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Spaceempires.net :: [WIP] SE V Overhaul :: View topic
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[WIP] SE V Overhaul

 
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supersolid
Space Emperor


Joined: Feb 21, 2015

PostPosted: Sat Feb 21, 2015 3:33 pm    Post subject: [WIP] SE V Overhaul Reply with quote

Hello everyone,

i'm a big SE IV and SE V fan. I'm heavily interested in Game Development and Graphics and thought it's a good start to look into a finished game to learn a little more about game mechanics. Luckily SE V seems to be exceptionally open for modding, playing around and learning with.

So i decided to make a little Project here.

The main goal will be to create a different look and feel (like any other mod Razz )



Talking about the look, SE V vanilla has it's flaws but offers alot of room for improvements.

- Tech Areas look very similar. During late game i found myself scrolling up and down and up, searching for the tech i want to research. Default grouping doesnt help alot. One of the most annoying problems for me.
Goal: -> create variation to Tech Area icons and make em more obvious in progress
create more obvious tech groups completed (9 groups)

- Some component icons look a little poor or are hard to recognize. e.g. i've never been able to tell what the bridge- or crew quarter-icons are showing in the vehicle-design-screen.
Goal: -> improve some component icons. in progress

Example:
improved visibility of Bridge in Design-Screen, made Shield-Module look more Sci-Fi, a replaced Tech Area icon.

- Buttons_Main.bmp: Buttons look very similar, relation between look and function not very obvious, style outdated.
Goal: -> fully replace by modern icons. completed

- User Interface: I'm not a big fan of the desert-like look of the interface. Not very Sci-Fi. Sad the style of the big background images and buttons is outdated. This is probably the most ambitious part and requires alot of 2D and 3D work.
Goal: -> Create a new and more modern interface concept within size and placement restrictions. to do

- Planets: Some Planet textures are very blurry and boring and don't make good use of the given resolution.
-> Goal: replace boring textures and create more interesting textures. in progress

Example: old new

- Nebulae: By playing around, i accidently created a multi-colored nebula which looked alot more interesting than the standard nebulae. Still need to figuere out how the textures work together.
-> Goal: Play around a little more in progress


Talking about the feel now. To make this a full mod and not just a graphic kit, i want to try out a concept that might feel different than other mods.
When i played different Mods i always find that ship weapons are very strong compared to the durability ending up with 1-shooting enemy fleets with a few big ships. I want to flip it around and make big ships very durable and costly, based on the Idea that a Carrier should be very hard to take out, very costly to build and maintain and very dangerous due to their fighters.
So i will create a big gap between capital and small weapons with their own advantages and disadvantages. A Battleship will only have 1 or 2 long range capital weapons and many "Turrets" for short range attack and fighter defense. "Turrets" will have low accuracy, short range and a high reload, unleashing the hell when enemy fighters come in range. Like a Battleship in WW2 being attacked by some divebombers or the Galactica being attacked by few Cylons. Wink

- Heavily modified Tech Tree in progress
- Weapon/Defense Concept from scratch in progress
- New Tech in progress
- Ordnance and Supplies balance. should be critical during long, exhausting battles. Early on and late game.
- Economy will be adjusted to fit the concept. in progress
- Maintenance for Big Ships and Research/Intel will become more critical (game pace will probably become way more epic).
- Fighters/Drones will be relatively cheap.
- Station Drydocks get a bonus over Planetary Spaceyards.
- add more goals in progress Razz
- a Mod-Name

Not yet sure about working on Empires and AI. There is enough work for now.

I still want to do a little work on the "feel"-part before i upload a first build for you so it doesnt feel too "vanilla". Probably within a couple days. Feel free to add your ideas, critiques or wishes meanwhile.


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Sat Feb 21, 2015 5:03 pm    Post subject: Reply with quote

Take a look at the Multimedia Pack for some extra assets you might be able to use. It contains a lot of new planet textures, for example. If you want to use the MMP, you should generally refer users to download the MMP separately in your mod's readme, rather than bundle them into the mod download. If you want to share original artwork with the community, we would be happy to include new stuff in the MMP.

Regarding multi-colored nebulas, take a look at FQM5 for some more examples. I was never really happy with SE5's style of nebula texture, but I did manage to create some neat effects with coloring.


Smarter than your average Texrak.


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DXM
Space Emperor


Joined: Mar 20, 2012

PostPosted: Sat Feb 21, 2015 11:58 pm    Post subject: Reply with quote

Are you sticking with the stock planet texture size of 256x256?

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supersolid
Space Emperor


Joined: Feb 21, 2015

PostPosted: Sun Feb 22, 2015 10:42 am    Post subject: Reply with quote

Fyron wrote:
Take a look at the Multimedia Pack for some extra assets you might be able to use. It contains a lot of new planet textures, for example. If you want to use the MMP, you should generally refer users to download the MMP separately in your mod's readme, rather than bundle them into the mod download. If you want to share original artwork with the community, we would be happy to include new stuff in the MMP.

I'll check it, thx. =)
Fyron wrote:

Regarding multi-colored nebulas, take a look at FQM5 for some more examples. I was never really happy with SE5's style of nebula texture, but I did manage to create some neat effects with coloring.

