Ambrosia Garden Archive
    • That's a pretty modest request. I'll see what I can do. 😉

    • Well, if you still aren't busy, I just thought of a ship idea that I found in one of my PSP games: how about a Polaris-styled ship that is basically an axe with two heads and is split in half? I would probably like it as a medium sized ship... but as I said... if you aren't busy.

    • I'm sorry, I'm not exactly sure what you want. An axe with two heads, I get. An axe with two heads that has been split in half? Could you explain more, please?

    • K_o_M, it may be helpful in doing requests for graphics that you already have a concept of to draw out a concept sketch or two. Even if you're not that great with paper sketches, it's really helpful to the modeler to have some idea of what you're going for. Assuming you have access to a scanner. If not... well, there's always MS Paint. :laugh:

    • @shlimazel, on Jan 22 2008, 09:21 AM, said in Escape Velocity: Eon:

      I'm sorry, I'm not exactly sure what you want. An axe with two heads, I get. An axe with two heads that has been split in half? Could you explain more, please?

      Well...... I'll attach the file. Hehe... sorry for the confusion.

      I found some random double-headed axe picture and split it in half. You'll understand from there.... I hope. Just connect it in the middle. And let's not forget the Polaris-looking signs.

      (EDIT) I'm having problem developing a non-TC related plug. I made a ship that was configured to appear after the initial Sigma mission (hopefully), but it doesn't appear when I check Earth's shipyard on files that I have finished the Sigma missions. Why is that?

      Attached File(s)

      • Attached File Axe.jpg (6.56K)
        Number of downloads: 18

      This post has been edited by king_of_manticores : 22 January 2008 - 08:12 PM

    • Ah, I think I see. Do you want the heads connected directly, or connected by some sort of middle segment a la Dragon?

      I am mostly asking for clarification's sake; if you can find graphics help here, you can find much better than me.

    • Perhaps the heads are connected, and near the front, there's a middle segment.

      Also, it would be a good idea to add those pink ends that were on the Arachnid and the Raven. I don't know what those are called, but on the tips of the ax-heads, and also at the ends of the pole, could be cool. That is, if my request could be understood...

    • For no real reason, I was just wondering... How long does it take to make a graphic of some sort? I was just curious, and the thread has not been posted on in a long time...

    • That's a kind-of vague question. An outfit graphic can take from 20 minutes to hours. A ship graphic usually requires much more work. The most I've spent total in creating, rendering, polishing, spriting, masking etc. a ship graphic was probably in excess of 30 or so hours total. But simple ships can take an hour or two.

    • I just meant any graphic. I didn't need a specific one.

      OVER 30 HOURS?!?! Wait, do you just mean heavily-detailed ships or ships that have something rotating, such as the ESG on the Tydirium?

    • @king_of_manticores, on Jan 26 2008, 01:43 AM, said in Escape Velocity: Eon:

      OVER 30 HOURS?!?! Wait, do you just mean heavily-detailed ships or ships that have something rotating, such as the ESG on the Tydirium?

      No rotating sections, just a static graphic. But included in that time was also a process of rendering, changing slightly, re-rendering, etc. to get it to look right.

      I should also mention that the most intensive rendering I've done took over 120 hours. But that was because it had a lot of reflective surfaces and used Raydiosity, which cranks up rendering time many, many times above what it would normally be.

    • So you're saying just one single graphic took 2 days and 6 hours of your life. Hope it looked good.

      When you mean rendering, you mean when a ship is rotating, right? I'm guessing that Raydiosity makes life much harder... then again, if it does do your rendering, then it must do it well.

    • It wasn't a spin image, it was the 600x400 image displayed on ship info.

    • You mean the picture that appears when you press 'Info' to see the ship's stats? Wow. That is very, very long. Then again, it is a big picture, and it needs to look somewhat good... to Photoshop with me. SIGH

    • It has been a while since I posted on my own thread.... hmmm. Well, I thought I would just like to say I've got at least a hundred systems by now. Shlimazel, I'm still kinda waiting for those graphics...

    • Not to be rude or offensive, but four days is hardly "awhile" for not posting. Topics do not get deleted, there is no need to bump them.

      Also, be patient with those ships. Graphics have the longest development time of any resources in Nova, especially ships and other animated sprites. Additionally, Shlimazel works on his own projects and is probably helping out with a couple of others, as well as taking care of his Real Life™, so it'll likely be some time before you get anything (applies to any graphics developer). The only time you can get something quickly is if it was created before you asked for it. It's only been a week since it the ship designs were clarified enough for him to work on them, so it hasn't been very long. Now maybe if this was a month later and no status report, then would be appropriate to ask about his progress.

      Again, no offense meant, despite the bluntness of my post.

    • Oh.... (Quality #2 of being a plug-in developer: Have Patience. Make note of that.)

      I didn't take any offense, Josh. Don't worry about that. Time to head back to plug-developing.

      (EDIT) I have a little plug-making problem... I am trying to modify ships so that they are heavily armed, but when I try to modify the Cargo Drone, it gets a new description but its statistics are the same as the old Cargo Drone, and it should have a 100mm Fixed Railgun, but it doesn't. Why is this?

      This post has been edited by king_of_manticores : 02 February 2008 - 08:54 PM

    • I have a slight problem here... I'm getting used to making stellars, systems, ships (by copying data from other ships), shans (again, copying data) and the like. Now I'm trying to make missions, but the initiation mission does not work when I modify it on Polycon EV. Here are the details:

      The initiation mission requires one to get 60 tons of chemical weapons and deliver it to planet 383 in system 1128. I don't understand the bit system, though. What would be the bits to get this mission in the bar?

      Thanks for any help on this... I can understand why TrashMan could not be able to finish Vaynor Alliance. These annoying bits.....

    • Think of bits like switches. By default, all bits are switched off, so anything that requires them won't work until you turn the switch on. Just like how you can't get a light bulb to light the room without turning the switch on. So, if your mission requires bits that you have set (or less commonly, requires the bits to be unset), it won't appear. Ever.

      Also, check the random chance of the mission showing up.

    • @joshtigerheart, on Feb 9 2008, 09:43 AM, said in Escape Velocity: Eon:

      Think of bits like switches. By default, all bits are switched off, so anything that requires them won't work until you turn the switch on. Just like how you can't get a light bulb to light the room without turning the switch on. So, if your mission requires bits that you have set (or less commonly, requires the bits to be unset), it won't appear. Ever.

      Also, check the random chance of the mission showing up.

      Yes, but what are the bits supposed to be for? Is it possible to leave the bits alone? If not, what bits do I need for this type of mission? I don't think Matt Burch explained anything about the bit numbers, just the bit expressions.

      Also, I put the chance that one will get the mission at around 95%. So more often that not you will be asked to do it.