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Taldrenites => Starfleet Command Models => Topic started by: Darkseid on January 27, 2007, 04:33:23 pm

Title: Quantum Torpedoes
Post by: Darkseid on January 27, 2007, 04:33:23 pm
It's hard to find weapon textures that really look like what they're supposed to, IMO.  So I created my own Quantum Torpedo Textures. Unfortunately I can't find my copy of SFC and so I can't test them to see if they look any good in game.  Anyone want to try them out and maybe post a screen shot showing how they look?  Suggestions would be appreciated as well, I'd like to get these to be really good  ;D

This one is in JPEG format, I have the BMP version saved if you want those.
Title: Re: Quantum Torpedoes
Post by: AlchemistiD on January 27, 2007, 06:13:36 pm
Rakes weapons textures has a Quantum torpedo that looks damn close to the torp from first contact.  It's for Star Trek Armada, but all it takes to make it usable in sfc is an app that can view tga files and mspaint.  Be sure to give credit and love to the creator, though.
Title: Re: Quantum Torpedoes
Post by: Fedman NCC-3758 on January 27, 2007, 06:56:37 pm


Here are three of your torps about to strike a Borg ship.

Title: Re: Quantum Torpedoes
Post by: Darkseid on January 27, 2007, 07:27:11 pm
From what you've show they look pretty good.  But what do you think?  Are they a good improvement?  Or still just big blue blobs?
Title: Re: Quantum Torpedoes
Post by: Fedman NCC-3758 on January 27, 2007, 07:30:52 pm


Sorry to say they're bluish white blobs ..... kinda like the fed version of the Polaron torp.

You made need to tinker with the sprites you deleted in the upper left corner of the bmp.



Title: Re: Quantum Torpedoes
Post by: Darkseid on January 27, 2007, 07:51:23 pm
hmm, I'm trying to make them look like the ones fired from the Enterprise E.  Well at first I had assumed that the Quantums didn't have the "spiral" affect like the Photons did, but after reviewing First Contact I see I was wrong.  Although they didn't in Nemesis.  I may be able to create First Contact and Nemesis styles.  I'll see what I can do.
Title: Re: Quantum Torpedoes
Post by: Don Karnage on January 27, 2007, 09:37:03 pm
its hard to reproduce weapons fire from movies when there not always the same look in each movies.

well don't let that stop you from trying to get a mach  ;D
Title: Re: Quantum Torpedoes
Post by: Darkseid on January 27, 2007, 11:11:13 pm
Well I can change the color on these ones and make them Nemesis Photons anyways lol
Title: Re: Quantum Torpedoes
Post by: Don Karnage on January 28, 2007, 09:15:35 am
well go for it and have fun doing it  ;D
Title: Re: Quantum Torpedoes
Post by: Darkseid on January 28, 2007, 03:58:32 pm
Ok, these aren't quantum's but photons are just as neat.  These will probably look like yellow blobs unfortunately but they looked like that in Nemesis anyways.  You could only make out this visible shape when they were close up shots.  Anyone want to test them in game?
Title: Re: Quantum Torpedoes
Post by: Darkseid on January 28, 2007, 04:50:29 pm
SFC3 is what I usually play.  Just can't find my disk  :'(
Title: Re: Quantum Torpedoes
Post by: Greenvalv on January 28, 2007, 05:04:49 pm
Do you have it installed already?
Title: Re: Quantum Torpedoes
Post by: Darkseid on January 28, 2007, 05:27:12 pm
Nope, my computer had suffered a major problem and had to be rebooted and a new power supply installed.  I can't find my disk in order to reinstall it.  It's driving me crazy lol.
Title: Re: Quantum Torpedoes
Post by: Fedman NCC-3758 on January 28, 2007, 05:48:21 pm

Here are your Photon torps ....

You must understand, the images on your bmp will be rotating on screen at a very high rate of speed, giving
these torps the look of a star burst.  They only appear to be moving in one direction due to the freezing of their spinning
by the screen shot.





Title: Re: Quantum Torpedoes
Post by: Darkseid on January 28, 2007, 06:35:43 pm
When you say spinning, you mean they're tumbling through space.  They don't fire in straight burst like I imagined.  Maybe if they're turned sideways on the textures they will work better...
Title: Re: Quantum Torpedoes
Post by: Fedman NCC-3758 on January 28, 2007, 06:41:36 pm


The image on the bmp spins extremely fast on it's axis in flight.

These new torps would look exactly like the others in game because of this spinning.



Title: Re: Quantum Torpedoes
Post by: Darkseid on January 28, 2007, 06:55:56 pm
So really there is no possible way to keep them from spinning.  Old fashioned Photons are all you can use.  Well I guess Nemesis Style Photons and Quantums are out of the Question.  We can however make them look like the First Contact style.
Title: Re: Quantum Torpedoes
Post by: Fedman NCC-3758 on January 28, 2007, 07:02:19 pm

Quote
So really there is no possible way to keep them from spinning.

