Showing posts with label Modding. Show all posts
Showing posts with label Modding. Show all posts

Saturday, September 20, 2014

My main inspiration is knowing a lot of ugly game assets ;]

It's sad but people like me don't have the in-depth gameplay, RPG or storyline experience. All they want to achieve is to fulfill their dreams and so they wait and wait for specific features and the things that they would shout for. Some of them read dev blogs for breakfast. Same here. Others create entire new Sagas but let's not talk about guys like Roddenberry or Lucas or Cameron again.


When I was a child gaming was a lot of fun and felt like watching a great movie. I got to be totally fascinated and the value of entertainment I had was allways good. I don't know what exactly changed but decades ago I believed that Space Invaders had very immersive graphics. Many people felt the same I guess. :] Now when playing vid games, why do I get bored so fast? I still take part as a player / grinder and yeah I still play vid games from time to time.

Today I mod more and more instead of playing. Things inspire me to create new things only because I am aware of further waiting for this and that and that. There was I time when I was thinking that someone will for sure create and publish the same thing I want. Unfortunately, this happened only a couple of times so I have to depend on myself to get what I want. I stopped to play lots of games because of that. Now I only rely on specific game engines that offer further expansion possibilities. However, I guess I should play more with the Cry engine or other engines but first things first I need to have my own wagon to drive around the maps looking for things to improve. This might be the main reason I am developing a all surface vehicle for use in different 'modable' video games.

Beeing a creative person I must have missed a lot of things along the path of entertainment. I can't continue to depend on movie makers and video game studios so I'm just another guy on the internet creating mods. There are others out there that do a kinda similar thing drawing or modeling stuff and I wish they would join us video game modders all around the web. I don't know what they play but I can see clearly that some really impressive game engines need more developers and most of all more great asset designers. If Daniel Simon decides to design ingame assets I could immediately shut down this blog. ;]


Tuesday, September 16, 2014

Magic Tutorial: How to get your own War Thunder base skin

(the result could be something like this, I prefer to leave some space on the skin to apply ingame decals. A reason for shame is that I choosed the wrong plane for this tutorial. This way my fantastic Do 217 looks a bit strange but that's a different topic).

This is the professional way of quick modding. You can now easily skin every plane with the best result. It also helps a lot when creating your own paints / skins – having a base texture without preset markings and disturbing paint.

Requirements:
- Photoshop CS2 (at least) or Gimp
- A War Thunder installation
- A Plane of your choice

Step 1:
Select a plane and click 'Customization'. Now enable the User skin by pressing the arrow button on the right. It will create a subfolder with the planes skin name inside WT's User skin folder. A dialog screen will appear, click OK. Allright, done?

Step 2: 
Go to the WT folder and enter it's subfolder called '\UserSkins' and enter the newly spawned subsubfolder (you may have to reload the folder with keyboard 'F5').

Open this file by right clicking and selecting the graphic software of choice: Grab the file with the ending *_n.jpg or *_n.tga (wait, you don't have name suffix activated? Uhhh, common hehehe – well, just grab the '_n' file ;)

Example: do_217j_1_u.tjpg 

And now open: _c or _a or whatever else theres a file for. Open it the same way you opened the previous file (don't worry if theres only a _a or only a _c along with a _n).

Step 3:
Gimp or PS is running and you opened both files. Make sure the layer module is visible under 'View > Layers'. Now unlock the layer by doubled clicking on the small locked icon (counts for PS). Do that for both images (wait a second Gimp users. ;)

Make a duplicate of that image (also counts for Gimp's). Okay, now you have two images. Activate the movement instrument and drag-n-drop one image into the other in this order: Drag image _n into image _a or image _c. 


 (image _a)


Position it exactly over the other layer (tip: position it to the top left corner and make sure it has the same position as the layer below).

(image _a with overblended image _n)

Step 4:
Heres the special trick. Simply 'desaturate' the upper layer by changing the layer option dropdown to 'luminace'.
(upper layer set to 'saturation' layer mode)

Now even the national plane markings should be no longer visible, it's just like magic (should work with almost every WT plane skin). All the so called grills and fins are blended into the other image. Sidenote: Those _u files are Bump-Map shaders and those are always handy. Now we will take a look at improving things.

