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 Custom Race Resources 
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Module Developer
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Joined: December 15th, 2013, 3:17 am
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It seems to me that many of the house rules that are being suggested are for alternate races. I thought it would be nice to make a place where resources for the creation of custom races could reside. I'll start off the collection with a blank race sheet. I think it took around 18 hours of Photoshop work, but I'm finally pleased with it.

URL for Downloading:
https://www.dropbox.com/s/40wbdklqk7hwhv4/Race%20Card-Parts.psd

The downloaded image has Arborec colors, mostly, but the color can easily be changed to suit whatever race you desire. Here's how I modify the colors:

Open the file in Photoshop:

1: Select the layer to be color shifted ( background first )
2: Go to Image -> Adjustments -> Hue / Saturation.
3: Using the Master channel - Adjust the Hue and Saturation Sliders to the desired color
4: Click 'Ok'
5: Repeat steps 1 through 4 with the other layers.

I suggest doing the race border last.

DO NOT COLOR SHIFT THE FOLLOWING LAYERS
- TG Text
- TG Symbol
- Small Text
- Slicker Text

Shifting these layers just looks bad.

Once all applicable layers are color shifted, add your race image, if you have one. Add Race Symbol. Add Race name. Add racial abilities, starting units, and starting tech in the appropriate areas.

Text for Race Name is:
→ Font - Slicker **"Font Files Here"** https://www.dropbox.com/s/sckp0znoqnz5xhk/TI3%20fonts.rar **"Font Files Here"**
→ Size - 24 pt
→ Kerning - 18

Text for Racials is:
→ Font - Myriad Pro
→ Size - 7.5 pt
→ Kerning - 15
→ Paragraph Spacing - (-)1.5 pt. (yes, that's negative 1.5)


I will eventually also be coming out with other blanks that can be color shifted to fit any custom race. I also plan on eventually making an extension to the main module. This extension will contain variant specific items that don't get used much, but would be nice to have. Custom race card images and other custom items can get put into the extension and then used in actual games..

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GM - Encounter at Farpoint 3
GM - Lost Empires: Reclamation
Creuss - Last Stand - Dismally Dead Last
Creuss - BHR1 - 4th
Jol-nar - HoW1 - 2nd (Watch out for rorshocker, he's sneaky!)
Yin - BGGB12a


March 28th, 2014, 9:48 am
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Novice Game Master
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Joined: December 14th, 2013, 7:01 pm
Posts: 1810
Exciting work! Tell me more about the extensions. Is this a separate file that you download that you then load into a specific game? Or is it part of the main module file?


March 28th, 2014, 12:36 pm
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Module Developer
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Joined: December 15th, 2013, 3:17 am
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An extension to a module is a separate file. In many modules where an expansion to the game only adds to the original module instead of also changing it an extension will be used. For example, one of the Arkham Horror expansions adds a board that goes above the main board. An extension to the module would be the best solution because that way people only need to have that extra board take up room on their screen when they're playing the expansion.

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Module Developer

GM - Encounter at Farpoint 3
GM - Lost Empires: Reclamation
Creuss - Last Stand - Dismally Dead Last
Creuss - BHR1 - 4th
Jol-nar - HoW1 - 2nd (Watch out for rorshocker, he's sneaky!)
Yin - BGGB12a


March 28th, 2014, 3:05 pm
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Joined: December 14th, 2013, 7:01 pm
Posts: 1810
I like it. I wasn't aware that was even an option. You know, it might be good to make a BGGB extension while you're at it. Can an extension overwrite other stuff, for example, a BGGB extension that doesn't allow any of the original techs to be drawn, or a Mass Effect extension removes the option to play any of the standard races? Or is it just additional stuff?


March 28th, 2014, 3:23 pm
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Module Developer
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Joined: December 15th, 2013, 3:17 am
Posts: 1730
An extension can only add to, not overwrite.

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Module Developer

GM - Encounter at Farpoint 3
GM - Lost Empires: Reclamation
Creuss - Last Stand - Dismally Dead Last
Creuss - BHR1 - 4th
Jol-nar - HoW1 - 2nd (Watch out for rorshocker, he's sneaky!)
Yin - BGGB12a


March 28th, 2014, 3:41 pm
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Joined: December 14th, 2013, 7:01 pm
Posts: 1810
If I were to start working on the custom planet tiles, what are the necessary image format, and what dimensions should it be?


April 11th, 2014, 4:01 am
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Joined: December 15th, 2013, 3:17 am
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Full Sized tiles are 432 x 376 pixels. Do you have images that you can steal from while creating your custom tiles? If not, I can supply some.

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Module Developer

GM - Encounter at Farpoint 3
GM - Lost Empires: Reclamation
Creuss - Last Stand - Dismally Dead Last
Creuss - BHR1 - 4th
Jol-nar - HoW1 - 2nd (Watch out for rorshocker, he's sneaky!)
Yin - BGGB12a


April 11th, 2014, 4:31 am
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Joined: December 14th, 2013, 7:01 pm
Posts: 1810
I think I do. I know I did a few years ago when I did version 1 of Mass Effect, but that was on the wiki.


April 11th, 2014, 12:29 pm
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Do you have a recommendation on how to properly crop the race image to fit in that frame?


April 12th, 2014, 3:29 am
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Joined: December 15th, 2013, 3:17 am
Posts: 1730
What I do, though it doesn't look as good as FFG, is I select the pixels for the race image border, then select inverse, then delete everything outside of the race border

_________________
Module Developer

GM - Encounter at Farpoint 3
GM - Lost Empires: Reclamation
Creuss - Last Stand - Dismally Dead Last
Creuss - BHR1 - 4th
Jol-nar - HoW1 - 2nd (Watch out for rorshocker, he's sneaky!)
Yin - BGGB12a


April 12th, 2014, 3:43 am
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