png [ 8.44 KiB | Viewed 721 times ]
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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 1:22 pm 
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The point is - you've actually used a good symbol for a weapon. But if we'd try to not use a hand weapon, what would be left? Modern cannons are just pipes and old ones would be funny as well.

Yes, perhaps more debris is needed. But I'd like to have a growing amount of debris, the more advanced the weapon is. That's why it's best to keep it low or even absent at the beginning.


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 2:32 pm 
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Improving Lead Armor Plating
ImageImage compared to Image


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 4:06 pm 
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May want to keep the original at a weaker version of armour, or maybe some kind of high resistant plastic armour. Just a though.


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 Post subject: Re: 0.4 Ship Parts
PostPosted: Sat May 17, 2008 4:10 pm 
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agreed. The original looks more "futuristic" to me so plastic or future-style armour could be represented by that. I'm not sure if it should be used for later or earlier techs for that matter..


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