Damaged Ship Skins

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Damaged Ship Skins

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ual002
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Post by ual002 » Thu Apr 18, 2019 2:00 am

With a lot of the advancements we have seen in the community, namely adding additional flight group colors, I wondered if we could start a thread for gaging interest in creating damaged skins for as many of the models as we can. It might be a good way to get a majority of us unfamiliar with skinning opts into the fold. Taking a default skin, and giving it blast marks and large scarring and breaches in the case of the larger models. These would be good for story missions where said craft are limping home or undergoing repairs in repair yards.

Thoughts?

Do we decide on and agree on a specific slot for damaged models?

Do we work out a list of the priority craft?

Post WIP, tutorials, pointers, tips, links to relevant threads, etc.
Last edited by ual002 on Thu Apr 18, 2019 2:12 pm, edited 1 time in total.
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capitanguinea
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Post by capitanguinea » Thu Apr 18, 2019 1:23 pm

damage show itself in game... it would be simple to make it happens on normal skins if some one understand how that happens

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ual002
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Post by ual002 » Fri Apr 19, 2019 12:04 am

See I'm slowly learning and working on a thing.

https://imgur.com/AyXJm8I

https://imgur.com/KOXLyYo

Sadly, in game the changed/imported textures are pink, and I suspect I'm missing something about an alpha or something.
Last edited by ual002 on Fri Apr 19, 2019 12:37 am, edited 1 time in total.
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Bman
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Post by Bman » Fri Apr 19, 2019 12:12 am

And damaged and burned starfighters in the hangars :-)
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Driftwood
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Post by Driftwood » Fri Apr 19, 2019 1:00 am

The pink is likely an issue with converting the textures itself using a less than ideal configuration, it's been hit or miss for me in the past also, however I may have a fix for this, send me your files when you are done pre-conversion.

It has nothing to do with alpha channels.

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ual002
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Post by ual002 » Fri Apr 19, 2019 1:28 am

well, ive got photoshop, I just need to know the settings
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Darksaber
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Post by Darksaber » Fri Apr 19, 2019 8:31 pm

I tried to convert a texture to 256 colors in Photoshop, thought I had it, but once in game it was pink :(

Q. Do you have any version of Corel Paintshop Pro?

What I would do in Photoshop is save your original file as PSD, then save the file again as a png file, then open the png file in Paintshop Pro.

In Paintshop Pro, goto Image/Decrease Color Depth/256 color palette, and another window will open

Set the settings as Optimize Octree - Error Diffusion - and tick the Reduce color bleeding box, that's all you need, click on OK and save the file as *.bmp
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ual002
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Post by ual002 » Fri Apr 19, 2019 10:11 pm

Son-of a beach. This is what we get keeping such an old game alive. Ok so the key is the color pallet of 256... let me keep experimenting. I don't have PaintShopPro.

EDIT: I've tried just about every photoshop setting under indexed color. No luck.
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ual002
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Post by ual002 » Sat Apr 20, 2019 12:16 am

Ok, so I found an online converter, it works if you set the settings to 8 (indexed). https://online-converting.com/image/convert2bmp/

Kinda goofy that an online resource works better than my photoshop. My next problem is that all my textures look good in game except the ones I didn't touch default to the fourth color group and not the 5th one. I imagine that means that any surface that got a flight group color (that I didn't touch) other than default, defaults to the last color in the list and not the first. Take for example the ISD II. I made a 5th flight group color based on the default, and intended to scar up a few panels. All the ones I didn't touch that had new markings are the chimera skin (4th flight group color).

Progress Report:

https://imgur.com/rg4f2qE

https://imgur.com/I9yuTzE

https://imgur.com/xPIqrtj

DL Link: https://www.dropbox.com/s/pd3ix4si2wba0 ... 2.opt?dl=0

Just backup your original, and use YOGME to make the flight group color #5 in any custom mission, unless there is another way to change the FG color. Its sorta work in progress so I'm open to suggestion.
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JeremyaFr
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Post by JeremyaFr » Sat Apr 20, 2019 12:47 pm

You can try the latest version of OPTech. I've added support for bmp files with less than 256 colors.

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ual002
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Post by ual002 » Sat Apr 20, 2019 1:26 pm

Right on. Thanks sir. I'm gonna try that other method that was suggested there too. Painting individual tiles while a bit grueling is difficult to uniformly apply techniques to a single whole opt.
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ual002
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Post by ual002 » Mon Apr 22, 2019 5:06 am

Working on an escort shuttle now. Lots of tracing the original, but this one is saved in photoshop in such a way I can make quick recolors. Now we just need a cockpit. ;)

https://imgur.com/njQaIAG

https://imgur.com/7K08yn9
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Driftwood
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Post by Driftwood » Mon Apr 22, 2019 3:40 pm

Never heard of this escort cockathingie of which you speak.

Still on my todo... currently working when I have time, on something bigger..

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ual002
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Post by ual002 » Mon Apr 22, 2019 3:53 pm

Are you planning to remodel the Escort shuttle? If so I wont spend too much time on this version. I was gonna move on to the blast-boat next and make a few random skins, however that model looked older than the escort shuttle to me. That and the sentinel shuttle, that model looked like the original.
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Driftwood
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Post by Driftwood » Mon Apr 22, 2019 9:36 pm

Any changes you would do at this point shouldn't affect things negatively for me as I at this point only anticipate modifying the interior and exterior in relation to the glass bits.

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ual002
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Post by ual002 » Mon Apr 22, 2019 10:37 pm

If that's longspeak for you're making a cockpit.opt then right on! lol
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