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All About Star Control
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 Post subject: Ur-Quan Masters HD mod
PostPosted: Sun Jul 10, 2011 5:59 pm 
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Ilwrath spawn
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Joined: Tue Sep 21, 2010 7:29 pm
Posts: 389
Location: California
Rather than having everybody dig around in individual art threads, I thought I'd start putting everything in one easy to find place. If you have any questions about the game itself, feel free to ask here. I'll be posting (or have) posted individual art threads for each new item to get feedback from the community. Keep in mind until a release, everything is a work in progress and may change.

When is it coming out?
It's out NOW!

Why are you doing this?
Because I noticed many gamers never played the original. It's hard for them to get past the dated resolution/graphics of the original. We may need to grow this community if we have a chance to get a real Star Control sequel. This also gives me a chance to add/change some things I personally always wanted in a re-make. Also, it's fun.

What is it going to feature? (aka, why should I care?)
All of the features of Ur-Quan Masters but include new artwork, some new features, and up to 4x the original's resolution (1280x960).

Is it widescreen?
No, due to the engine, and programmer time constraints, the max resolution will be 1280x960. 640x480 and 320x240 are also supported.

You should make it X resolution.
I'd love to, but without additional programmers, and artists, this is it. It's been stated that future versions of Ur-Quan Masters may support multiple resolutions. So something might exist in the future.

Why has X changed?
I've tried to keep true to a lot of the original, but if I feel something can be improved upon, I'm going to do it. Otherwise, this can be due to time restraints or lack of people.

I don't like X.
I've learned from Project 6014, that somebody is going to hate something. You can't make everybody happy. Sorry.

Is this taking time away from Project 6014?
Not really. I'm just waiting until the storyline is a little more solid. I'm still dedicated to working on 6014.

Is this going to be one of those mods that never gets finished?
No. I never would have made an announcement if I hadn't believed I could get this done. I can do it all myself, but that would take years. How quickly this can be done depends on the team.

Edit: I set out and completed all the goals when I announced this project. (Hi-5!) However, as technology changes, I hope we can do the same with the HD project. So, it could theoretically never be 'done'. As long as enough people want it enough.

Can I help?
We could always use more programmers, 2D animators, and 3D artists. We really could use programmers. There's a lot of features modern games have (hello, mouse control?) that this game doesn't yet. This requires little art talent, and more programming talent.

I'll edit this post with new info when possible.

_________________
- Damon Czanik
Artist/Project Leader for Ur-Quan Masters HD and the SC2 Fan Sequel,Project 6014
My new portfolio site! and my DeviantArt!


Last edited by dczanik on Tue Jan 01, 2013 4:52 am, edited 1 time in total.

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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Sun Jul 10, 2011 5:59 pm 
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Ilwrath spawn
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Joined: Tue Sep 21, 2010 7:29 pm
Posts: 389
Location: California
Comm Screens status:
24 Comm pics.
15 "Finished" & animated: (CHMMR, Dynarri, Ilwrath, Kohr-Ah, Mycon, Orz, Pkunk, Slylandro Gas Bags, Slylandro Probe, Spathi, Utwig, Ur-Quan, Yehat, Shofixti, Vux)
2 Animation needs touching up (Slylandro Probe, Slylandro GasBags)
1 Art "Finished" (no animation) (Zot-Fot-Pik)
3 Almost finished (Hayes, Syreen, Thraddash)
3 not started yet (Druuge, Spathi (Safe Ones), Umgah)



Released comm pics:

1. Arilou:
Image

2. CHMMR:
Image

3. Commander Hayes (Soon).

4. Dynarri Talking Pet
Image

5. Druuge (not yet, Possibly a modified version of this pic).
Image

6. Ilwrath:
Image

7. Kohr-Ah:
Image

8. Melnorme (soon).

9. Mycon:
Image

10. Orz:
Image

11. Pkunk
Image

12. Spathi - Fwiffo.
Image

13. Spathi - Safe Ones (not yet).

14. Shofixiti (soon)

15. Slylandro Probe:
Image

16. Slylandro Aliens.
Image

17. Syreen (soon).

18. Thraddash (soon).

19. Umgah (not yet).

20. Utwig:
Image

21. Ur-Quan (Kzer-Za):
Image

22. Yehat:
Image

23. Vux:
Image

24. Zot-Fot-Pik:
Image

**Edit: Added Mycon.
**Edited July 13,2011: Added the Pkunk
**Edited July 15,2011: Added Dynarri Talking Pet.
**Edited July 23,2011: Added Slylandro Probe.
**Edited July 23,2011: Updated Timetables.
**Edited August 5,2011: Added Slylandro gas bags
**Edited August 5,2011: Updated Comm Status.
**Edited August 12,2011: Added Orz
**Edited August 19,2011: Added Arilou
**Edited August 28,2011: Updated CHMMR pic.
**Edited April 20,2012: Updated timetables.

_________________
- Damon Czanik
Artist/Project Leader for Ur-Quan Masters HD and the SC2 Fan Sequel,Project 6014
My new portfolio site! and my DeviantArt!


Last edited by dczanik on Fri Apr 20, 2012 4:46 pm, edited 11 times in total.

