UFO:Alien Invasion

Development => Artwork => Topic started by: RaXaR on July 03, 2011, 02:25:48 am

Title: Geoscape Icons
Post by: RaXaR on July 03, 2011, 02:25:48 am
Hi There, i've created a quick geoscape icon sheet. It's 2D, once you guys are happy with the direction then it can be convert to 3D icons.
My initial idea is to keep them contained in simple shapes (rounded rectangle/rounded triangle maybe?, just wondering about the poly limit).
Also, i can overlay a color on each as in 'Story-related' mission get's a yellow-ish color, XVI mission get's purple, terror get's red etc..
Let me know what you guys think, thanks! :)
(http://img543.imageshack.us/img543/9348/geoscapeicons01.png)
Title: Re: Geoscape Icons
Post by: H-Hour on July 03, 2011, 04:51:27 am
I like the quality of the icons a lot. My only recommendation would be to try and distinguish between crashed ufos and crashed phalanx craft a bit more, but not a big deal. If the geoscape needs them in 3d, I think you could just map the 2d texture to a single plane.

Others will need to comment on whether the icons fit within the geoscape design.

If you haven't already, you should talk to geever or someone responsible for the campaign to make sure the icons cover all needed mission types.

I couldn't find this in any of the todo lists, but I remember the request a while ago for separate icons for different mission types. If anyone can find it that'd be good.
Title: Re: Geoscape Icons
Post by: Kildor on July 03, 2011, 05:28:03 am
Nice work!
Title: Re: Geoscape Icons
Post by: Mattn on July 03, 2011, 09:46:07 am
welcome back raxar - nice to see you here again. as always i like your work a lot - but: (sorry that there is one)

the "problem" is that our current geoscape work is green - and it will stay like that in the near future because we don't have anyone who will replace all of our graphics with your new style.

making a long speach short - we have to keep consistency here.
Title: Re: Geoscape Icons
Post by: RaXaR on July 03, 2011, 05:10:08 pm
Hey guys, thanks for the feedback :)

I used the color scheme from the Proposed UI http://ufoai.ninex.info/wiki/index.php/Proposals/New_UI (http://ufoai.ninex.info/wiki/index.php/Proposals/New_UI) stuff. But I'll change it to green, no problem.
Also, i'll differentiate a bit more with the Crashed UFO/Phalanx.

There is one more thing, I (and I'm sure many others) are using Blender 2.5x for 3D stuff. I couldn't find a md2 importer/exporter for it. Does UFO:AI use any other model formats like Collada or FBX? (Collada being the preferred one)


Title: Re: Geoscape Icons
Post by: Mattn on July 03, 2011, 05:46:59 pm
i know destructavator had a working md2 export/import script for blender 2.5 - i will ask him - we also have support for dpm, obj and md3
Title: Re: Geoscape Icons
Post by: RaXaR on July 03, 2011, 05:50:30 pm
Hey Mattn, that's good news thanks. I'll use .obj for the time being. The real reason I wanted the .md2 import was to pose the EDIT:"Firebird" for an icon-shot :D
Title: Re: Geoscape Icons
Post by: RaXaR on July 03, 2011, 07:10:33 pm
I'm was being a bit impatient so I imported the model to Blender2.49 then saved the .blend file and then imported that file into Blender2.58. Phew! :)
Title: Re: Geoscape Icons
Post by: RaXaR on July 03, 2011, 08:00:20 pm
Ok, made some changes to the icons (For the better I hope). Also included a color coded version. I couldn't think of anything to put down for the 'Alien base' icon. So I used a render of the alien base. I'll do the 3D icons next.
(http://img221.imageshack.us/img221/2638/geoscapeicons02.png)
(http://img135.imageshack.us/img135/9622/geoscapeicons03.png)

Title: Re: Geoscape Icons
Post by: H-Hour on July 03, 2011, 08:23:56 pm
Very nice. I like the color variations. If you've got a Gimp/Photoshop/Whatever file with layers that you're using, go ahead and share that. Then when a new GUI is created it will be easy to change the colors to match.
Title: Re: Geoscape Icons
Post by: Crystan on July 03, 2011, 09:22:29 pm
I love the colored ones too. Nice work!
Title: Re: Geoscape Icons
Post by: RaXaR on July 03, 2011, 09:39:36 pm
Ok here's the 3D version:
(http://img225.imageshack.us/img225/2317/geoscapeicons03a.png)

