Author Topic: Graphic Gallery  (Read 33022 times)

Offline new_civilian

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Re: Graphic Gallery
« Reply #105 on: November 05, 2019, 11:28:57 am »
Some random stuff.

I made those ranks file for me, as i simply could never tell which rank a soldier was... ::)  ;D

no star -> rookie and then 1 to 5 stars for the ranks. Easy to understand... even for those deep-in-the-night game sessions.

The other sectoid files are

a) a sectoid with kneel-ability (old file) WITH an Inventory screen
b) an armored XCom sectoid (based on the WOS mod's armored sectoid). No kneeling.

Offline bulletdesigner

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Re: Graphic Gallery
« Reply #106 on: November 05, 2019, 04:31:41 pm »
ho nice!
i will immediately use the reserve you made, looks very good

Offline new_civilian

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Re: Graphic Gallery
« Reply #107 on: November 12, 2019, 11:54:39 am »
Gee, cool!

I tried to find out what non-transparent smoke looks like and made some tests, here the results:

You have to see it animated, it wobbles a bit. I am NOT sure if this is useful, though   ;D
« Last Edit: November 12, 2019, 11:58:27 am by new_civilian »

Offline new_civilian

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Re: Graphic Gallery
« Reply #108 on: November 12, 2019, 11:56:32 am »
Here another smoke version, transparent and less obstructive.  Btw, my non-transparent smoke is not really playable, everything is completely hidden and control of your units becomes a burden  :-D

Both files were initially based on the AlternativeSmoke-mod, fwiw.

Offline new_civilian

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Re: Graphic Gallery
« Reply #109 on: November 14, 2019, 01:34:43 pm »
I worked more on the reserve graphics to make them fit in even better.
I made two versions, the first with a harder edge and the second one slightly smoother
« Last Edit: November 19, 2019, 01:11:32 pm by new_civilian »

Online Meridian

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Re: Graphic Gallery
« Reply #110 on: November 14, 2019, 01:35:41 pm »
they are not translation-friendly... so kinda meh

Offline new_civilian

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Re: Graphic Gallery
« Reply #111 on: November 14, 2019, 01:40:13 pm »
There's a symbol-variant in the first post, it should be easy for a talented modder/programmer like you can simply copy those symbol parts and paste them. I would do so myself, but atm I am in a library and not at home. :)

And feel free to use the files in any way, maybe you can use them as a template or as inspiration.

Offline new_civilian

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Re: Graphic Gallery
« Reply #112 on: November 14, 2019, 01:45:30 pm »
Here some semi-transparent ethereal versions in different colors, some with glowing eyes, i personally use them as cloaked units.

Offline new_civilian

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Re: Graphic Gallery
« Reply #113 on: November 14, 2019, 02:10:32 pm »
I fooled around with the auto-cannon bigob files from iirc the X-Files and just realized rather surprised how nicely the barrelpart looked now, maybe someone can use that drilled/hole look for another weapon:

Offline new_civilian

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Re: Graphic Gallery
« Reply #114 on: November 19, 2019, 01:10:55 pm »
Ok here the two (final) versions of the reserve.png. Had to change one faulty pixel.

I removed the tiny shadow under the text in version3.

And the symbol version if someone wants it.
« Last Edit: November 19, 2019, 01:13:33 pm by new_civilian »

Offline Nord

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Re: Graphic Gallery
« Reply #115 on: December 24, 2019, 10:19:46 am »
Here is a quick-glued inventory pic of rocket launcher tank. Maybe someone can use it.

Offline new_civilian

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Re: Graphic Gallery
« Reply #116 on: January 07, 2020, 02:30:09 pm »
Gee, thanks Nord. I took the liberty of uploading a recolored version of your pic (for alien alloy tanks). All credits belong to Nord.

Offline amjh

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Re: Graphic Gallery
« Reply #117 on: January 26, 2020, 08:53:23 pm »
My first attempt at modifying sprites. I took the wooden wall from the default urban tileset and tried to make a "ruined" looking version, with a part of the structural elements exposed. How it is? Is the format usable?

Offline Solarius Scorch

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Re: Graphic Gallery
« Reply #118 on: January 26, 2020, 09:46:16 pm »
Hello and congrats on your beginnings :)

The tile looks good, definitely doesn't look like a beginner's work. Nice work on the shading. All I'm worried that if you place these in a row, it will look too regular. This is a general problem with destroyed/dilapidated tiles - any damage gets repeated, which makes things much more orderly than it should be. Or you can make many, many tiles with various small differences, but then it will take a large part of tile limit.

Offline amjh

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Re: Graphic Gallery
« Reply #119 on: January 28, 2020, 08:56:59 pm »
I altered a tree, adding some alien growths and discolored leaves.

What's the best way to test sprites? Is there a quick way I could get them into MapView?