Create units with OpenFX

Make your color replacer (in tool options) fairly Large, (say 100 pixels)

My palette usually has about 8 different shades of "magenta" in the last row. If your palettes do not do this, I would highly suggest it. I will post screen shots of what I mean... but it also helps soften edges of units, and makes the shadows underneath them softer.

Any ways, set the color replacer (in tool options) sensitivity pretty high... say 20 shades, and open the storyboard PCX, in the first COLUMN of frames, replace the darkest colors with the darkest shade of magenta. Those dark areas will actually now be a dark alpha blend.

In the next column, replace the darkest colors, and the next darkest colors, with the next step up of magenta...

rinse and repeat.

If this seems confusing, my sniper and shadow slasher in my mod used this theory, you can take a look at them. It works very well and looks very good. In fact, with creativity, you could even create special effects... like that glitter glow crap you trekkies love so much. :p

I am on my lunch break at work right now, sop I can not post screen a quick screen shot tutorial. I'll keep it to this thread, because I'd rather not write up a tutorial thread, and watch CFC's space get taken up with NEW INVISIBLE UNTIS! NEW INVISIBLE WARRIOR! NEW INVISIBLE TANK!
 
I know I asked this some time ago, but now I downloaded a torpedo mesh to simulate a photon topedo. How can I do that. I mean how can I change the model to be a fired torpedo with the light effects? Or how can I make a light to a torpedo in Open FX?

Adler
 
I never made a torpedo attack yet, but I guess it should be neither dumb light, not attenuated, I think a no-shadows light should do the job...

EDIT: After reading Morpheus post again I guess you don't need a light for a federation torpedo, just a model that is shaped like the torpedo light (not like the topedo itself).
 
Yes, so I searched the net for such a unit for days now. Can you help me? I only found the model of an unlaunched torpedo. I thought to make the attack version with both but so I can only make a phaser attack model :(.

Adler
 
Morpheus
I used the Borg TAC that you gave me. I followed the steps that Kenta'arka had posted earlier and then made some modifications. I have not converted yet for in game. I have, however, resized prior to animating so it is approximately the same size as the current TAC in game. I've attached a preview so that you may see my handiwork and give me an opinion on it.

borgtacticl.gif
 
I have tried creating my first unit, just making the model took around two days (although I had to learn the program at the same time ;)) once I was satisfied with the model I decided to use the steps kenta'arka posted to make a death anim, it worked but most the colour on my model turns white when I render it, I have tried all the different formats and it's the same each time :mad: :gripe:
I have attached the image of my model and the model when animated :cry:, PLEASE HELP!!!
cougar.gif

and the anim -
cougar_deat.gif
 
First of all I suggest to make star ships first. They are easier. Then you should also start with run def or vic animations. Attack and death at last. they are much more difficulty than the others. As for the effects here I do not have any idea. Nevertheless it looks great- unless the colour...

Adler
 
did you set the lights you use for the fireball postpro's to dummy lights? If not it could be the light emitted from those lights that make the model appear white
 
I did indeed set the lights to "dummy" and attenuate, the first frame has almost correct colours but then it all goes white. Another note, all the areas that are white have similar greyish green textures, is this a problem?, I messed up with the texture axis near the end and wasn't sure whow to fix it so I jsut adapted some new textures until it looked good again? If it is a problem what is the "default" co-ordinates for the texture axis?
 
Okay here is the attack animation of the Miranda class CL. I have problems with the civspecific colours. I don´t know how to change it without changing picture for picture. The other problem is that the explosion happens before the (a bit too large) torpedo hits. But that´s all for today.
Tomorrow I will make small playtest befor I´ll launch the Miranda.

Adler
 

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@Dease: Hmm, then I got no idea, but you could try set the lights from white to black, I remember I had to do that sometime for some reason...

@Adler17: You can insert the civ-specific colors right into the model, open the designer, load the mesh, click on "select" (top menu), then "deselect all". Now use the the select tool to select the parts of the mesh you want civ-specific, after selecting it click on "attributes" (top menu) then "material settings" and set it to blue. Then save. If you render it now, set the pallet correct and export it using flicster the blue parts will be civ-specific.
 
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