Page 1 of 1
Re: [Request] Textures for my mods
Posted: Wed Jun 18, 2014 8:39 pm
by YuokiTani
drs9999 wrote:
Not sure how much work this would be, but I guess if you send me the blender file I can render it by myself.
I make these pics and animations with my own program, because i'am also a blender-noob. no blender-file avaible - sorry.
i remove the pipe-connection, and render this connections separate maybe background-overlay work. because the ingame-perspektive the cokery is longer as you think, i would say not rotable, otherwise the new width/deepth would look weird. maybe it should be more closed to looks more compact - but i think i try this later. beside that, i make a new graphic/animation if i had see the old long enough - and unhappy with it
drs9999 wrote:
And for the bioreactor (which looks good): I had something more "cleaner" compared to the dirty industry in-game in my mind.
Also it does not matter if the pipe-connections are integrated in the model or seperated, because they are always visible anyway, but then again - if integrated - the model has be rendered for all 4 directions.
- clean is good, it's easier to texture - and i can do the biolab also clean. this flurozens-light-glow think can i catch
- okay i will render without-pipe it's also easier, because correct spaced position the pipe-connections is a pain - but the overlays looks not always good - maybe we get later a better solution if realy needed.
Re: [Request] Textures for my mods
Posted: Thu Jun 19, 2014 8:26 am
by drs9999
Hmm, for the cokery it might be better/ easier to simply revert the recipe-changes I made. This would solve the following issues:
- not need to deal with pipe-connectors
- only one spritesheet for ONE direction is needed, because assembling-machines without pipe-connections cannot be rotated (well, they can be rotated, but the collision-box is not updated properly then, so I would disallow it)
Apart from that I only added the methanol-recipe in the cokery for realism, but if the effort is so much bigger than the gain - then screw it. There are other ways to produce methanol that should be sufficient.
YuokiTani wrote:- clean is good, it's easier to texture - and i can do the biolab also clean. this flurozens-light-glow think can i catch
Just do not make it glow too much, I am not going to add a light source that would symbolize the glowing
YuokiTani wrote:- okay i will render without-pipe it's also easier, because correct spaced position the pipe-connections is a pain - but the overlays looks not always good - maybe we get later a better solution if realy needed.
I have an idea, can you make 2 models one with - the other - without pipes? The pipe-connector-positions to not have to be correct and one per side should be sufficient, also I would need only one frame from the "with-pipe"-model. I guess, or better I hope, that I can extract the connectors from the graphic and use them as overlay. Another idea is to adapt the assembling-machine-2 texture/color (for the foundation), so I can re-use its pipe-connectors
Re: [Request] Textures for my mods
Posted: Thu Jun 19, 2014 6:37 pm
by YuokiTani
some bioreactor in action
maybe its easier to overlay the pipe-to-ground-pics as pipe-connectors as seen here
Re: [Request] Textures for my mods
Posted: Thu Jun 19, 2014 8:02 pm
by drs9999
Looks great!
Just a small point, I believe I can manage to create the pipe connections by myself, but could you remove the silver/grey ?pipes? on the left & right side, that would make it easier for me.
Re: [Request] Textures for my mods
Posted: Fri Jun 20, 2014 7:24 pm
by YuokiTani
drs9999 wrote:Just a small point, I believe I can manage to create the pipe connections by myself, but could you remove the silver/grey ?pipes? on the left & right side, that would make it easier for me.
removed, also added shadows - but this cause sometimes issues - so both version for your test aviable
Re: [Request] Textures for my mods
Posted: Sun Jan 18, 2015 2:49 pm
by YuokiTani
new coke-icon
i noticed recently that the glue-turret shots rockets ... so gfx should refer this ... and as i worked on, 3 variants come out
V1-place -
V1-AnimSheet
V2-place -
V2-AnimSheet
V3-place -
V3-AnimSheet
Re: [Request] Textures for my mods
Posted: Tue Mar 03, 2015 7:18 pm
by YuokiTani
yesterday i saw FishSandwich's mod-spotlight about Treefarm ... and he criticized a missing animation. i can't accept this
so here the missing sheet - ready to implement
(if it's to wide simply resize the whole sheet in x-axis)
of course pipe-connections are not perfect aligned - as always ... sry
26 frames, 13/line
Re: [Request] Textures for my mods
Posted: Sun Mar 08, 2015 5:43 pm
by YuokiTani
Supplement: BioLab - clean version
icons 32x32 and 64x64 (tech ?)
sheet 16 frames, 4x4 - shift, align not testet, one direction
-> here <- can rescaled if not fit
4x (HiRes)-variant - 96x96 -> 288x288