khesm | Oct 29, 2014 4:37 pm |
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Subject: Re: Contribute unit art Reworked AWACS: ![]() |
beko | Oct 29, 2014 10:28 pm |
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Subject: Re: Contribute unit art omg, you must not do this khesm. Such a perfect design directly beside the now looking totally out of shape ground attack planes. No Sir, I'm afraid you have to put more efford in those bombers of yours too ![]() |
khesm | Oct 30, 2014 12:03 am |
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Subject: Re: Contribute unit art Haha thank you Beko! An older model is used for the bombers in this pic, I'll rerender them next time I do a polish pass. |
Daniel | Oct 31, 2014 6:43 am |
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Subject: Re: Contribute unit art Hi, Khesm "Creating the PCX files is pretty simple " to you , perhaps. Please tell me how, precisely. I found no editor or converter for PCX files and short of bitmap manual operations on the PCX I don't know how to do it. It's the PCX and WRL that the player sees 95% of the time... If I were to put 6 or 8 images in the PCX animations, will they be usable? Why not GIF, the succesor for PCX I believe? File extension .pcx Category Image File Description The .pcx file extension was developed in the 1980s by the ZSoft Corporation. It has since been superseded by other image formats such as png, giff and jpeg. The file type is used rarely at present, however certain scanning devices still output to the .pcx format. Daniel |
khesm | Oct 31, 2014 2:38 pm |
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Subject: Re: Contribute unit art Photoshop can open PCX files and you can convert existing pictures to work with MAX by changing the color mode to indexed and then saving as PCX. I haven't worked with animations or the WRL files yet, you'll have to hear Beko on that. The archaic PCX format and the low resolution of assets is not optimal. There's plans for switching to PNG at some point. High-res MAX graphics with proper transparency would be amazing. |
alzi | Oct 31, 2014 3:14 pm |
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Subject: Re: Contribute unit art gimp would be a free alternative that can handle PCX files. Implementing PNG support in maxr should not be a very big effort (I even had a version of maxr supporting PNG files nearly ready sometime in the past). But converting all the graphics may will be some work because of the transparency. So khsem, before you start creating the ingame graphics, we may should first talk about our possibilities to use PNG and we may should think about what we can do to use higher resolution images. The problem here would be to stay compatible with the original graphics and the resinstaller. But i think this discussion should take place in an other thread ![]() |
khesm | Oct 31, 2014 5:23 pm |
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Subject: Re: Contribute unit art Yes, I'm not working on ingame graphics at all. And I would be very interested in discussing how the graphics could be further improved. |
khesm | Nov 04, 2014 1:32 am |
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Subject: Re: Contribute unit art Working on a new Tank: ![]() |
khesm | Nov 04, 2014 7:06 pm |
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Subject: Re: Contribute unit art Finished model: ![]() What color is best? ![]() |
nonsinn | Nov 04, 2014 10:05 pm |
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Subject: Re: Contribute unit art In my opinion, the snowy-camouflage looks way cooler as the desert one. Not only because of the color, but also because of direction of the shadow - and I really like this fresh idea of camouflage especial for all the snow planets ![]() Keep up the good work! |