When viewing the details of that image we assume that we could do better, so simply make a copy the upper layer and desature it. Finally change layer mode to 'colour' and flatten the image to be only one layer (click on Menu > Layers > "Flatten layers". That's it, were almost done. Notice that every colored part of the image turned to be a perfect base template? What we now may need is some good contrast, so open the brightness/contrast dialog of your graphic software and play around with the contrast till so have a nicely saturated image (a slight lowering of contrast, e.g. +50 %). And by changing the brigtness to some plus range you can create silver shining iron but it will make dark areas looking grey, e.g. wheels.

 (dark is a start)

Heres where second method is a big help (not mandatory): Once or twice again copy the last remaining layer. Play around with one of the layer options of your choice / choose one that fits best for you. By overblending and overblending many layers with diferrent layers you can also achieve great results.

(Simply played with brightness/contrast, copied the layer and set it to 'hard light'). 

Step 5:
Looking good for a overall base texture, it's done for the first instance right? Ok, now click save as and overwrite the following file in the User skins subfolder of that plane you edited:  *_a.jpg or _c.tga (you could do a backup before but it's not mandatory).

Go back ingame, WT will reload your skin ingame but you need to go to the 'Customization' screen again and press the little reload icon. Make sure to select the User skin in your favorite planes customization setup. Take a look at your new base skin, awesome looking – if you followed all the steps you sure be happy with the result!

 (both you look even good in ultra low quality)

[- Now you know how to handle layers and it needs just a little of practice to get something like this -]

(work in progress, unfinished but allready made of carbon)

Hint: You can even set the output format in the game options to be a lossless TGA file format or a JPEG. It depends on how long it should last looking good (a little insiders jocke). ;)

However, those skins are only visible to the player and can not be viewed by other players ingame multiplayer. But anyway, this skin is now a great template for you and it looks good ingame without further modifications. You could simply apply two decals on it to at least have something to show to the other players. You can play them and maybe a cat near you is looking at your new plane skin. Note: Do not use too much white paint, the render engine of WT only looks half way ok when making some kind of grey paint. Different to that, dark stuff has brilliant detail.

(limited support for white: Details on the planes skin are not visible, almost plain white actually beeing a grey base template to not bloom the overall appearance)

WIP: The 'Fruit fly

Some would say that without any doubt, such image compositions should not be done by Art Directors, not in that unprofessional way having a idea for a composition and making fun like a jocke out of it. Yeah, of course they're right. Some would add that also counts for this blogs layout. ;)

So this is what comes out when you try to keep a Orbinauts community updated even with minor progress.

Work in progress – no time to play but wasting time is a must, sometimes
You know how it is, theres a thin line between what could be done by a artist to introduce his virtual for free product and what nerds do for fun. The balance between those aspects is for sure artistic. Anyway folks, heres another preview of the now so called 'Fruit fly a.k.a. DIGNITY CLASS. Oh and one more thing, the misspelled words in my trash interpretation of a data transfer are due to Cervezas. YaY, hope you enjoy + it's only a #WIP...let's call it a Trash-Up.


(I managed to grab some details while hidding crucial bugs of the mesh. Now that's artistic! ;)



Thursday, August 21, 2014

On a fun level – playing War Thunder

While I ain't had that much time recently heres how I describe War Thunder.




Pretty unknown? No, not any more thanks to WT. 
This is a He 112 in the B-1 variant, YAY

The first thing I had to do is buy me 500 Golden Eagles, a good invest in a bird called He 112 B-1. I really needed to have that plane because it was my main airplane while playing Hereos in the Sky (a more or less unkown MMORPG). AFAIK that other game offered the He 112 B-2 type but who cares (seems I do). This He 112 has a charming look and it's the perfect workhorse for leveling up, e.g. climbing the WT tech tree and spending 3 Euros wasn't that hard with the result of a plane with fast turn speed IMO. Too sad that it's only a Tier 1 plane. It is one of my absolute favorites.

While in World of Warplanes in the beginning you can start with Ar 65 and where WT begins with He 51 as the starter plane, in WOWplanes you can choose between Fw 56, Ar 68 and the He 51. Both games WOWarplanes and WT offer a different variaty of planes, you ain't gonna miss a single plane but this only counts when playing both games at a time. Both have great GFX and accurate modeled aircraft. However the real IL-2 player will miss the realness-factor since WOWarplanes and WT are no simulators. Here is where WT gets a plus point since it offers cockpits and major airplane controls like gears, flaps, elevator trim and what so ever. However, theres a possibility to setup lots things and it seems that since WT is from one of the former IL-2 series developer studios that indicates a masterplan of IL-2-ilizing the whole world on a it's multi plattform game. The all over summary would lead to a casual experience but who knew that this would feel like a dream becoming virtual reality. This ain't no simulation = who cares, it might end up beeing one, no doubt! This time things like camera positions and stuff are really made for the moment and lead to a epic ingame experience. What I really call epic is the OculusRift like feeling when playing WT with a gamepad and pressing the target focus button. Yeah, it's quite easy to handle WT, that's why it's the smarter IL-2 but never tell that to a IL-2 fan, please. Let's just not forget that WOWplanes offers other interesting aspects and that I would play it from time to time again if my PC would not suffer from it. Let's say it has great GFX and my PC not ;) My favorite waste of time will be WT because I really like how they push the game to certain directions, digging their Dev blog and reading patch notes are the first proofs of addiction.

