[0.18] Need suggestions/feedback for a WIP reskin mod...

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: ↑Wed Feb 26, 2020 4:15 am It's readable when zoomed all the way out (the gun barrels were not), and sufficiently removed from the color mask to not interfere in a negative way:
it seems a bit more... simple, but it works.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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It... does. There's not a lot to work with on the turrets if I want them to be able to be force-masked. :C
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: ↑Wed Feb 26, 2020 5:51 pm It... does. There's not a lot to work with on the turrets if I want them to be able to be force-masked. :C
I mean, I personally preferred the rings on the barrel, probably because it was more than just a simple splotch. Perhaps do both? I mean, there's nothing wrong with what you have, it just feels like only a single small block on the back of the turret doesn't seem like enough.

what are you plans for Laser turrets, and sniper/plasma turrets which are basically just the gun turret on laser base, or laser turret on gun base?
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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bobingabout wrote: ↑Thu Feb 27, 2020 1:03 am what are you plans for Laser turrets, and sniper/plasma turrets which are basically just the gun turret on laser base, or laser turret on gun base?
Laser turrets, I'm not sure. Will have to play with that, there's so little to work with there.

Sniper turret is going to be fun, I have some nebulous ideas of kitbashing the gun-turret with the laser-turret but extending the barrel, removing the planetary gear, maybe using the laser turret housing and base with gun turret barrel/belt. I'll have to play with it.

Plasma turret, though. Upressing things bothers me, so since it's a 3x3 tile entity I was thinking of heavily kitbashing the artillery turret base, cutting down the turret portion, maybe kitbashing with the flame turret. Dunno, haven't done any experiments yet. If we stick with the existing kitbash of a gun turret base and laser turret gun, I'll add in the planetary gear and mounting somehow.

Edit: Quick and dirty mockup of a possible plasma-turret:
Image

...It's a thought.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: ↑Thu Feb 27, 2020 1:32 am Edit: Quick and dirty mockup of a possible plasma-turret:
Image

...It's a thought.
that actually looks pretty impressive.


You know I've been considering using some of the things you've posted in my own mods, would you want that?
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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bobingabout wrote: ↑Thu Feb 27, 2020 8:49 amYou know I've been considering using some of the things you've posted in my own mods, would you want that?
Which things in particular?
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: ↑Thu Feb 27, 2020 12:48 pm
bobingabout wrote: ↑Thu Feb 27, 2020 8:49 amYou know I've been considering using some of the things you've posted in my own mods, would you want that?
Which things in particular?
I dunno, a lot of them look good. I mean, the turrets would probably be a good idea to help make them look more unique between types.
A lot of them look like they'd improve my mods though.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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bobingabout wrote: ↑Thu Feb 27, 2020 10:35 pm
kirazy wrote: ↑Thu Feb 27, 2020 12:48 pm
bobingabout wrote: ↑Thu Feb 27, 2020 8:49 amYou know I've been considering using some of the things you've posted in my own mods, would you want that?
Which things in particular?
I dunno, a lot of them look good. I mean, the turrets would probably be a good idea to help make them look more unique between types.
A lot of them look like they'd improve my mods though.
Given you don't color your sprites for tiers, I'm down to give you the uncolored base sprites + heat pipes/associated uncolored entities with appropriate heat pipes. And the assembling machines. ;D
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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bobingabout wrote: ↑Thu Feb 27, 2020 8:49 am
kirazy wrote: ↑Thu Feb 27, 2020 1:32 am Edit: Quick and dirty mockup of a possible plasma-turret:
Image

...It's a thought.
that actually looks pretty impressive.
Making it may be a problem, unfortunately. When the artillery is pointed straight down the cannon in the default sprites covers up some details that would be exposed for the kitbash. It may be difficult to make something that looks nice to fill in the blank space. :c

Edit: 26 frames would need redrawing and may look funky. Hm.
Image

The gear beneath the barrel is a redraw, it looks fine in a single frame but I imagine animated it would look weird af.

