[Mod] The Uglies (Closed) =But it was a fun ride=

Welcome to the shipyards. Here you can discuss how to re-calibrate the positronic neutron flow to double power to the aft shields. Or you can discuss how to add new ships, new maps, new scenarios, new modules, etc. have fun!
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Re: [Mod] The Uglies (WiP)

Postby magnus392 » Tue Mar 20, 2012 12:50 pm

I would check the file/folder structure for the images. It seems like it is having trouble finding them, your text file looks okay to me.
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Re: [Mod] The Uglies (WiP)

Postby BowlNwhsprer » Tue Mar 20, 2012 10:53 pm

Here's the complete mod folder.

Hopefully something wrong is there.

http://www.mediafire.com/?avzdvl0dy2wromn


NVM...I think I found it. _damaged was _Damaged

Never mind the never mind. Still not working. Argh.
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Re: [Mod] The Uglies (WiP)

Postby BowlNwhsprer » Tue Mar 20, 2012 11:43 pm

darkstar076 wrote:I agree with AcePalarum, I can not see anything wrong with the text files.
The only things i can think of (apart from what Dantalion has already suggested)
- Sprite names, damage & hulk texture are case sensitive

Question, do the ships warp in as ships then become white boxes ?
Link to an old thread with similar problem / solution <-might be worth a read



I changed my sprite from 128x64 to 256x128. Now it appears as it should! Thanks darkstar.
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Re: [Mod] The Uglies (WiP)

Postby darkstar076 » Tue Mar 20, 2012 11:58 pm

BowlNwhsprer wrote:I changed my sprite from 128x64 to 256x128. Now it appears as it should! Thanks darkstar.

Welcome :)

I have downloaded the mod - gonna have a look through later (more curiosity than anything else)
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Re: [Mod] The Uglies (WiP)

Postby magnus392 » Wed Mar 21, 2012 1:24 am

There is a problem with your engine glows as well
current code:

Code: Select all

0 = 128,182,3,6,"imperialengineglow.png","",1,1.0


Should be more like:

Code: Select all

0 = 222.00,175.00,3.63,4.69,earthengineglow.dds,engine_debris,0,1.00
1 = 33.00,175.00,3.63,4.69,earthengineglow.dds,engine_debris,0,1.00


Easy Fix
Attachments
Uglies Herald Fighter_sprite.png
Modified Sprite
Uglies Herald Fighter_sprite.png (130.8 KiB) Viewed 4854 times
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Re: [Mod] The Uglies (WiP)

Postby magnus392 » Wed Mar 21, 2012 1:25 am

Opps, beat to the punch, oh well. :) As long as it is working.
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Re: [Mod] The Uglies (WiP)

Postby BowlNwhsprer » Wed Mar 21, 2012 1:27 am

...

Ok. My first fighter works great! I couldn't be happier with my results. Now another *small* issue.

My picture should explain: (If it doesn't show, mediafire is being slow. Have patience.)

Image

For some reason, my fighter badge groupings look like they are hulks. Does the little ship badge symbol pull from the hulk file?
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Re: [Mod] The Uglies (WiP)

Postby magnus392 » Sat Mar 24, 2012 11:20 pm

I don't think the sprite is hulking out, I think it just may be a draw error that has to do with scale. Sometimes my B5 sprites loose fine details like the antennae sticking off the bow etc when they are drawn as sprites. It isn't anything I would worry a great deal about.
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Re: [Mod] The Uglies (WiP)

Postby BowlNwhsprer » Tue Mar 27, 2012 10:51 am

Just an update folks. Over the past few days (weekend plus Kuhio Day, a state holiday!!!) I've been plodding along with the base modules for the uglies. It's almost done and I'm getting to understanding how you guys can take so long making these mods. It's darn time consuming.

See my original posts for more details.

So the vanilla turrets are complete, the only thing left is to make their hulks for the "uglies_turret.dds" file (then add in my own modules! XP). Hopefully I'm not forgetting anything super important that'll make the game not work...again. LOL.