Here's the .obj and texture file:
http://www.mediafire.com/?4k8eh6t2mysdp6x (http://www.mediafire.com/?4k8eh6t2mysdp6x)

I haven't tested the .obj files. Please let me know if I must change scale, vertex count or anything else.
Thanks!
Title: Re: Geoscape Icons
Post by: Mattn on July 03, 2011, 09:44:27 pm
What is the License you Release this under? Gpl2 or later?
Title: Re: Geoscape Icons
Post by: RaXaR on July 03, 2011, 09:51:50 pm
Gosh, keep forgetting about the License, it's Free/No-license, do-with-it-what-you-like-license :)
Title: Re: Geoscape Icons
Post by: Destructavator on July 04, 2011, 02:49:45 am
RaXaR?  Holy Sh**!  It's nice to see someone who was with the project from waaaaayyyyy back show up again!  What have you been up to?


BTW,

i know destructavator had a working md2 export/import script for blender 2.5 - i will ask him - we also have support for dpm, obj and md3

Well, I wouldn't quite call it "working" (functional), more like "I started to mess around with taking the old script and trying to shoehorn it into the new version of Python and new Blender API to make it work in the new Blender, but only got so far..."  I will say that getting a new script working is likely coming up on my personal TODO for this project though, as I've got models I've made myself I'd like to offer for the game that I haven't announced yet.

First I need to return to the auto mission code and see where that is at the moment - I was out for a week or so as I've had to deal with the death of someone close to me, and I admit I haven't had the easiest time getting over it.
Title: Re: Geoscape Icons
Post by: RaXaR on July 04, 2011, 03:07:11 am
Hey Destruct :)

Yeah, it's been a looong time, good to see you're still around too. As for me I got busy with career-stuff and women and ugh... the list goes on.

Sorry to hear about your loss. I also lost someone 2 years ago and from experience there's only one thing that's going to make it easier and that is time.

Other than that things are peachy, and they'll be even more peachy once we have a working import/export script ;D

Laters
Title: Re: Geoscape Icons
Post by: RaXaR on July 04, 2011, 06:51:57 am
Mattn, those icons didn't look right in the latest build. Could you shed some light on the situation when you have a gap. I'd like to fix it if I can. Thanks
EDIT: (http://img23.imageshack.us/img23/4052/20110704070232.png)
Title: Re: Geoscape Icons
Post by: Mattn on July 04, 2011, 07:43:13 am
Please Open the Game Konsole and Type r_listmodels and Upload the ufoconsole.log
Title: Re: Geoscape Icons
Post by: RaXaR on July 04, 2011, 08:10:05 am
Here you are: http://www.mediafire.com/?s5f7w5acoisqzl0 (http://www.mediafire.com/?s5f7w5acoisqzl0)
Title: Re: Geoscape Icons
Post by: MCR on July 04, 2011, 11:04:27 pm
RaXaR, imho the icons are nice, but resolution is much too low.  :'(

Also some of them appear rotated by 180 degrees in-game.

Do you have them in high-res also ?

Title: Re: Geoscape Icons
Post by: RaXaR on July 04, 2011, 11:09:28 pm
I can make them hi-res, shouldn't be a problem. I just want them to work in-game so that I can test/tweak them. Waiting for Mattn to reply with a solution.
Title: Re: Geoscape Icons
Post by: MCR on July 04, 2011, 11:24:30 pm
Here, on latest master version, your new geoscape symbol models are working so far.

Maybe you should checkout latest git version to be most up-to-date:
http://ufoai.ninex.info/wiki/index.php/Getting_the_source
Title: Re: Geoscape Icons
Post by: RaXaR on July 09, 2011, 07:17:23 am
I did check out source, compiled with the auto-script thingy. The compiled game still displayed the icons (or rather the textures) wrong. Not sure where the problem is or why it's displaying wrong on my system.
Title: Re: Geoscape Icons
Post by: MCR on July 09, 2011, 11:26:11 am
It would be better if each icon would have a seperate texture, like all the other models have...
Title: Re: Geoscape Icons
Post by: Mattn on July 09, 2011, 11:56:01 am
Nö. That wouldnot Be netter As it would use more texture Slots for no reason