General > Discussion

UFO:AI needs you. Yes, you.

<< < (13/19) > >>

Thrashard96:
you're free to contribute your work.

H-Hour:

--- Quote from: Precisionist on October 09, 2010, 11:49:38 am ---Ok, I am not a programmer of any sort, however I have done some writing at an amateur level.  I've done a lot of writing for my own personal RPG gaming, as well as contributed to some fan fiction sites for MMORPGs (links provided upon request).

I am currently playing 2.3, and have noticed there are some missing descriptions for some of the later aircraft.  Is this something you are looking for contributions for, or is the focus now on the 2.4 version?

As a huge fan of the X-Coms, and put a good part of my free time in playing those, I'd be willing to help out with this project, if my limited skillsets should allow.

--- End quote ---

I'm not sure what the deal is with the writing. I believe Winter has done most of it so that there is strong consistency of style and content. If you can match this then your contributions would be welcome.

Writing contributions are some of the hardest to integrate simply because of the need for more consistency than we might need in other areas. It might be best if you first prepared a post with a list of the articles you think are missing and a sample of one or two. I only say this so that you don't go diving in with lots of time. At this point you might not find many people following this up simply because no devs have a very complete sense of what's still missing or needed, and I haven't heard much from Winter (who was following this side of things) in a long time.

DerTee:
Hi!

I'm a game artist and I'd like to contribute, if there is a need for what I can do. My main focus is on character animation, but that said I'm pretty much an allrounder, I can model, texture (a bit slow, to be honest) and rig. I also know a tiny bit of python scripting, if needed (I made some small changes to the blender fbx-exporter for exports to xna and I made a small tool in Maya for copying tangent alignments to different frames).
Some stuff I made:

high poly head
sci-fi-bunker

I'd be very happy to join this project because the original x-com was one of the first games I ever played, so I really like the idea of working on this modern adaption of the classic :)

bayo:
Hello and welcome.
Maybe http://ufoai.ninex.info/forum/index.php?topic=5278.0 can interested you. Origin is working on model and animation, but i understand he dont especially like the animation part.

H-Hour:
DerTree, your work is fantastic and we'd love to have you.

So far I think Origin has been handling the soldier animations and hasn't had any problems with it. You can definitely send him a PM and see if he wants help, but I suspect it will be his game unless he asks for any help.

We probably need models as much as we need animations (ie - what we have is already animated). Have a look at our general TODO and the TODO for 2.4 under the Artwork section. There's a list of 3D models we need there. The 2.4 list is stuff we need most urgently, and it's got one entry for models: crashed versions of two interceptors. You can see examples of other crashed models at /base/models/objects/aircraft/crash_*.

And I will also make a plug for mapping. The mapping interface is not as easy to use or as advanced as Blender or Maya, of course, but we do need more mappers especially because it doesn't always attract modelers experienced with Blender/3DSM, etc.

Let us know if you have any questions and feel free to make a new thread if you're considering anything specific.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version