The Silent One wrote:Like I said before, I'm pretty much sold on this. I'd like to see some more "interaction" between the blueprint and the slot positioning. Looking forward to trying them out in-game.
Glad you like it!
Yes, it would be nice to actually position the slots in visually logic spots (if the ship design provides it).
Which alternative do you prefer, The Silent One? Blueprints or "greenprints"?
I made all of them 2000x1000 png's and did not consider the individual slot position, so it might look strange on some ship designs, but there is no real logic behind them at the moment anyway, is there? (some of the images were smaller than 2000x1000)
You can download a zip of the blueprints
here and try them out if you're interested. Obviously, backup the original and place the zip content in \\...\Free Orion root\default\data\art\hulls_design.
em3 wrote:Are you generating these blueprints from meshes, or are you running edge detection on rendered images? Some outer edges are missing, while there is too much detail on curved surfaces.
These blueprints are edge-detections (and some re-coloring) of existing ingame images. And yes, some edges are missing and some surface textures remain. I quite like that though and did not bother to complement/clear the images, since it gives a a "roughness" to the print. One could work the images or models themselves to create "perfect" drawings, but that was not my intention.
em3 wrote:Also, I'd keep the rulers, but drop the boxes that symbolize blueprint's label/description. These could be generated in-game based on actual design's name.
A good idea to use the label/description boxes for information on the actual design! Some work and imagination to gather the information, but most of it should be available ingame, right? Also, if it becomes a dynamic stringbox one could retrieve information depending on what the user mounts?