Ah this is more about distribution of nebulas ingame?
I just wanted to add a little glow-effect to the center of the texture itself.

By copying and renaming to find the nebula i just had ingame for testing i accidently created:

I think it's possible to add interesting detail to the Nebula-Texture and create some nicer effects than the uniform and blurry cloud.
The Nebula does seem to consist of two Nebula-Textures. The Purple one is a stock texture.

DXM wrote:
Are you sticking with the stock planet texture size of 256x256?

Yes, for now. =)


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Sun Feb 22, 2015 6:22 pm    Post subject: Reply with quote

I am looking forward to playing this mod! Very Happy

One recommendation: Go with "small systems", as some mods (DJAS, Stellar Warfare, Balance Mod 1.20) have done. This means fewer (but larger) sectors per system, and reduced sensor ranges and ship speeds. This reduces clutter on the system map, as well as turn processing times.


That's no space station - it's a spreadsheet!


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supersolid
Space Emperor


Joined: Feb 21, 2015

PostPosted: Mon Feb 23, 2015 10:18 pm    Post subject: Reply with quote

A possible UI-Style (not finished). Feedback?



Anyone knows by chance where to change the color of the Progress- and Spending-Bars?

ekolis wrote:

One recommendation: Go with "small systems", as some mods (DJAS, Stellar Warfare, Balance Mod 1.20) have done.

Noted. Wink


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DXM
Space Emperor


Joined: Mar 20, 2012

PostPosted: Tue Feb 24, 2015 7:48 am    Post subject: Reply with quote

Mmm, fancy... Easier on the eyes than the stock UI. Are you using the same fonts as stock?

..\Pictures\UI\Bmp_Research_ProgressBar.bmp
..\Pictures\UI\Buttons_Research_Slider.bmp
These appear to be the only relevant pictures for what you're talking about.


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supersolid
Space Emperor


Joined: Feb 21, 2015

PostPosted: Tue Feb 24, 2015 8:21 am    Post subject: Reply with quote

DXM wrote:
Are you using the same fonts as stock?

For the game-text, yes. For those being part of the .bmp, no.

This morning i tend to stick with the old background. The new button-set applies pretty good. Maybe just a few adjustments.

old new

I think the new set makes clickable buttons more obvious. getting rid of the "empty button" reduces eye-distraction alot.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Tue Feb 24, 2015 2:43 pm    Post subject: Reply with quote

It might be a good idea to make a mini-mod that's just your UI changes. It seems like the sort of thing people might want to use in other mods.

Also: you forgot 4. I am curious why you moved All to the bottom. the number of other buttons varies by mod. In Warp 10, I took what was categorized as "applied science" and separated out the tech areas devoted to ships into "ship science".


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supersolid
Space Emperor


Joined: Feb 21, 2015

PostPosted: Tue Feb 24, 2015 7:07 pm    Post subject: Reply with quote

marhawkman wrote:

Also: you forgot 4.

Whoops. Very Happy
marhawkman wrote:

I am curious why you moved All to the bottom. the number of other buttons varies by mod. In Warp 10, I took what was categorized as "applied science" and separated out the tech areas devoted to ships into "ship science".

I modified the Techtree as well. It's an ingame-screenshot. It works with other categories too.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Tue Feb 24, 2015 8:49 pm    Post subject: Reply with quote

Is All fixed to that location? In stock it's at the top rather than the bottom. Will it automatically move down when you add tech category 4?

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supersolid
Space Emperor


Joined: Feb 21, 2015

PostPosted: Tue Feb 24, 2015 10:52 pm    Post subject: Reply with quote

marhawkman wrote:
Is All fixed to that location?

Categories as defined in TechAreas.txt are in alphabetical order. I added a Number to gain control of the order e.g. to put small-/capital-weapons together.
marhawkman wrote:
Will it automatically move down when you add tech category 4?

Yes, I made no changes to the mechanics at all. Just different .bmp's

Every Problem that occurs with this UI also occurs with the stock UI.

/edit

I'm not yet happy with the Window-Borders. Today i played a little around in blender. Just a quick and dirty preview at the bottom.

I somehow like the "double pipes".


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Wed Feb 25, 2015 4:06 pm    Post subject: Reply with quote

Oh, I see. It's at the bottom because the others start with numbers in your version.

Have you pondered changing the yellow/black bar?

Actually I'm not sure of the overall aesthetic you're trying for.


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supersolid
Space Emperor


Joined: Feb 21, 2015

PostPosted: Wed Feb 25, 2015 7:57 pm    Post subject: Reply with quote

marhawkman wrote:

Have you pondered changing the yellow/black bar?

Yes, but i somehow want to get rid of zaffre blue.
marhawkman wrote:

Actually I'm not sure of the overall aesthetic you're trying for.

I include a full screenshot now. I always need to see it ingame myself. I admit the turquoise might not fit everyones taste. But variations can be created quickly. As you can see I also tested a simple desaturated version of the old interface down in planet select view, along with a replaced Buttons_Main.bmp



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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Thu Feb 26, 2015 7:48 pm    Post subject: Reply with quote

Hmm... the tree picture is supposed to be the colony list right? Maybe add a building? As-is it looks like an uninhabited planet.

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