Hard Light Productions Forums
Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: rscaper1070 on August 23, 2010, 04:45:43 pm
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Hello, noob here. I've been reading the tutorials and can't quite find what I'm looking for. On the mission "The Field of Battle" the background looks like comic book artwork. I'm interested in trying to make the planet and asteroid field seem less static. This is really just a learn and grow type exercise as my photoshop skills are meager at best. I can't seem to find out how you extract the files to work on them. Any help would be appreciated.
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I assume you're refering to the asteroid bitmaps, right?
Here you are. :)
[attachment deleted by ninja]
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Yep, that's them. Thank you. Now to see if the ideas in my head can find their way out.
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Whoa, that was done by overriding the SunSathanas03 bitmap?
Seeing as there's a fsport-mediavps package, why isn't there a higher-quality version of that specially made for the FSO version?
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I would also like to get hold of the star field texture if that's possible. I've started to learn how to use blender and so far it's been a lot of fun. I was up all night last night playing with it. I'm thinking it would be cool to add a layer of "real" animated asteroids in front of the bit map to break up that static look. It wouldn't even have to be much animation, probably just a slow revolution and wobble.
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I tried to remake it at higher res but I couldn't get it to convert to DDS with alpha channel.. here's what I made at 1920
http://imagebin.org/110455 (http://imagebin.org/110455)
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Now that is more like it! That looks awesome, there has to be a way to use it.
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Remove some of the cut-off asteroids and it can be used as a regular bitmap...
THIS is what I'd like to see in regards to ingame asteroid fields, though. Real variance in size, instead of fields that start off entirely populated by large asteroids and a limit of 512. 65536 object limit plz... ok no :p
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I can fix up what I made if someone wants to work on getting it in-game. I'm just too busy with other projects to really try to figure out the issue.
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Ask Rodo, he got a load of bitmaps in-game for Inferno. :)