Nope.  It's built into the spites file of the game.

I've also noticed that the phaser and Rom disruptor beam also spin on their axis in game.

However, the Klingon disruptor does appear to fire in a straight line. No spinning.

Leave it to the Klinks.   ;)



Title: Re: Quantum Torpedoes
Post by: Darkseid on January 28, 2007, 07:07:48 pm
Speaking of the Klinks, I have Disruptor textures as well lol.  Wasn't a whole lot you could do to these but they look ok from here.  Pulse Phasers too.
Title: Re: Quantum Torpedoes
Post by: Fedman NCC-3758 on January 28, 2007, 07:30:06 pm

How the Klingon disruptor appears in flight ....

A straight line. Although slightly elongated.


Now, the Borg cutting beam is interesting.

The perimeter of the beam is stationary, but within the beam another beam moves back and forth
in a sawing motion. Hence, the "cutting" description.





Title: Re: Quantum Torpedoes
Post by: Fedman NCC-3758 on January 28, 2007, 08:16:24 pm
Here is the Borg Cutting Beam doing it's thing to a Rom Hawk.

#1 shows the "cutter" to the right within the main beam.

#2 shows the "cutter" to the left. These shots were taken an instant apart.



Title: Re: Quantum Torpedoes
Post by: Darkseid on January 28, 2007, 09:40:04 pm
The cutting beam never looked right to me.  I guess it's the shade of green they used, I don't know.

OK, so how do these work?
Title: Re: Quantum Torpedoes
Post by: Fedman NCC-3758 on January 28, 2007, 10:00:19 pm


Not too bad.

Title: Re: Quantum Torpedoes
Post by: Darkseid on January 28, 2007, 10:17:09 pm
Sweet, I'd say they look a lot like these, or close enough anyways.
Title: Re: Quantum Torpedoes
Post by: Smiley on January 29, 2007, 01:37:23 pm
Yeah, maybe if you softened it a bit, it would look more like the film?
Title: Re: Quantum Torpedoes
Post by: Darkseid on January 29, 2007, 01:50:53 pm
Do you mean the Torpedo itself or the spinning light shining from it?

Also, where can I download that Drydock?  ;D
Title: Re: Quantum Torpedoes
Post by: Fedman NCC-3758 on January 29, 2007, 04:28:23 pm

Quote
Also, where can I download that Drydock?


http://www.battleclinic.com/docks/dock.php?id=4050

Title: Re: Quantum Torpedoes
Post by: Smiley on January 29, 2007, 06:38:22 pm
Do you mean the Torpedo itself or the spinning light shining from it?

Also, where can I download that Drydock?  ;D

The spinning bit! :)
ps glad you like the drydock/shipyard
Title: Re: Quantum Torpedoes
Post by: Darkseid on January 29, 2007, 06:43:14 pm
I'll see what I can do... again lol.

I've been searching for a Nemesis Dock for a while now.  Every time I searched the battleclinic though I'd search for key words like, Space Dock or Dry Dock.  Never thought to search for Ship Yard.  But yes, I love it, good work Smiley  ;D
Title: Re: Quantum Torpedoes
Post by: Rod ONeal on January 30, 2007, 09:04:50 pm
I like the way they look in the last pic. Big improvement over the previous pictures, IMO.
Title: Re: Quantum Torpedoes
Post by: Darkseid on January 30, 2007, 09:54:50 pm
I hope to make them as closly related as possible.  I always liked the Sovereign Quantums better than the Defiant Quantums.  I wonder if it's because of budget costs or they just made the Enterprise torpedoes more majestic because the Enterprise is more majestic.  I don't know.

But here is a new set, maybe this one is closer.
Title: Re: Quantum Torpedoes
Post by: yochenhsieh on February 16, 2007, 08:25:19 am
Here is the Borg Cutting Beam doing it's thing to a Rom Hawk.

#1 shows the "cutter" to the right within the main beam.

#2 shows the "cutter" to the left. These shots were taken an instant apart.

Just paint cutting_beam2.bmp to all black, and the "cutter" will be removed.

These are the cutting_beam and tractor_beam of my mod: (I canvert them to jpg for uploading.)
Title: Re: Quantum Torpedoes
Post by: Star Dragon on February 16, 2007, 08:46:38 am
Just noticed this thread... Not to hijack, but can anoyne list the specifications of SFC weapon graphics as in size (resolution) and orientation?

Should a bolt be pointed to the left or right for firing?

What types of weapons auto spin?

I ask because as I read through the thread I thought MAYBE some the graphics from the Source Code Project might look really neat in SFC series... Just a thought. So I'd be willing to pull them out and alter them as needed and post them here to let you guys mess aroun dwith them just to see what happens. :D

Is anyone interested in this? and should I make a new thread?