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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Sun Jul 10, 2011 6:01 pm 
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Ilwrath spawn
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Joined: Tue Sep 21, 2010 7:29 pm
Posts: 389
Location: California
Ships (Not to in-game scale):

Mycon Podship by Damon (dczanik):
Image
Image
Attachment:
mycon0.png
mycon0.png [ 26.11 KiB | Viewed 18360 times ]


Pkunk Fury by Zenzmurfy:
Image
Image

Ur-Quan Dreadnaught by Zenzmurfy:



Image

Yehat Terminator by Zenzmurfy:
Image

Attachment:
glowy3.png
glowy3.png [ 31.41 KiB | Viewed 18525 times ]


I'll leave it up to Zenzmurfy to share any more pics of his ships.

**Edited July 13, 2011: Added Pkunk Fury
**Edited July 18, 2011: Links to Zenzmurfy's Site.
**Edited July 22, 2011: Added Mycon Podship

_________________
- Damon Czanik
Artist/Project Leader for Ur-Quan Masters HD and the SC2 Fan Sequel,Project 6014
My new portfolio site! and my DeviantArt!


Last edited by dczanik on Fri Jul 22, 2011 9:04 pm, edited 3 times in total.

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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Sun Jul 10, 2011 9:09 pm 
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Yehat Revolutionist
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Joined: Wed Mar 24, 2010 12:20 pm
Posts: 744
Location: 175.2 : 145.0
Yehat wing membrane is quite striking :)

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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Mon Jul 11, 2011 12:14 am 
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Slylandro gasbags
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Joined: Wed Mar 17, 2010 2:07 pm
Posts: 1496
The density of surface widgets on the Ur-Quan feels too high to me. Also, the VUX insignia look 2D, and the Ilwrath is sort of… well, it looks like a nice picture of an Ilwrath instead of like an Ilwrath. Not a comm screen picture.


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Mon Jul 11, 2011 2:15 am 
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Yehat Revolutionist
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Joined: Wed Mar 17, 2010 2:28 am
Posts: 751
Location: Citadel Station
Yeah, I like the Ur-Quan Dreadnaught, but it looks like it's made of lego ???-smf

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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Mon Jul 11, 2011 4:58 am 
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Ilwrath spawn
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Joined: Tue Sep 21, 2010 7:29 pm
Posts: 389
Location: California
Death999. I'm assuming you mean the density of the Ur-Quan ship? Also, I don't get how my picture of an Ilwrath looks like a picture of an Ilwrath. ???-smf I agree though, it looks off and I plan on making some changes to it. Same with the Vux. Truth is on the Vux, I just got tired of working on it and threw stuff like the medals on as quickly as possible. I'll fix that. You can blame my eagerness to show you guys what I've been working on.

As far as the Ur-Quan ship goes. (Lego? :| Ouch. Harsh) I'm willing to use the best looking Ur-Quan ship you can get me. Right now, the only real competition is Zenzmurfy's Dreadnaught and Dragon's dreadnaught. As far as I've seen, these are the best Ur-Quan ships in existence.

Dragon's Ship:
Image

or Zenzmurfy's ship:


I personally like Zenzmurfy's ship better. There's nothing wrong with Dragon's ship, but it was designed for realtime 3D. Our stuff is pre-rendered 3D. So unless you can find me a better Dreadnaught model I'm sticking with Zenzmurfy's stuff. I plan on making 2D versions of the ships too for the diehards who want the classic 2D look. But that's over a year away. I'm just too busy with other stuff.

_________________
- Damon Czanik
Artist/Project Leader for Ur-Quan Masters HD and the SC2 Fan Sequel,Project 6014
My new portfolio site! and my DeviantArt!


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Mon Jul 11, 2011 1:40 pm 
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Slylandro gasbags
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Joined: Wed Mar 17, 2010 2:07 pm
Posts: 1496
Yeah, I meant the ship. It just looks too filigreed for a warship. The greebles stick out so far it looks like the ship has a beard.

If you're not done with the others I named, that explains it perfectly. No problem, then.


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Mon Jul 11, 2011 3:27 pm 
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Atum-ta the Sixth
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Joined: Wed Mar 17, 2010 4:09 am
Posts: 1187
Location: Pennsylvania, USA
I have to agree with D999 on the Dreadnought, I always preferred the smooth look to the "spiky bits everywhere" style that Zenzmurfy used. It's still a fantastic piece of art, but doesn't have quite the right look in my eyes (and the top-down view does evoke lego a little bit, especially on the warp pods and the rear engine).


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 Post subject: Re: Ur-Quan Masters HD mod
PostPosted: Mon Jul 11, 2011 4:13 pm 
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Reborn Shofixti
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Joined: Wed Mar 17, 2010 9:29 am
Posts: 528
Location: South Africa
dczanik wrote:
There's nothing wrong with Dragon's ship*, but it was designed for realtime 3D.
Yep, there must be like a million triangles in Zenzmurfy's whereas I have an entire scene budget of about a million triangles :shock: Also I'm assuming my ships will be viewed at a size of about 300x300 pixels (say 50 000 pixels of actual ship) so I can get away with +-3000 triangles a model.

Death 999 wrote:
The greebles stick out so far it looks like the ship has a beard.

Man, I can't unsee this now. Maybe they can be flattened a bit?

*Actually, at the moment, there is something wrong with my ship. It's a luminous iridescent purple because I've broken... something.


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