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PostPosted: Fri Jul 27, 2012 9:19 am 
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The artist formerly known as SilverWingedSeraph
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I've spotted a few problems right off the bat: 1) You're using Kaelis's shipwright-style sections with Shiny sections. This is a pretty big no-no, it almost never works, because Shiny sections are high detail with very fine shading, and the SWA sections are much less so. If you want high-detail ships, the best sections are the Kae_shn sections, the dst_swnc pack, and Horse_Monster's sections. They all go quite well together thanks to a similar level of detail and shading.

Big problem number 2) You're using lots of REALLY BIG, low-detail, flat sections in your ships. It makes the whole thing look very, very monotonous and kinda ugly. You need some variation in there, and really, with the big flat sections, you shouldn't use many of them at all unless your ship is enormous, because they just don't look great, especially with a ton of them right next to each other.

And this last problem is less to do with your ships, and more just something that you might appreciate. Go to bfconfig, find [Glow Colour] and change it to this:

[Glow Colour]
blue = 0
green = 0
red = 0

And that will get rid of the nasty orange/yellow glows around your ships.

I'd recommend checking out the Pseudo-Chainship project thread, and seeing how we built those ships piece-by-piece. May give you some ideas!

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PostPosted: Fri Jul 27, 2012 4:29 pm 
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Ah, I see what you mean with the shading the blocky outlines do stand out a lot from the shiny sections. I suppose its because the Shipwright style sections are based off stock. And the glow was really annoying, I assumed it was just the background that the sections were created on. -thanx

Edit: I found some of the section sprites you mentioned but Horsemonster's download link (thread: viewtopic.php?f=23&t=5348 ) is out of date. Could you attach the file if you have it please.

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Fleet Version 1.8 is finally available for download!
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=70&t=7081


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PostPosted: Fri Jul 27, 2012 11:56 pm 
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Here you go. Contains three section packs + HorseMonster's Detailed Weapon folder which I think you must already have. Enjoy!


Attachments:
HorseMonster Sections.rar [451.01 KiB]
Downloaded 188 times

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PostPosted: Sat Jul 28, 2012 12:26 am 
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Thanx for the help :wink:

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PostPosted: Tue Mar 19, 2013 4:46 am 
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sorry for necroposting(it's sticky but...)

I got a question, I tried to recreate the articulated arms of the bees, but they always fly around like crazy, they sucessefuly completed several full turns and really adapt to any foe ahead of them, I wanna make several tentacles that move sligtly when inactive but then aim at a foe when it's visible, kinda like a gelly fish

I tried hard but I never got it to work(I even tried copy pasting and desecating the bee for each joint).
Can somone please help me?


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PostPosted: Tue Mar 19, 2013 5:13 am 
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Don't set the driver section as the same section the weapon is parented to. Ever.

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PostPosted: Thu Apr 11, 2013 7:35 am 
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Doogie12 wrote:
Don't set the driver section as the same section the weapon is parented to. Ever.

You sure?
I've done this with 360 degree turrets and it has worked fine.
But if it is to be limited, yeah. don't do that.

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PostPosted: Thu Apr 11, 2013 1:03 pm 
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Positive. Don't do it. If the gun is parented to the section it is meant to be moving, weird and bad things can happen.

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PostPosted: Thu Jul 18, 2013 3:36 am 
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All I get is errors. How do I use custom ships with custom sprites.


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PostPosted: Thu Jul 18, 2013 5:16 am 
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Did you put the sprites where their supposed to be? (If you don't know what i'm talking about you probably have)

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PostPosted: Fri Jul 19, 2013 11:42 am 
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Necrontyr1998 wrote:
Did you put the sprites where their supposed to be? (If you don't know what i'm talking about you probably have)


I use Game Maker and know a bit about the errors. I noticed that they needed to be in the custom sprites folder so I moved them.

I still get errors.


"___________________________________________
ERROR in
action number 1
of Create Event
for object __newobject1016:

Missing sprite!

