UFO:Alien Invasion
Development => Artwork => Topic started by: BTAxis on April 12, 2006, 06:05:19 pm
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Here is a list of models UFO:AI needs. For now this list focuses on weapons and aliens. Note that some models exist for some weapon types (laser, plasma, tachyon), but any modeller who doesn't like designing weapons in the same style is free to replace them with designs of his/her own.
OPEN
EDIT
See Wiki (http://ufo.myexp.de/wiki/index.php/TODO) for this list
For more information, see the design documentation (http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/src/docs/) in the SVN repository.
DONE & WIP
See the media section (http://ufo.myexp.de/?id=media) for screenshots of some of the finished models.
Already done
Plasma Blade
Tachyon Pistol
Smoke Grenade
Incendiary Grenade
Bolterrifle
Grenadelauncher
Kerrblade
Heavy Plasma (Plasma Blaster)
Stun Rod
Phoenix UGV
Flare
Stun Gas Grenade
Triax UGV
Work In Progress
Hovernet
This post will be updated when new models have been finished or are a WIP of s/b.
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I have made Smoke Grenade model. How to me it to transfer you?
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I've still got some unreleased alien characters as well as some additional weapon models (plasma torpedo launcher and others) initially intended for UFO:AI (for those who don't remember me: I was the modeller of the first UFO:AI dev team). Interested?
If yes, post a link where to send them.
Btw: nice to see that there is some progress in development!!!
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I've still got some unreleased alien characters as well as some additional weapon models (plasma torpedo launcher and others)
Niiice :D
initially intended for UFO:AI (for those who don't remember me: I was the modeller of the first UFO:AI dev team).
Yes, i remember you quite well :) good to see you around again.
It would be really cool if you could continue to work on the project again ... even a few small models would be something ;)
Interested?
If yes, post a link where to send them.
I think the best way would be the ftp-upload, but mattn is the admin there so i think you should contact him (if he hasn't sent you a PM yet). I don't want to give any login-data away that isn't mine ;)
For something like that i think we could even use the patch-tracker on sourceforge though .. dunno if it has a size-restriction :)
Btw: nice to see that there is some progress in development!!!
I think that this is one of the most promising (open source) games out there, so what else could i say but "100% ACK dude" :)
Werner
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I have made Smoke Grenade model. How to me it to transfer you?
If it's small you can send it to
hoehrer @AT@ users .DOT. sourceforge .DOT. net
Otherwise see my previous post :)
Werner
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i've send you a pm - thanks again
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I am using 3DS Max and the scripts from the tools folder, I have been able to import and export meshes but not textures, how do I do this?
rastaman_bey, would it be to much to ask for the source files for some of your models and textures (especially the solders)?
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I have made Smoke Grenade model. How to me it to transfer you?
Thanks for the smoke grenade model you sent, the textures look great :)
mattn added it to the svn repository trunk/base/models/weapons/smokegren/ (http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/base/models/weapons/smokegren/). and updated the list above.
Werner
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Any chance of a screenshot?
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I've made a quick&dirty render of the smokegrenade. It's available here:
http://www.flickr.com/photos/63231715@N00/136356024/
Maybe some ingame screens will follow later.
Werner
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I might be able to do some of these models, what file format and poly count are you after?
How do I access the SVN repository?
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Once I asked a similar question
Hoehrer Has answered:
In general i would also say you have a look at the existing models, but here's what i know from some of the existing models:
Texture sizes
Weapons/cars/big trees 256x256px (some even are 64x256)
small plants/ammo: 64x64px
Polyons
cars: ~300-550tris
big weapons: 200-300tris
ammo: ~100tris
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I might be able to do some of these models, what file format and poly count are you after?
MD2 (used by the game) and .obj are the perfectly fine. Blender3D (and 3DsMax) files are welcome if you want to provide the source files as well.
Image format should either be jpeg or tga for use with the finished models and/or Gimp or Photoshop files if you want to provide the source files (e.g. if you used seperate layers for somethings)
PNGs are also fine if you just want the textures to be avaliable without comrpession-loss.
The texture dimensions have been mentioned above, but if you make them bigger it's not really a problem, but don't waste time and effort making them high-res, because for ingame use they will be scaled down.
How do I access the SVN repository?
If you mean read-acces, i think you can use the web-base access to the model (http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/base/models/) directory or see here (http://sourceforge.net/svn/?group_id=157793) and here (http://ufo.myexp.de/phpBB2/viewtopic.php?t=17) for instructions to cheout the svn repository (pretty big).
I doubt that you will need write access for the svn rep unless you want to add a lot of stuff to the game ;) ... then just contact mattn.
