Author Topic: Custom Content Challenge: September 2013: Arcane Space Stuff  (Read 1695 times)

Legacy_Rolo Kipp

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #45 on: September 13, 2013, 03:25:53 pm »


               <tossing some more...>

Take your texture and under the Layer->transparency menu pick "Color to alpha" (I'm doing this from memory, so names might be a little off). This will add an alpha channel to the image and populate it with transparency values based on how white the image is. Generally that is too much transparency, but it's a start.

Next, under Color, look for a decompose option. Choose RGB-A.
This will decompose the image into 4 greyscale layers for Red, Green, Blue and Alpha
Hide the RGB layers so all you see is Alpha. Use Brightness-contrast (also under color) to lighten up the alpha considerably.

When it's looking pretty good, go to the same place as Decompose and Recompose.
Visually, you should see your texture with a faint transparency.

Export that as TGA and I guarantee it'll be 32bits :-)

<...on the compost heap>
               
               

               
            

Legacy_Rolo Kipp

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #46 on: September 13, 2013, 05:21:49 pm »


                <spamming...>

Spelljammer for NwN
There is literally so much stuff in here that all I can really do is give a little taste of what's coming.
Mystic Nexus, Nightbringer and Hellfire did an incredible, vastly under-appreciated job with Arcane Space. 

Mostly at this point I am cleaning it up and making it 1.69 compatible. I'm also incorporating several important missing elements from Hellfire's unreleased archives. This is a collaborative effort aimed at producing a viable Spelljammer system for use in NwN, and we'd welcome anyone else that wants to work with us.

Some placeables showcased on the Wildspace tileset

Planets:
'Posted
'Posted

Phenomena:
'Posted
'Posted
'Posted

Ships:
'Posted
'Posted

New, unreleased stuff from Hellfire:
'Posted
'Posted
'Posted

That is only a taste, but I hope it whets your appetite for more. :-)

<...screenies>
               
               

               


                     Modifié par Rolo Kipp, 13 septembre 2013 - 04:25 .
                     
                  


            

Legacy_Shemsu-Heru

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #47 on: September 13, 2013, 10:17:36 pm »


               @Rolo Kipp: Thank you, you have been very helpful!
               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #48 on: September 14, 2013, 12:13:50 pm »


               Autognomes with Shiny textures: First of all; Lots of thanks to The Amethyst Dragon & Rolo Kipp for their Help:

'Posted
"Now you can bite their shiny metal asses!"
               
               

               


                     Modifié par Shemsu-Heru, 14 septembre 2013 - 04:17 .
                     
                  


            

Legacy_Tarot Redhand

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #49 on: September 14, 2013, 12:22:13 pm »


               @Shemsu-Heru, I just noticed the funnel on the one on the right. It occurs to me that if someone wanted to do a Wizard of Oz module, all they would need to do is remove the backpack, recolour it silvery/rusty and scale it to ma-size in order to get the Tin Man.

Very nice BTW.

TR
               
               

               


                     Modifié par Tarot Redhand, 14 septembre 2013 - 11:23 .
                     
                  


            

Legacy_Shemsu-Heru

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #50 on: September 14, 2013, 12:34:58 pm »


               @Tarot Redhand: Thanks, and yes that autognome is inspired on the Tin Man from "the Wizard of Oz"

@ShaDoOoW:  About the glowing FX; Well I think the autonomes eyes are more and less aligned with the gnomes eyes. However, they alredy have a little glowing emitter in their eyes so I'm not sure if they would need more glowing FX...
               
               

               


                     Modifié par Shemsu-Heru, 14 septembre 2013 - 11:44 .
                     
                  


            

Legacy_The Amethyst Dragon

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #51 on: September 14, 2013, 04:59:12 pm »


               Looking nice and polished there, Shemsu-Heru.
               
               

               
            

Legacy_The Amethyst Dragon

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #52 on: September 14, 2013, 05:16:02 pm »


               

Vibrant Penumbra wrote...

 Back off, Magic Man ':ph34r:'

That cute little Neogi is mine':devil:'

I'm sure you and Grumpy have enough toys to play with '<img'>

Kisses! '^_^'

  I read this days ago, but forgot to ask...

Does this mean you're working on an updated neogi, Vibrant Penumbra?
               
