Graphics and Artwork
Courtesy of Pyramid:
Those who have been playing Vega Strike (the game) version 0.4.3 surely remember those blurry planets seen all over the universe. While a lot of work has been and is being invested into the game engine, we will also see many visual improvements in the upcoming release. I would like to give you here a heads up and share of taste on the changes you will find in the next release, some of which were only introduced after the last beta.
For one, many planet types have new textures with better resolution and visual aspect. They will be more realistic and less blurry than the previous ones, trying to represent more or less realistically how extra terrestrial planets might look like.. Almost all of the previously missing textures, resulting in untextured white planets, will be included now. All in all, against the 8 out of 120 planet textures with release quality present in the previous version of VS, now all planets will have textures with 60 percent of them being of acceptable quality. Besides the planets themselves, each of the 27 planet types has now its own HUD image as well as the planet type being shown.
Another one of the changes that will be immediately visible, is the armor and shields status indicators for your own vessel on your cockpit. Four gradually semi-transparent arcs have replaced the simple curves used before as simplified status representations. Though some of the cockpits have been currently disabled due to their quality and believability being very limited, they still have their individual armor and shield gauge styles in the data set.
Many new cargo images that were missing were added to the game. Besides the fact that there are now 34 new images, they are also of relatively high quality as compared to those previously available.
Besides the very visible changes, there are other changes which are less obvious at the first glance. One of them is the default number of concurrent comm message lines on the HUD which has been increased from 2 to 5. In addition, the default time before scrolling the messages has been increased from 5 to 30 seconds, while the user or modder can still adjust both in the config file. Another, less apparent, feature is the ability to disable, via the config file, the cursor and the target arrow for two specific cameras, the external view and the target view making the cameras bare of any HUD elements and very well suited to take screen shots. In addition to that, the pan and yaw speeds of the cameras have been lowered and are now configurable, too.
The HUD has been given some additional status indicators. You can now see new stati for flight computer, autopilot activity, SPEC drive, governor control, total vessel mass, docking readiness, turret control, cloaking device, and electronic countermeasures.
Further, three new splash screen images have been added. The first one is an advertisement for the SMC, the Shmrn Medical Consortium. The other one is a call by the Botete Merchant Fleet for supplies shipment to a planet during Aeran blockade. And the last one is a Luddite virus hack screen.
Though not directly graphics or art related, I thought I should mention one more point here. In order to speed up game execution and optimize memory usage, all images and textures have been converted to dds format. Unfortunately, during this process incompatibility with some nVidia drivers on some card families has become more apparent, which, adding fortune to infortune, can be solved by using the latest nVidia driver release (169.12). We greatly appreciate any failure or success reports on our bug triage forum.
You might be on the right track if you are expecting more changes to be coming along. Some of the ideas for further (non-engine related) graphics and artwork development include but are not limited to:
* substitution of the remaining 40 percent of low quality planet textures
* complementing missing cargo, upgrades, and weapons UI images
* extending the variety of space backgrounds
* improving planetary rings
* making own vessel shields and armor be made up of 8 faces each
* providing visually improved shield status for targets
* throwing in a little surprise for enjoyment by VS gamers
To the hangar and off we spec!
ps.
if you notice weird stipled white bars across any graphics, please post your gl_version and gl_renderer lines from glxinfo or related app in the bug triage forum http://vegastrike.sourceforge.net/forums/viewtopic.php?t=10588
March 1st, 2008 at 9:39 am
Excellent news and I’ve been keeping up with the latest in SVN. If you don’t mind my asking, how does one become an artwork contributor? Is there a specific list of apps (pc or mac) that we need to use? What formats do we need to output? Is there anyplace on the vegastrike website where we can look up this info if it exists?
March 3rd, 2008 at 6:51 am
Contributors are always welcome. You can find more information on what is needed on the wiki under Development Art-Related (http://vegastrike.sourceforge.net/wiki/Development#Art-related) and under How-Tos Artwork (http://vegastrike.sourceforge.net/wiki/HowTos#Artwork). You can also find some art-related “call fors” on the artwork and content vetting forum (http://vegastrike.sourceforge.net/forums/viewforum.php?f=4). In case of doubt please pm me or post on the contributor help forum.
March 3rd, 2008 at 8:26 am
The wiki page : http://vegastrike.sourceforge.net/wiki/Development#Art-related will tell you a lot.
Output for master images should be in PNG, then those are compressed to DDS whenever possible for use in data4.x
Source data to generate the images (if you are using povray or such tools to create the images) can also be put in the master repository in the format that they are used in with instructions.
We try to use only freely available non-propriatary formats for masters/sources whenever possible.
ps: Backgrounds are now also compressed to DDS.
March 6th, 2008 at 3:23 am
More candy for eyes == great!