What fascinated me most at WT was the following:
- awesome atmosphere, breathtaking action with lots of control
- the combination of air, ground and sea (sea will be adeed I guess, e.g. the WT logo)
- a contemplative implementation of at least a first bunch of dream planes
- steady development, new planes, tanks and maps all the time
- stunning level of model details (the movie GFX option is great for screenshots)
- your own skins and you can even upload meshes (awesome)
- even my badly half-broken cooler handles the FPS with even good looking results

I would say this has future. I expect modern times jet aircraft to come sooner or later but first more of those historic airplanes, please ;) My first impression of WT is really really good. You will miss all the expert skill and hardware leveling stuff. It's very comfortable to play with not much to do (R & D parts of game are boring but anyway usefull). Usually I would say no way I want to select different engines, hull platings and stuff. But I guess I'm not the only 'virtual collector', means the gameplay is built around the research tech tree and this is a great thing since I can have best equipped stuff without all the struggle that it ment when I was playing other tech tree and equip games. It's a race for the highest tech tree plane and the Tier system is very easy to understand (unlike other games). The dev blog shows that there a five more german planes in development. And those are impressive like the Fw 200 or the He 219 'Uhu'. I wonder if they ever can have the amount of a game called Heroes in the Sky or the legendary IL-2 '46 game. A US military historian once said a funny thing about aircraft developings of WWII, especially in terms of germans: 'Instead of building one plane and making it better and better the germans built dozens of planes'. So the biggest question will be (while even Wikipedia ain't got a full list of aircraft yet, neither I). Will there ever be a entire summary of all aircraft of that time? ...I'm not sure ;)

My two cents, actually three. No, I forgot one, uhm
- theres a big difference when playing with mouse-aiming or with a gamepad. Players tend to call gamepad users n00bs but actually they have a way trickier gameplay to handle. Theres also a difference when playing on a console and on a PC and that difference is clearly visible and within gameplay when comparing PC and console version. This is a call for more respect on us gamepad users, you keyboard-mousers, you ;)
- This game could have more features but they might be added some how, some way, who knows.
- uhm? << to be solved

I will definitively create skins for War Thunder, stay tuned. I have to finish a He 162 for IL-2 first. Today I finished the first He 112 test skin, this means I will offer it here for download when the word 'test' can be replaced. :D

And let me finish this post with this kinda saying comment: 'There are too many airplanes that you wanna fly around with but only a few games to jump inside'. Those would be IL-2, Wowplanes, War Thunder and HitS. At least four things less to worry about. It's depends on you to seek for your favorite planes, WOWplanes has lot's of fancy ones, too and remember, WOWplanes has some WT doesn't has and so on. But it could be that WT will get to be the only game needed in future. Now that will never happen since IL-2 stands alone on it's throne and similar to that WT will take it's time to reach almost perfect state and while good things take time I will continue the game switching even WT will be the first instance from now on.


Monday, April 7, 2014

Learning by tryin' while getting better and better

People like me have awesome opportunities and I'm not speaking of job offers (but just in case "hello there, you're welcome, let me freelance it"). Knowing how to do stuff like me is luck or sometimes it even feels like destiny. I'm talking about the ability, to make dreams come true.

I create Open Source stuff and still have many unfulfilled dreams like the one of working for a triple A title in the game industry or the deeper meaning of getting paid for doing so. People like me don't really need all the financial background, they just do what they want to do (main requirements: food, water, electricity). You need to know about 3 or 4 things in order to mod a existing game >> 3D, Texturing or Scripting / Editing in general. If you have the mainly important artistic skill, you will be able to realize whatever you could dream of (of course only virtual stuff). The only thing keeping you from doing it is the bunch of work that it includes. While doing a copy and paste of a config file with minor adjustments can be done on the fly, other things like modeling can go mad on little details.