               

               
            

Legacy_Vibrant Penumbra

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #53 on: September 14, 2013, 05:40:53 pm »


                Silly dragon ':whistle:'

Toodles! '<img'>
               
               

               
            

Legacy_The Amethyst Dragon

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #54 on: September 14, 2013, 06:24:29 pm »


               

Vibrant Penumbra wrote...

 Silly dragon ':whistle:'

Toodles! '<img'>

Thanks.  Guess I missed the rather obvious fact that the screenshot was taken from inside a modelling program, which would mean you're already making it.

Maybe I just need more sleep. '-_-'
               
               

               
            

Legacy_The Amethyst Dragon

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #55 on: September 15, 2013, 04:56:58 am »


               Done. 

One spelljammer helm.

Or one of those misc. magical thrones that PCs like to just sit on to see what happens.

Used a NWN2 throne (converted by thegeorge) as a base, new reddish cherry wood texture with adjustments, shiny silver accents, crystals with rippling light moving around inside.

'Posted

'Posted
               
               

               


                     Modifié par The Amethyst Dragon, 15 septembre 2013 - 03:59 .
                     
                  


            

Legacy_Tarot Redhand

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #56 on: September 15, 2013, 07:57:57 am »


               Nice AD. You may want to take a look at this quicktime movie (1.5meg from Silverblade's Suitcase) for a second one. Well it is only halfway through the month :innocent:.

TR 
               
               

               
            

Legacy_Shadooow

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #57 on: September 15, 2013, 11:46:39 am »


               I started new project that fits this theme, idea gave me Rolo in his project forum.

its Turn-Based Space Combat system.

Originally I wanted to make it half turn based/real time (aka all players iniciate actions and these ations will be executed simultaneously at the end of round), however that turns out to be impossible to balance/coordinate, so only turn based now.

It presume some kind of space tileset, im now using my Map Mats tileset (but modified it to make black terrain walkable), but any other with space feel is okay too.

So far for my testing Im using a modified drow boat (30%size, added monster nodes) as a character appearance. In the space tileset the player is turned into space ship. I presume that until an enemy will appear (it would need a new perception 2da line with smaller visibility for ships) it will be realtime but as soon as some hostile object appears game enters turn-based mode and each participant gets conversation with choices he can do (see screenshot). I will calculate initiative based on a ship engine (smaller/lighter=faster) which will decide who gets first move.

Each ship will have different properties, technologies and weapons, so far this is what I think of:
- hitpoints/damage
- fuel
- movement speed
- weapon immunity %
- shields
- camouflage/invisibility
weapons:
- laser/phaser (on last image)
- cannons (shooting projectiles aka BSG cannons)
- torpedos (autotarget missiles)

I have so far only a sample of all of this and it needs a further adjustments, the ship is still too big and I think it should fit into one of square in tile (mainly in order to need smaller areas).

Notice: I dont think I can do all of this in this month and I plan to release this rather standalone...


screens: hyperlinked to higher resolution
'Posted
'Posted
'Posted
'Posted
               
               

               


                     Modifié par ShaDoOoW, 15 septembre 2013 - 10:51 .
                     
                  


            

Legacy_Shemsu-Heru

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #58 on: September 15, 2013, 01:09:05 pm »


               My autognomes are ready to download: Thanks again to The Amethyst Dragon & Rolo Kipp for their Help with the textures:

'Posted
"I've seen things you people wouldn't believe. freaky wooden ships crossing the wild space. I watched more freaky guys walking on the decks of those ships, without  any kind of live support equipment....."



I have included an ERF with my own version of the autognomes; I have obtained the statistics from "Spelljammer creatures" by Mark Doolan, an unofficial 3 edition SJ monsters manual. 

I have used an old script, from the NWN Vault; on the autognome with the flammable "backpack"; Which makes it explode, and cause some fire damage to nearest creatures, when dies Ha, Ha, Ha, Ha!!!....

'Posted 'Posted
               
               

               


                     Modifié par Shemsu-Heru, 15 septembre 2013 - 12:55 .
                     
                  


            

Legacy_Tarot Redhand

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Custom Content Challenge: September 2013: Arcane Space Stuff
« Reply #59 on: September 15, 2013, 02:00:27 pm »


               @ShaDoOoW I don't want to rain on your parade but turn based combat for spelljammer has already been done. It is called (surprise, surprise) "Turn Based Spelljammer" (aka TBSJ). These scripts and a demo module are available on both vaults (the link is for the new vault).

TR