Omega Power Armour sprite

Darin

First time out of the vault
Modder
Hi

I've just created one playable sprite for FOT. It's the Omega Power Armour.
To use it, one needs to has installed FT Improver.
There are two files: one contains graphics for inventory and the second one
is the human in the armour.
In the FT improver one has to create new armour, choose Omega armour type and
as a sprite choose Omega Armor.spr.

p.s. Thanks to Jarekfall for the programs!


here are the links to files.

http://www.mediafire.com/?bc432kfz5wyd999

http://www.mediafire.com/?4hbi80pi50t1eit

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67f5da5df2ef82287be663bc6cd9d611e83420414b86891a771e1293f974e2ad4g.jpg
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OH SHI...
Download isn't complete yet, but i'm already intrigued ^^

UPDATE:
Darin, this is one amazing work! I've tested it with sprite viewer program and... and... I have almost nothing to say, only :clap: :clap:

How much time it taken to complete this sprite?
 
I'm glad that you like it :D

It took me about 3 months from creating a model to make the last animation sequence in Sprite Creator.
 
Perfect work Darin! This armour is fantastic! :clap: :crazy: You are the missing link in the FOT modding team. I'm glad you've chosen FOT. Do you allow mod makers to use the sprite you've created?

You created animations for standard weapon types such as: rocket, minigun, heavy, pistol, rifle, smg. However you are not restricted to standard weapon types only, you can create animations for any new weapon type you will define. The same refers to attack type names which are used in sequence names.
 
Thanks Jarek for the feedback :)

I don't put any restrictions to this sprite, so every mod maker can use it in his projects.

Regarding the new animations, maybe in the future I'll incorporate them into some special sprites :roll:
 
Could you tell me how did you reduce the number of colors in the image set which forms object's animation. Did you use built-in function or a script of 3D modelling application or it was an external application?
 
I used Corel Photo Paint. First I opened one or two key frames of a collection which had some important colors for all image set. Then I saved common 8-bit adaptive palette to a file. After that I recorded a script reducing number of colors in any image in the collection by loading this palette. And finally all images in the particular animation set went through the batch process using mentioned script.
 
Thanks for the information. In future version of Sprite Creator I will implement the color reduction function which will ignore a color of fully transparent pixels, however advanced tools such as Corel tools probably consider fully transparent pixels. The user will just have to decide, whether enable or disable this function before import process of animation frames.

I'm also going to improve other functions which can be executed during the animation frame importing process, thus I would also like to ask you about the animation frame export process from 3D graphic object. Before starting of animation frame exporting process, does 3D modelling application let you decide whether all exported animation frames (I mean all images) will have fixed size or whether they will have minimum size and the image offsets will be saved for example in image file names or in a text file?

I know that the images you imported had minimum size and I realize that the process of inserting offsets by hand is the most boring process.

If the images would have fixed size I could implement a function which would minimize the size of each image according to its mask and it would also generate horizontal and vertical offsets for each image.

If the images would have minimum size then the information about offsets must be preserved in some way or in some file format. If I would know how they are saved or in what kind of file format, then I could import them during animation frame importing process. I have no experience in any of 3D modelling tools, thus I give you all these questions.
 
Thanks Jarek for the interest :) When I was saving renders in png from 3ds max all of them have fixed size. I was searching in render options if there is any way to cut images to the mask edges but I didn't find :(
So I had to do this in corel and after that write coordinates of the model in the file name. It was horrible work I must say :|
All images were saved in png format and then converted to bmp with alpha channel in Gimp (thanks to your advice in your web side :) )
p.s. I've got three other models rendered to images (BOS classic power armour, Enclave power armour and Halo combat armour). Right now I abandoned work on them couse of this deadly boring writing offsets in files' name and imputing them one by one in the Sprite Creator. If you only could improve this as you said, I would have big convenience in further work (of course if it's not big problem for you :) ).
 
So you've created three other models :shock: , in such case I have now a serious reason to continue a hard work on improving Sprite Creator. By the way, a modified version of Sprite Creator is my thesis, so I even must work on it. :D

I would like to know whether the order of images exported from 3ds max is compatible with order of images required by Sprite Creator. Did you have to change their order?

I would also like to know whether 3ds max allows to generate image file names compatible with image file names required by Sprite Creator. Did you have to change their names? If you had to change them, could you describe the image file naming-convention used by 3ds max?

I'm going to add support for PNG files.

Thanks a lot for all answers.
 
Before I started saving images in 3DS I had inputted name of every direction in each animation collection like: OM_Walk_unarmed_BASE_E_ (the collection's name, layer, direction). Then render process was adding numbers to the end of every file 0000, 0001 and so on. When I was writing coordinates in files, I entered them like this: om_walk_unarmed_base_e_136_91_0000 (136 - x, 91 - y).

From what I know, 3ds can't input frame numbers at the beginning of file's name as you mentioned in Sprite Creator's instruction :|
 
Can I use your great armor in my mod?
And I'll make a new race called Cybro Darin and put your name in the credits list!
Would you agree?
 
Can I use your great armor in my mod later?May be FT MOD:Enclave2
And I'll make a new race called Cybro Darin and put your name in the credits list!
Would you agree?
 
What program allows me to see .spr files...I need to see this critter. :P
My version of Redview (1.6.0.23) crashes when I try to load the Omega Armour.spr file.
 
gunner of shi said:
Can I use your great armor in my mod later?May be FT MOD:Enclave2
And I'll make a new race called Cybro Darin and put your name in the credits list!
Would you agree?

Yes, of course you can use it. Nice race name anyway :P


Pixote, I would recommend you Sprite Creator from Jarekfall's web site. It's quite comfortable in viewing images from sprites.
 
Darin said:
Pixote, I would recommend you Sprite Creator from Jarekfall's web site. It's quite comfortable in viewing images from sprites.

Thank-you...this guy looks great. :salute:
 
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