Werner
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We've added a CONTRIBUTORS (http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/CONTRIBUTORS?view=markup) file to SVN recently.
If you made models/images or other artwork for the game and it's not listed there please contact us.
Werner
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I have made flare model.
Stun Gas Grenade was ready see Smoke Grenades screenshot.
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I have made flare model.
Stun Gas Grenade was ready see Smoke Grenades screenshot.
Cool, a flare. :D
I suppose with 'ready' you mean you have a finished "stun grenade"-texture as seen in the screenshot? Could you send it to me, since i can't find it in the previous mails i got from you. Or is it still a WIP?
Werner
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I send it
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Great job your doing! The X-mas release brought to me the 3 finest hours of gaming I've had in a while. Once we used to work on a half-life mod in X-Com style.. :lol: long ago
I wanted to do some modelling now, but the documentation just showed me what to do, not how to do it. Finally I found trunk/base/models (http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/base/models/), where some of the models were made with blender and the textures made with gimp. Puhhh. I guess I can comply with that.
Anyways. Do I get it right (I really don't know much about Quake2), that you guys compile models into a format Q2-Engine likes (whats it called?), and I just have to post .blend & .jpg (maybe xcf in addition) somewhere?
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I send it
Many thanks :D
I've commited the models (gas-grenade+flare), but i still need to make a md2-model (and some screens) out of it.
Werner
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Great job your doing! The X-mas release brought to me the 3 finest hours of gaming I've had in a while. Once we used to work on a half-life mod in X-Com style.. :lol: long ago
I wanted to do some modelling now, but the documentation just showed me what to do, not how to do it. Finally I found trunk/base/models (http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/base/models/), where some of the models were made with blender and the textures made with gimp. Puhhh. I guess I can comply with that.
We try to use open-source software (e.g blender, wings3d, gimp, etc...) when making the models/images so we have less problems when re-using the source-files of the models/images, but other formats are welcome as well... though this advantage is then gone.
Just out of curiosity: what do you use for modelling+image-manipulation?
Anyways. Do I get it right (I really don't know much about Quake2), that you guys compile models into a format Q2-Engine likes (whats it called?), and I just have to post .blend & .jpg (maybe xcf in addition) somewhere?
The game uses the MD2 model format, but you can send us everything from MD2,OBJ,3DS and some more ... whatever you can export/save. Personally i prefer the format that is more close to the source and/or more universal (e.g obj) Don't bother with the export to md2 if your program doesn't support it, we'll do that for you.
In general: The more you can (and want to) give to the project the better. e.g.: blend/max + obj + xcf/photoshop + jpg/tga/png is a rather common combination for the newer models.
Werner
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Since switching to SUSE, I dont use anything BUT Gimp & Blender :lol: . Now I'll print the todo list and start drawing. IF I ever get anything done, I'll post it on my ftp or something. Or maybe you open up an "incoming" folder.
Greets Ivan
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Yo!
I wanna make some organic- Ufo soldiers. Just tell me what kinda of txtures do U use. Normal+specular maps? What res?
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Yo!
I wanna make some organic- Ufo soldiers. Just tell me what kinda of txtures do U use. Normal+specular maps? What res?
Currently we do not use any special (normal/spec/etc..) textures in the game (at least i don't know any).
I don't know if the original Q2 engine supported them (i doubt it) and/or if the engine uses some modification (Quakeforge?) to make them work.
The texture sizes are mentioned on the first page of this thread.
What type of soldiers do you have in mind?
Werner
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Damn sickness keeps me from modelling...
But:
How about stealing? I found these 2 nice shots of Xenocide...
http://www.projectxenocide.com/images/artxnetweapons15-800.jpg
http://www.projectxenocide.com/images/artxnetweapons12-800.jpg
Anyways, when things stay in the GPL family, there should be no Problems.
LG
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Ha-ha!
Are you really want steal this?
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Nah, let's not.
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Hello
Does this look like a Heavylaserrifle?
http://wallbing.com/filer/heavylaser.zip
/Walle
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It looks like a zip file...
P.S. About stealing --- Xenocide is no longer under GNU GPL, so stealing would be bad for the licensing of our project.