Custom sprites\Ixra Effects\Ixra_Gradiant_Straight.png

Press ignore to replace with '?' sprite, or abort to terminate the game.

___________________________________________
ERROR in
action number 1
of Create Event
for object __newobject1016:

Error in code at line 787:
nTur2(190,0,PulseBeam,0,5,0,36)

at position 14: Unknown variable PulseBeam

___________________________________________
ERROR in
action number 1
of Step Event
for object ThrusterEx:

Error in code at line 1:
image_angle = rs_owner.image_angle-rs_owner.l_angle + l_special6

at position 24: Unknown variable image_angle

___________________________________________
ERROR in
action number 1
of Step Event
for object ThrusterEx:

Error in code at line 1:
image_angle = rs_owner.image_angle-rs_owner.l_angle + l_special6

at position 24: Unknown variable image_angle

___________________________________________
ERROR in
action number 1
of Step Event
for object ThrusterEx:

Error in code at line 1:
image_angle = rs_owner.image_angle-rs_owner.l_angle + l_special6

at position 24: Unknown variable image_angle

___________________________________________
ERROR in
action number 1
of Step Event
for object ThrusterEx:

Error in code at line 1:
image_angle = rs_owner.image_angle-rs_owner.l_angle + l_special6

at position 24: Unknown variable image_angle

___________________________________________
ERROR in
action number 1
of Step Event
for object ThrusterEx:

Error in code at line 1:
image_angle = rs_owner.image_angle-rs_owner.l_angle + l_special6

at position 24: Unknown variable image_angle

___________________________________________
ERROR in
action number 1
of End Step Event
for object ctr_Turrets:

Error in code at line 4:
dir = rs_offsetdir + rs_owner.image_angle - rs_owner.l_angle

at position 32: Unknown variable image_angle

___________________________________________
ERROR in
action number 1
of End Step Event
for object ctr_Turrets:

Error in code at line 4:
dir = rs_offsetdir + rs_owner.image_angle - rs_owner.l_angle

at position 32: Unknown variable image_angle

___________________________________________
ERROR in
action number 1
of End Step Event
for object ctr_Turrets:

Error in code at line 4:
dir = rs_offsetdir + rs_owner.image_angle - rs_owner.l_angle

at position 32: Unknown variable image_angle

___________________________________________
ERROR in
action number 1
of End Step Event
for object ctr_Turrets:

Error in code at line 4:
dir = rs_offsetdir + rs_owner.image_angle - rs_owner.l_angle

at position 32: Unknown variable image_angle"

Some of the errors look like coding problems. The first one makes me think there must be a sprite pack I need to download.


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PostPosted: Fri Jul 19, 2013 11:44 am 
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Admiral
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Download the shipmaker repack (stickied in the custom sprites subforum). Make that your BSF folder.
Thing is, we have a system for downloading and keeping sprites, since with the way shipmaker works they have to be in the exact same directory as the person who made it. Simply dumping all your sprites in one folder will not work.
There may be a few stuff not included in the repack, but if you poke around the folder you can get an idea of what I'm saying.

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PostPosted: Fri Jul 19, 2013 11:45 am 
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Please use the most recent version of the game.
viewtopic.php?f=3&t=7212

Just use these exes instead of the original ones. Real easy, put them in your main BSF folder.

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PostPosted: Fri Jul 19, 2013 11:23 pm 
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Download doesn't work for the bubble shield. I downloaded the game on this computer about a month ago. Is that recent enough?

http://youtu.be/kLoLLMhWbjA


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PostPosted: Sat Jul 20, 2013 12:57 am 
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The main game hasn't been updated in years and I wouldn't really advise using the bubble-shield release until all the kinks have been worked out. Use the Fighterbays.

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Owner of 'The Novian Empire', a Delphinius Gulf Wars faction.
Fleet Version 1.8 is finally available for download!
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=70&t=7081


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