Interface, Avatar, and Balance Questions
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on October 2nd, 2010, 1:48 pm
I've downloaded some templates for my mod and I was wondering if there are some available in PSD format. With some layers with offensive and defensive upgrade icons, formations, etc? I can adapt with just TGA, but I would like PSD if possible.
Also, for my ships, do I take the screenshot in the modeling program or in the game to create the icons for the interface? And what file has the weapon icons? And does it matter where each button goes, or can I put the buttons anywhere I want as long as the interface file has the correct coordinates?
Also, if I add more than two avatars, will the avatar buttons line up across the screen or take more like a 2x2 formation? I'm planning on putting 4 avatars in my mod. Also, each avatar is going to grant access to 4 additional units instead of two, but the template seems to only allow for two. Should I just put the two most durable or heaviest firepower ships in there? Or are 4 units too many?
Also, how many ships are "too" many for a single avatar? Right now, I have 7 ships, other than the scout, repair ship, constructor, and mining freighter, plus 4 extra's per avatar. For a total of 23 ships. Is that too many? Also, I want each avatar to have one station that can only be built by that avatar. Should I limit the number that can be built?
Oh, and I want the user to be able to pick the avatar from selecting the starbase and pushing the avatar button there. Is that even possible?
Also, for my ships, do I take the screenshot in the modeling program or in the game to create the icons for the interface? And what file has the weapon icons? And does it matter where each button goes, or can I put the buttons anywhere I want as long as the interface file has the correct coordinates?
Also, if I add more than two avatars, will the avatar buttons line up across the screen or take more like a 2x2 formation? I'm planning on putting 4 avatars in my mod. Also, each avatar is going to grant access to 4 additional units instead of two, but the template seems to only allow for two. Should I just put the two most durable or heaviest firepower ships in there? Or are 4 units too many?
Also, how many ships are "too" many for a single avatar? Right now, I have 7 ships, other than the scout, repair ship, constructor, and mining freighter, plus 4 extra's per avatar. For a total of 23 ships. Is that too many? Also, I want each avatar to have one station that can only be built by that avatar. Should I limit the number that can be built?
Oh, and I want the user to be able to pick the avatar from selecting the starbase and pushing the avatar button there. Is that even possible?
posted on October 2nd, 2010, 2:22 pm
All the textures are in the Textures folder
. They are all TGA by default - so it's up to you to convert them.
You can take the screenshot in a modeling program or the game - it doesn't matter. I suggest you read this if you want to know how to find out where to put buttons. Avatar buttons also need to be set up in a similar manner (the tutorial isn't up yet on how to do that).
You can always make your own avatar buttons obviously. If you want the user to select the starbase and pick the avatar, you can always look at version 3.0PR and do what was done there, or simply not include the autopush features (the replaceweapon stuff) that makes the current system work. Everything else is up to you.

You can take the screenshot in a modeling program or the game - it doesn't matter. I suggest you read this if you want to know how to find out where to put buttons. Avatar buttons also need to be set up in a similar manner (the tutorial isn't up yet on how to do that).
You can always make your own avatar buttons obviously. If you want the user to select the starbase and pick the avatar, you can always look at version 3.0PR and do what was done there, or simply not include the autopush features (the replaceweapon stuff) that makes the current system work. Everything else is up to you.
posted on October 2nd, 2010, 2:26 pm
sorry, I cant supply PSD files, as i dont work with photoshop 
You can of course design the button graphics any way you like. The sprites dont have to be located in special files, just their description in the sprite files should be correct

You can of course design the button graphics any way you like. The sprites dont have to be located in special files, just their description in the sprite files should be correct

posted on October 2nd, 2010, 3:06 pm
its best to use another program to open the tga files as photoshop doesnt handle the transparency correctly, but maybe there a fix out there now.
posted on October 2nd, 2010, 5:10 pm
i can do the psd files (well wen i get bck to my own laptop) but i dnt get y as you will need to do the alphs anyway
posted on October 2nd, 2010, 8:51 pm
I know where the textures go, I just wasn't sure how the STA2 engine rendered them as buttons. Actually, I kind of knew how, but I didn't know what files controlled them.
I have a screenshot of a tactical cube exploding. I think that would suite for a nice background for the Destroy Borg avatar button. Oh, and I decided to stick with the common way to pick an avatar. I don't want any chance of someone discovering a bug and being able to build ships from all Tereanan avatars.
I've composed a PSD template from the TGA file using GIMP. Gimp reads PSD files quite nicely. If you want I can post it so that it can be put into the guide.
I have a screenshot of a tactical cube exploding. I think that would suite for a nice background for the Destroy Borg avatar button. Oh, and I decided to stick with the common way to pick an avatar. I don't want any chance of someone discovering a bug and being able to build ships from all Tereanan avatars.
I've composed a PSD template from the TGA file using GIMP. Gimp reads PSD files quite nicely. If you want I can post it so that it can be put into the guide.
posted on October 2nd, 2010, 10:35 pm
How could others use it? 

posted on October 2nd, 2010, 11:21 pm
If you have Photoshop, Paintshop, or gimp, you can use PSD files. They are multi-layer images that are just about the only format used to make templates. Every simulator I know of uses them for templates. Most templates come with instructions on how to use them.
posted on October 2nd, 2010, 11:27 pm
So what's the benefit versus using TGAs that already have alpha channels? 

posted on October 3rd, 2010, 12:06 am
The multiple layers will preserve certain details that single-layer images can't preserve. Take a look at this attached file for an example of a car template. The blue one is the original color. Then there are two red ones. One was done using layers, the other was done using a flat image. See the difference in the quality of the texture? This particular template had more than 35 layers. A basic paint job would use 30 of them. A more detailed paint job will use maybe 50, 60, 70, or even more layers. Just to keep the quality of the car up. Flatten the image, and you loose the quality.
PS: I couldn't get the images in without the ZIP file. Sorry.
PS: I couldn't get the images in without the ZIP file. Sorry.
Attachments
template_examples.zip
- (463.62 KiB) Downloaded 204 times
posted on October 3rd, 2010, 4:37 pm
Maybe I'll make it so that you start out with a construction ship instead of a starbase. You'll have to build the starbase, then pick your avatar. It would off-set the Tereanans rather strong vessels wouldn't it?
Not that the destroyers are powerful, which they are weaker than the Federation destroyers, but a single cruiser could do some serious damage to a Federation battleship, and if you have the right battleship, you could do serious damage to a fleet of Borg tactical cubes.
Not that the destroyers are powerful, which they are weaker than the Federation destroyers, but a single cruiser could do some serious damage to a Federation battleship, and if you have the right battleship, you could do serious damage to a fleet of Borg tactical cubes.
posted on October 3rd, 2010, 5:12 pm
If they aren't too big, I guess I can put them up on the guide - TUN suggested they might be useful, though others have said they wouldn't... sooo 

posted on October 3rd, 2010, 5:37 pm
hm, the issue you describe probabily originates of flaws in the handling of your graphics software. if merged correctly, a flat image looks the same as an image using layers or a similar hierarchical structure. thats how textures/buttongraphics are made either way
would be kind of annoying

posted on October 3rd, 2010, 6:52 pm
Okay, here's the PSD version of the avatar button template. It's about 150 Kilobytes in size and has 4 layers. Each with it's own mask layer.
Attachments
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posted on October 4th, 2010, 12:45 pm
I'm currently programming the tooltips for one of the Tereanan destroyers. I'm using that system value calculator to calculate the values of the vessels. How is a 10, 12, 30 for a destroyer? Also, what's the differance between a "passive" "weapon" and a "special" "weapon"?
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