Recently I red of a April day jocke and that a blog got payed by Facebook. I also saw that one insanely talented modder posted his newest creation in usual fashion as freeware but also as payware on turbosquid.
Many modders would agree with me: The amount of time needed to create a good Addon exceeds every expectation. Some would start a discussion on the importance of keeping the zerro $ menthality. I'm just saying, my own opinion differs a bit since I had to realize that most things don't even get considered. I mean many Addons lack on quality. Some modders are for example great with import/export jobs which usually is a lot of work. Others are great modelers and some are excellent texturizers and everything in once is pretty hard to get, see me as another example, I lack on something, too – to name it on configs. And then theres the time issue and real world living. Today I stopped further development once again because after a nice modeling session with some basic texturing and data handling I started the engine to test my creation. Yeah it was big fun, using my very own vehicle for floating like a boat, diving like a sub and early flight tests. I'm working on some kind of combo-craft and everything was good untill I had to remind myself that after the test drive I will need to look after:

- Cockpit and instruments
- Moveable parts (e.g. flaps animation)
- Materials (e.g. transparency for windows)
- VFX (e.g. engine glow effects)
- Config Parameters
- Data handling
- Polycount optimization

I did this or that a couple of times, recently by creating my own Sci-fi vehicle prototypes and testing them. It's always the same with me, I'm playing with so many different shapes that after hours of spare time consumation and while I reached milestone after milestone there was always something left on the todo list.
In such a case, work ain't gets finished at all but that's my very own kind of problem. I think that a good Addon shows that someone really took care of making it a brilliant example and such things are always rare goods.

Micro Crowdfunding. That's what I would call a solution for the as seen everywhere lack of ultra HiRes + mega features. That's because only a few modding projects are done by more than one person, especially where ingame items or objects get produced. Guess what I think that we all should support those who realize our dreams (be it just by modding a game). This means I would pay for the triple A ingame content but different to a DLC I would try to support individuals instead of companies since niche gamers have no big publishers or game studios. With a easier way to donate like a handy function for generic forums we could not only support the makers, also we could take care that those hand picked talents can sweeten our life just like we are a aid to them.

Speaking of me, having a blog ain't a good way to monetize my software skills but it still gives me spare time satisfaction. Releasing my own mods for free is a must and still a thing of personal interest. But if I could I would profit with some support. Since modding is fun to me I don't need anything else and so the good things come for free. If I run out of money and end up unseen you can play the guess what happened game. ;)

Conclusion with the formula for triple A mods:
Creators own satisfaction + skills + support = Evolution in modding

Happy virtual live out's folks!

Thursday, March 6, 2014

Status Report: My Modding Projects

Right now in real life: Working on the Punt Boat
(Season begins soon)
[Image Source: sxc.hu]


I've been busy recently. There are a lot of things I would have shared with you that I allready forgot. Never mind, let's face the important things at least. Real life goes first and I wouldn't be the first blogger to fail and this would be my number #Iduno construction zone. But I'm still in the game working on some Mods. In general, the things I like to play with are:

– Product Design (means concept drafting)
– Skinning
– Mesh-importing
– Map-editing
– Playing with config files

The Universal Cargo Box is one of it (I missed to do anything for it recently). The MagShield UVW-Textures is another. Meanwhile I do one or two Delta Glider EX and Arrow Freighter skin jobs. Seems Orbiter is my game of choice. But theres some Mod evaluation going on with Vehicle Sim. And I'm still creating a huge Scenario for IL-2 (but I wonder if it will be compatible with the newest Patches). For IL-2 I plan to create another dozen of Skins. And the BSG Diaspora game also awaits my long time ago promised Flight Skills Test map. I don't want to talk about other things since most things never get finished and some are too heavy to do anyway. Big fun could be the scenario creation within the Map Editor of WC Saga (placing cat's in space).

The idea to create my very own vehicle leads me to research good looking shapes since years and I'm now about the enter the dimension of cockpit design / texturings. Let's see, maybe I start from inside-out instead of drawing exterior concepts first. In the end, I'm trying to match polycount, once I have done the all the research and experimenting, aswell as finding the right plattform-game. But oh wait I was dreaming, just saying, the vehicle would be a space, air, deepsea and floating thing with feets, skids and wheels in one. ;)

Little by little I try to do my part. While I crashplay vehicles and things all the time, I always enjoy Open Source Mods and I wish I could do more to provide others with my little creations. This way I want to shout a BIG THANKS to all modders of vehicle Sims, be it by scripting awesome things or just adding mixed vegetation to the games. Every good Mod makes a game more immersive and theres a huge lack of that thing in every detail... when speaking of virtual games.