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It looks like a zip file...
the model is inside the zip file... :D
**Edit**
ive made some changes to my last model, and i want some comments about the model...
http://wallbing.com/filer/heavylaser0.1.zip (The model is in .obj and .wings format inside the zip file)
**
/Walle
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hi all!
i would be happy to help out in modelling stuff for ufo : alien invasion.
im workin with 3dsmax and, well, quite used to it.
the only thing is, that i dont like to dig deep in exporting issues, etc in first instance, so is there a possibility to e.g. send the *.max files to you, if ready, and someone will take care of the export at first?
im most of the time near the edge timewise working for my clients, so i cant find the time right now learning completly the exporting process, but as said, is there a way to help you out, otherwise?
im still playing ufo enemy unknown time by time, thats my motivation writing this thread. along with www.ninc.at, my company, you can view some models and gamestuff i made at www.3dtowns.at. but be warned, these are not the latest works, they come from the days when i was dreaming about developing indie games with a small crew.
thanks in advance!
ka
www.ninc.at
www.nnw.at
www.3dtowns.at
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Hi kaeau,
i would be great to have a modeller in our team. we really need some members of thie rarely available species :-D
I had a look at some of your renderings at http://www.ninc.at/ - looks good.
nevertheless there are a few things you have to keep in mind if you want to provide models for ufo:ai - you have to release them under the creative commons licence (you still own and copyrighted the models - see our wiki for more info - and you are still in our credits of course). As you may have read already we have a list of models we need in our wiki - see this article http://ufo.myexp.de/wiki/index.php/TODO for more info. and against thanks for your offer to help.
ah... one thing: please also have a look at the polycount stuff in our modelling article (available in the wiki, too)
best regards and hope to see you in our team
martin
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yes, i was aware of the CC license release, and, well, no problem.
and: i ll check the list and specs, but for first, i ll upload a package with models onto the webserver tonight, which contains all the city stuff, i made for our sleeping beauty "c. corperations"
check out the screenshots, all this stuff is available as *max models + textures, and im quite sure it will be within the polycount ranges, because i designed everything as low poly as possible for the city enviroments in "C.".
http://www.3dtowns.at/archiv/albums/userpics/web_c_release01_pplant01%2Bgu.jpg
http://www.3dtowns.at/archiv/albums/userpics/web_c_release01_overview1%2Bg.jpg
http://www.3dtowns.at/archiv/albums/userpics/web_c_release01_hq01%2Bgu.jpg
ok, so read ya later!
ka
www.ninc.at
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Hi kaeau :)
The screenshots of your work looks excellent 8) I think they would fit in perfectly in UFO:AI.
I wouldn't worry about the format (.max files in this case) you send us. If neccessary we'll convert them to the needed format anyway.
On a related note:
In general we try to move to Opensource software (e.g Gimp, Blender, Wings3D) and use these formats for your artwork-'sources' as good as we can, but this isn't a 'must' in any way.
One of the main reasons is that this way everybody can change the files later on no matter what operation system he uses and if he has access to a version of max (or other software) or not.
But I believe you know that already ;)
Cheers,
Werner
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hi hoehrer!
ok, sure, the max format is for the source files only, it is never a format used by games or other 3d applications. but:
i can export the models as *.3ds or *.wrl or anything like that easily, so they can imported vis a vis in any other 3d modelling software..
ok, and, as said, i would appriciate it, if someone could take care of the process converting the models in a usable format for now (md2?) in first place, because there is much work still ahead of me in my company.
*edit
one additional model to show, ready to go is the mobile hq, if needed:
(also low poly, and sure in range, we planned c. coperations with massive use of models in mind (cities), so everthing is as low poly as possible.)
http://www.nnw.at/phpnuke/html/modules/coppermine/albums/userpics/hq_corps01finr01.jpg
*edit off
*edit 2
and weapons, i have found in the depth of the nathan directories:
combat shotgun
http://static.flickr.com/95/267043061_661dab1a91_o.jpg
kind of plasma thrower:
http://static.flickr.com/97/267043060_e376f6f316_o.jpg
some other weapons:
http://static.flickr.com/81/267043059_a421fc63a9_o.jpg
chaingun:
http://static.flickr.com/119/267045297_f466767fca_o.jpg
chaingun:
http://static.flickr.com/107/267045296_a949d6cf46_o.jpg
*edit 2 off
*edit 3
oh, and trees, well, i have some from the works for "gods dawn", and other boring (sorry:) ) enviroment stuff like stone bolders, more foliage (png alpha textures), ..
--searching on in the directories of holy nathan ai---
*edit 3 off
cheers
ka
www.ninc.at
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wow - some really good looking work.
as i already mentioned in the other thread i really love this chaingun - maybe we can use it for our dropships and interceptors. and maybe even in game.
if you convert the max files, please also submit the max files - because there might be some information that get lost if you export it into another format - but as hoerher already said - another format that other modelling tools are able to read would be very nice, too.
btw. do you have a sourceforge.net account? then i can give you write access to svn to upload your models.
best regards
martin
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sourceforge: yes i .. had one.
will look, if i can find the access codes anywhere..
greetings
ka