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Creator: Ardis
Time: Mar 25 2008, 3:46 pm
 Ardis May 3 2008, 9:27 pm Post #21
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I don't have a scanner that works anymore, but if I did, I would gladly upload them.
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 Corbo[MM] May 4 2008, 4:32 am Post #22
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LOL! DTBK actually paid for this!
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Just take pictures to them with a digital camera.
That's what I do.
 Ardis May 4 2008, 6:13 pm Post #23
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I'll upload them when I get a chance, the batteries for my camera are on the charger and it'll be a few hours (assuming I don't forget)

But one question: Who would like to see this converted to a space mod instead? There were so many units I wanted to make that had to be cut because I didn't want it to make the mod too focused on air units (unfortunately I seem to be making it that way anyways.) I'm good either way, but I want to know what you guys want first.

On one hand, I've already got ideas for a space mod, in fact I've got some interesting ideas, such as you have to choose what you want to focus your colonies on and control your economy based on what kind of colonies you place on each world and such, different ways to acquire resources and money.

I'm considering making two separate mods, one space only and one land only with atmospheric air units such as jets, helicopters, etc.

So, I'd like to know how many of you would like to see this converted to a space mod? Should I stick with the mod as is? Or should I split it into two separate mods?
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 A_of-s_t May 4 2008, 8:00 pm Post #24
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Master of Temptation, Ruler of Aeronotics, and Secret Lover
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I really dont see why you are asking us... You should just go for what ever you like the best. I'd say a space mod, but that's because Im making one.
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 Ardis May 4 2008, 8:58 pm Post #25
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I just want to know because I'm having trouble deciding.
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 Corbo[MM] May 4 2008, 10:44 pm Post #26
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LOL! DTBK actually paid for this!
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I think we have enough space mods :P
But if you want to do so, go ahead.
 Ardis May 7 2008, 1:14 am Post #27
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I had some different ideas though, which is why I thought it wouldn't be "another space mod" Here's a basic outline of what I had planned if I was going to make this a space mod:

The space one is actually focused on two resources, money and metals. Like I mentioned earlier, the three factions would operate somewhat differently from the other. All three factions would need to colonize worlds, but the RE doesn't need to colonize as badly because they are more focused on one of the two resources. There are three different kinds of colonies; mining, industrial and a normal colony. Each type gives different amounts of each resource.

Metal can be obtained by either salvaging from randomly spawning wreckage piles and from mining from metal-rich asteroids. Metal is also acquired as part of the income from mining and industrial colonies.

Money is acquired through trade with your colonies and through income that is gained from owning any types of colonies. Money is require for constructions for the IWE and EFF and is also used for hiring mercenaries. The Regine Empire has very limited use for credits, the only time they need them is for hiring mercenaries

Rather than the "you gain this many resources at the end of this [amount of time]" method in Ad Astras, income is constant and you gain resources faster as you gain more colonies. I am also considering setting up a system where you can exchange money and metal for each other.
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 Pandut May 7 2008, 7:56 pm Post #28
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Hey Ardis, Let me know if you need a sound effect editor. I've got much experience and I'd love to help you out :D
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 Ardis May 7 2008, 8:53 pm Post #29
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I appreciate your offer of help, but I don't need any sound effect work at this moment in time.
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 Ardis May 19 2008, 12:13 am Post #30
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Sorry, haven't been able to get much work done on the mod, I've been busy lately. I'll be able to get some work done in a week or so.
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 Ardis Jun 5 2008, 7:19 pm Post #31
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Okay, now that school is over and I graduated, I can get to work on the mod, I've already got a few new things to show you. In the following screenshot, you can see Earth's worker unit, the Nanite Dispenser, you can also see their command base (which I will most likely change a lot), their power stations and a training camp.
(user posted image)
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 Deathman101 Jun 6 2008, 12:10 am Post #32
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Quote from Ardis
Okay, now that school is over and I graduated, I can get to work on the mod, I've already got a few new things to show you. In the following screenshot, you can see Earth's worker unit, the Nanite Dispenser, you can also see their command base (which I will most likely change a lot), their power stations and a training camp.
(user posted image)
I liek the shadows, very matchy. Now, to be honest, I think this mod is actually going to turn out. Good luck.

BTW: Judging by the shadow positioning of the pylon, it looks like the unit is uncentered.
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(user posted image)
 Ardis Jun 6 2008, 3:35 am Post #33
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I haven't gotten around to making the shadows because I want to have the units final scale and shape down first. I don't want to make a shadow for it then end up having to change the scale because the building overlaps it's neighboring buildings in a way that makes the whole thing seem unsightly or anything.

My only real problem so far with the sprites though is the color. Whenever I turn it into a GRP, the color gets ruined and I don't know what to do to fix it.

EDIT: Yeah, I noticed that earlier. I might just need to shift the sprite around a little to fix it.
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 Deathman101 Jun 6 2008, 5:59 am Post #34
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Quote from Ardis
EDIT: Yeah, I noticed that earlier. I might just need to shift the sprite around a little to fix it.
Yeah you have to get it as close to the center as you can.
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(user posted image)
 poiuy_qwert Jun 6 2008, 6:02 am Post #35
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PyMS Developer
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The color problem could be your GRP converter, which program do you use?

If you want your units to be centered in game just make sure the dimensions are a multiple of 32, then center the sprite.
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 Ardis Jun 6 2008, 4:37 pm Post #36
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Okay. Most of you hate this program, but I use RetroGRP because I haven't really heard (or I just don't remember) any suggestions on what else to use.
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 FlyingHat Jun 6 2008, 5:13 pm Post #37
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SFGRPConv is good for your health. GRPEdit is buggy but it's great for previews. RetroGRP is just.... Bleh.
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 Ardis Jun 6 2008, 6:45 pm Post #38
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I used it because it was easy for me to use. Also, do you know if when you're making the .ral files for GRP's, does it have to have a three digit number? Blender likes to auto-save the animation bitmaps with a four digit number and I want to know if I can use four digit numbers on the .ral list files.

EDIT:
Quote
Okay, I tried the SFGRPConv you suggested and here's what I got. Not sure what I did wrong, but it raped the colors on my worker even worse than RetroGRP. And also, I think that the initial color loss is being caused when any program tries to convert my sprites from their default 24-bit color to the 256 color mode.
(user posted image)(user posted image)
This post was edited 1 time, last edit by Ardis: Jun 6 2008, 7:00 pm.
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