Though the regular turrets only have 128 unique orientations and the artillery turret has 256. Probably because the barrel is so long in the original, so I can probably dump 50% of the frames when I cut it down without any issue.

Though I could also remove the gear, no one would notice, and it would look fine.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: ↑Fri Feb 28, 2020 1:11 am Given you don't color your sprites for tiers, I'm down to give you the uncolored base sprites + heat pipes/associated uncolored entities with appropriate heat pipes. And the assembling machines. ;D
I do actually colour some things. Assembling machines for example, I'd colour more things but it means making recolour masks or editing them to add colours.
kirazy wrote: ↑Fri Feb 28, 2020 2:19 am The gear beneath the barrel is a redraw, it looks fine in a single frame but I imagine animated it would look weird af.

Though the regular turrets only have 128 unique orientations and the artillery turret has 256. Probably because the barrel is so long in the original, so I can probably dump 50% of the frames when I cut it down without any issue.

Though I could also remove the gear, no one would notice, and it would look fine.
I have to really look at it to even see the gear, so, yeah. Removing it would probably look better than trying to redraw it every frame and end up looking funky.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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bobingabout wrote: ↑Fri Feb 28, 2020 11:23 am
kirazy wrote: ↑Fri Feb 28, 2020 1:11 am Given you don't color your sprites for tiers, I'm down to give you the uncolored base sprites + heat pipes/associated uncolored entities with appropriate heat pipes. And the assembling machines. ;D
I do actually colour some things. Assembling machines for example, I'd colour more things but it means making recolour masks or editing them to add colours.
These are everything I plan to do, some of them are of course already done: https://i.imgur.com/fYg4zy5.png

I don't necessarily mind you using some of them in the base mod, and plan to license the mod under MIT anyways, but if you end up integrating a substantial portion of them that kind of eliminates the need... lol.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: ↑Fri Feb 28, 2020 6:44 pm
bobingabout wrote: ↑Fri Feb 28, 2020 11:23 am
kirazy wrote: ↑Fri Feb 28, 2020 1:11 am Given you don't color your sprites for tiers, I'm down to give you the uncolored base sprites + heat pipes/associated uncolored entities with appropriate heat pipes. And the assembling machines. ;D
I do actually colour some things. Assembling machines for example, I'd colour more things but it means making recolour masks or editing them to add colours.
These are everything I plan to do, some of them are of course already done: https://i.imgur.com/fYg4zy5.png

I don't necessarily mind you using some of them in the base mod, and plan to license the mod under MIT anyways, but if you end up integrating a substantial portion of them that kind of eliminates the need... lol.
looking at the list, I'd definitely want to use the chemical plant. The main reason why I'm not already is because I haven't gotten around to making a new mask yet.
are you burning the colours into the base image, or making masks?
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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bobingabout wrote: ↑Fri Feb 28, 2020 6:47 pm
kirazy wrote: ↑Fri Feb 28, 2020 6:44 pm
bobingabout wrote: ↑Fri Feb 28, 2020 11:23 am
kirazy wrote: ↑Fri Feb 28, 2020 1:11 am Given you don't color your sprites for tiers, I'm down to give you the uncolored base sprites + heat pipes/associated uncolored entities with appropriate heat pipes. And the assembling machines. ;D
I do actually colour some things. Assembling machines for example, I'd colour more things but it means making recolour masks or editing them to add colours.
These are everything I plan to do, some of them are of course already done: https://i.imgur.com/fYg4zy5.png

I don't necessarily mind you using some of them in the base mod, and plan to license the mod under MIT anyways, but if you end up integrating a substantial portion of them that kind of eliminates the need... lol.
looking at the list, I'd definitely want to use the chemical plant. The main reason why I'm not already is because I haven't gotten around to making a new mask yet.
are you burning the colours into the base image, or making masks?
Factorio doesn't support overlay as a blending mode, or I'd use a straight-up white mask and specify tint colors in code.