Oh and by the way, improving this Blogs look and feel is another thing written down on my task list. This Blog is a free time thing, now highly ranked at search engines but still almost without visitors or feedback. I don't have the time for playing games these days and my PC is a waste since I needed to change it's cooler. Anyhow there should be some releases coming up in the matter of sooner or later. And of course, I will write about the one or other topic on my mind as soon as they appear or whenever I have the muse and time for it.

Tuesday, December 24, 2013

WIP UNIVERSAL CARGO BOX

WIP WIP WIP UNDER CONSTRUCTION

Features:
– Note: the texture part is just for fun, no real labels so far but I provided "room" for them. Theres also space for a logo and the "funny wrong placed QR-Code". Also misses some serious scratches
– The usual OLED-Screen (will run a texture of "Linux on steroids"). The Xpad2 is gone (maybe a UMMU will hold it in his hands)
– The red LED-backgrounded 'drag-slide-to-open' mechanism
– Input / Output vents
– The retro control module (now with USB-Connector and XY-Hardware-Slot) + even with some lil' LED system status indicators
– Covered modules (8 possible): Coolant, Electronics, Refrigerator, Pressurizer, whatever (could also count as extra cargo space, e.g. just in case)
– Case study as eye-candy: Somebody forgot to put a module cover back again (might be part of a random box out of +200 planned cargos with little individualization gimmicks)
– The usefull 'LED-Sheeter' also likes to be part of it
– Has Handles, oh yeah baby – Fork lift bottom access
– Space Fork connectors (4 for now, maybe more will be added)
– LED light stripes on each side help locate the box
– The body of the box is made to be sturdy to avoid collision with the soft-parts (but so far it's only plastic)
– At the back: Coolant for integrated computation + old fashion coolant vent
– A little solar collector
– A Gesture Detection Sensor (for the Touchpad)
– Invisible but included: Ambient light sensor, Wi-Fi, Bluetooth and duno what
– Other things might be added, too











Saturday, December 14, 2013

Preview: WIP MagShield + a little review

Flight log: Critical radiation bombardment | Test pilot: d2k "visualdude"
Classified report | For your eyes only | MagShield Initiative 

Heres what the cam drone recorded:




I did not concentrate on my job, had only a couple of seconds left or I would have been fried. I guess space pioneer's have a dangerous job. I quickly played with the setup to lower the magnetic bubble to a maximum of 400 ms/Av because I started to feel dizzy. Then it happened – the Pegasus effect was visible to the blank eye [right after I had to find myself sitting inside some 70's optical colour illusion with over 1200 ms/Av]. I survived only by luck, I'm not used to fly the Delta Glider, neither to press it's buttons. nd now the magnetic fields values are nominal and as expected. I hope I soon can use one of my private ships to test the XXL MagShield module.

RisingFury and Loru, the two project managers, did outstanding work. The shields cover the whole ship from radiation. I cant describe my feelings, it looks so relaxing when keeping in mind space travel can be called save. The future of space colonization is awating us. No more hidding underground, behind stone or inches of plump platings.

--- End of message ---

Note: This is a WIP, a proof of concept. I only did the Texture file that creates this effect! This has only little do to with non-sci-fi shields but the colourplay reflects are those you could see when using it in reality. 

Thursday, December 12, 2013

WIP ShieldBox / MakerBox / UniBox

I just need a place to upload this image so I can link it. What you can't see yet is the handles for opening of the box. These are part of the mesh I use, below is just the texture.

Anyway, heres a little brief description:
Shielded from the inside against cosmic rays / misc radiation / EMP / sun flares. Also withstanding extreme high and low temperatures. Pressurized and unpressurized, depending on the content.

– wears a shield grid (a.k.a. Faraday cage).
– has a OLED-Screen.
– the enteriy box tries to imitate a composite material look (unfornutaly,you can't really see it)
– the Xpad2 with lefty mini-joystick and usb/whatever (sorry FoodDivPack users, you run the Xpad1 for now).
– some retro control module as seen with FoodDivPack.
– one guidance text block.
– a funny wrong aslope QR-Code sticker.


                                                                  V 1.2:


            
                                V 1.1 ingame (sneak):








Replicator-X Early-WIP:


Draft Universal-Cargo-Box-1 (inspired by STO Lock Box):


^WIP 2D, WIP 3D>












Contains many bugs, under constuction. I'm not happy with couple of details!