Coded in a couple new fighters (their pictures will be uploaded in due time to the appropriate place). I'm going for different fighters with different roles in mind as I really want to expand the versatility of the ship-class. So far I have different fighters planned with different roles or combinations of roles:

Scout (Decoy/target assist) (+speed, small size, 1 turret / 1 standard)*
Interceptor (counter-fighter) (+speed, small size, 1 turret / 2 standard)*
Fighter (multi-role) (+speed, 1 turret / 3 standard)*
Assault (attack oriented) (=speed, ratio = 2T:1S)*
Bomber (anti-capital) (+armor, +shield, -speed, modules 1T:2S)*
Support (frigate/cruiser defense) (+armor, +shield, big size, modules 1T:3S)*
Gunboat (large multi-role) (+armor, +shield, -speed, big size, modules 3T:1S)*

*Not finalized of course.

Hopefully I'll be able to begin on the bigger ships soon.
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Re: [Mod] The Uglies (WiP) [update 3/28!]

Postby BowlNwhsprer » Tue Apr 03, 2012 10:21 pm

Hi all,

I'm ready to release the first version of the Uglies!!

What to expect:

6 fighters
12 modules
custom turrets
custom race photo
OP fighter weapons (Tried to balance them)

Uglies Build V0.1 (April 3rd, 2012)

Download Links:

PC: http://www.mediafire.com/?yl4qc8xbdgzy60g

Mac: http://www.mediafire.com/?n74i150qsib1bx1

Please let me know what you guys think so far. Gonna start on frigates soon. I'll also upload a series of "chop shop" image packets of the "puzzle pieces" I used to make all of my fighters and turrets (saved them all! :)). Maybe others can utilize them, making ship creation a little easier with ready made parts!
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Re: [Mod] The Uglies (V0.1) [update 4/3!]

Postby AcePalarum » Wed Apr 04, 2012 12:18 am

Well with sufficient feedback, the "OP" of your fighter weapons should wind up properly reined in. (I don't think anyone here minds a little OP-ness in our morning mod cereal, just not two whole scoops.)

I will do my best to download and test this to give you some feedback in the short term, but you may have to be patient. Between my own modding efforts and other real-world pressures, there aren't enough hours in some days.
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Re: [Mod] The Uglies (V0.1) [update 4/3!]

Postby Lonestar » Wed Apr 04, 2012 1:28 am

I will attempt to test it out as soon as i can. I have kinda fell away from GSB for World of tanks, world of warcraft, and a few other online games with buddies and roommate. But I will try to test this mod out and see if i can help tweak a few things.
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Re: [Mod] The Uglies (V0.1) [update 4/3!]

Postby BowlNwhsprer » Wed Apr 04, 2012 9:42 am

I hear ya. It's quite difficult to find the time to do modding. With other video games, RL, etc. and such taking time away.

I've never partook in a modding endeavor before and if this game is on the easier side of the modding schema, it's really time consuming with a learning curve that I've still only hit the rock bottom of. I've definitely become friends with GIMP. However, I've felt a real sense of pleasure seeing things I've made being played within the scope of a great video game. We all have Cliffski to that for the ease in which we can mod. Thanks Cliff.

Oh I've been wondering...!! Can fighters can use the Order's tractor beam connector technology on the hulls? It'd be cool if they could!
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Re: [Mod] The Uglies (v0.1 Released) ["Chop Shop" Parts Pack

Postby BowlNwhsprer » Wed Apr 18, 2012 11:00 pm

Hey everyone!

I've packaged all of the "Chop Shopped" ship parts I use for the creation of my hulls.

So far, I've spliced parts of Fighters and Frigates to make both types in addition to a new ship type which I've dubbed "Gunboats."

Anyway, I won't bore you with technical mumbo jumbo so here's the links to the packs.

Uglies Chop Shop of Ship Parts Pack 1

Uglies Chop Shop of Turret Parts

Whoops! Should add they are currently only mac friendly in that they are .png files. But I'm pretty sure PCs can use them and then when you're done you can convert the whole file to a .dds.

Lols, here you PC guys go!

Chop Shop Parts for PC
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Re: [Mod] The Uglies (V0.1 Released) ["Chop Shop" Parts Pack

Postby darkstar076 » Wed Apr 18, 2012 11:52 pm

There are some really nice and ugly fighters in there (liberator Assault fighter is my favorite)

So what is next Frigates or Cruisers ?
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