Current methodology is using uncolored base-game assets as the bottom layer, and putting a colored mask over it. So I have a huge number of colored masks, but they're tiny filesizes.

A tier 5 nuclear reactor then is the combination of these images:
ImageImageImage

Edit: I will add that you can get decent results with a white mask and using the game's built-in tint methods. I experimented with that here:
Image

Which looks VERY similar to the separate masks made with photoshop:
Image

But I'm anal about the little details and the in-game methods crush some finer details.

If you wanted white masks and to color some entities in-game like you already do, I can make you some white masks. It's trivial to do, since I already have the mask.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: ↑Fri Feb 28, 2020 7:10 pm Factorio doesn't support overlay as a blending mode, or I'd use a straight-up white mask and specify tint colors in code.

Current methodology is using uncolored base-game assets as the bottom layer, and putting a colored mask over it. So I have a huge number of colored masks, but they're tiny filesizes.

A tier 5 nuclear reactor then is the combination of these images:

Edit: I will add that you can get decent results with a white mask and using the game's built-in tint methods. I experimented with that here:

Which looks VERY similar to the separate masks made with photoshop:

But I'm anal about the little details and the in-game methods crush some finer details.

If you wanted white masks and to color some entities in-game like you already do, I can make you some white masks. It's trivial to do, since I already have the mask.
I'd prefer a white mask, I do actually have colour codes that I ALWAYS use for those tints, but I could work with the coloured masks you're using too.


But yeah, the main ones I'm thinking I want to use (currently) are turrets, and the chemical furnace.
I may ask to use others at some point though.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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I'm down with this. I'll provide white masks for each of the entities in question. Only the chemical plant is done at this point. Do you want to do remnants too? I have masks for those (or will, in the case of turrets).
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: ↑Fri Feb 28, 2020 11:38 pm I'm down with this. I'll provide white masks for each of the entities in question. Only the chemical plant is done at this point. Do you want to do remnants too? I have masks for those (or will, in the case of turrets).
I haven't bothered doing that for most things, heck, a lot of my things haven't been updated to use the custom remnants yet. but, sure, if you have it, I'll use it.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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bobingabout wrote: ↑Sat Feb 29, 2020 12:28 am
kirazy wrote: ↑Fri Feb 28, 2020 11:38 pm I'm down with this. I'll provide white masks for each of the entities in question. Only the chemical plant is done at this point. Do you want to do remnants too? I have masks for those (or will, in the case of turrets).
I haven't bothered doing that for most things, heck, a lot of my things haven't been updated to use the custom remnants yet. but, sure, if you have it, I'll use it.
Here are the chemical plant masks. When I've finished the weapons, (which may be a bit, we're in the end of the quarter) I'll send those too.

https://www.mediafire.com/folder/0gekqtz2eqrwb/
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: ↑Sat Feb 29, 2020 2:10 am Here are the chemical plant masks. When I've finished the weapons, (which may be a bit, we're in the end of the quarter) I'll send those too.

https://www.mediafire.com/folder/0gekqtz2eqrwb/
Got it, thanks.

Is the chemical plant mask actually animated, or did you just use the same image multiple times to match the number of frames?
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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bobingabout wrote: ↑Sat Feb 29, 2020 2:41 am
kirazy wrote: ↑Sat Feb 29, 2020 2:10 am Here are the chemical plant masks. When I've finished the weapons, (which may be a bit, we're in the end of the quarter) I'll send those too.

https://www.mediafire.com/folder/0gekqtz2eqrwb/
Got it, thanks.

Is the chemical plant mask actually animated, or did you just use the same image multiple times to match the number of frames?
There is a series of very small changes in the first two rows that accommodates the rotating little disk thing. To my recollection, the rotating disk doesn't come near the masks for rows 3-8.

To wit, it is animated.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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Image

Needs more work, but as an idea I think it has merit.

As for a concept to distinguish the Large Area mining drills...


I'm not sure I like it. Hm.
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