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Messages - RaXaR

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1
Artwork / Re: Scale of Aircraft
« on: February 08, 2013, 04:00:15 pm »
Yip, those are the ones I imported.


But it's cool. I've now used the cockpit of each Human craft to gauge the scale of the ship. The results are pretty okay so far.
Think I'll use the same process for the UFOs later on.

2
Artwork / Re: Scale of Aircraft
« on: February 08, 2013, 01:17:54 pm »
Hi Mattn,
I imported them into Blender 2.49 using the .md2 import script.
They were all about the same size which didn't make sense to me, which is why I came here now.
I think the only one that was considerably bigger was the UFO.Carrier.

3
Artwork / Re: Scale of Aircraft
« on: February 08, 2013, 11:43:05 am »
Okay that's cool then.

Is there perhaps text/description of each craft on the forum or something?

Basically I can deduce what the scale for each craft would be if I have more info about them.
Stuff like 'crew capacity' and 'payload size' etc

4
Artwork / Re: Scale of Aircraft
« on: February 08, 2013, 10:44:23 am »
You should open up UFORadiant. Look under Prefabs and you should see Dropships, Interceptors and UFOs. This is the scale they appear on maps in the game, so that's probably as close as you get to an "official" scale.

Hi H-Hour
Thanks for the reply. I currently don't have the binary distro of UFOAI installed nor UFORadiant.
I'm not planning to use the assets in-game, it's for still renders.

5
Artwork / Scale of Aircraft
« on: February 08, 2013, 10:21:14 am »
Hi guys :)

I've been fooling around with getting assets into Blender 2.6+Cycles and so far it appears to be working. I created a file with a couple of the aircraft in it to setup their scales relative to a soldier. However, I have no idea what these scales should be. :P

So my request is: Could one of the core team please load this file and simply scale them to accurate approximation?

The included soldier model is about 1.8m tall. I also made a comment in the .blend file.

This is the Blender version I used: http://graphicall.org/110/download
(The latest official 2.6 builds should work as well)

Thanks in advance.

6
Artwork / Re: Geoscape Icons
« 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.

7
Feature Requests / Re: [REQUEST] A simplified Import/Export workflow
« on: July 05, 2011, 01:02:34 pm »
Hi Mattn, thanks for the reply.
There wasn't an option to assign it specifically to you, so I selected the options that I thought it fit best.
I used the tracker here: https://sourceforge.net/tracker/?group_id=157793&atid=805245
It got auto-assign to "screamingwns".

8
Feature Requests / [REQUEST] A simplified Import/Export workflow
« on: July 05, 2011, 02:55:02 am »
Hi devs I know you're busy with a looooong todo list so I hate to add this as a
request. Nonetheless after struggling for a good couple of hours to achieve
exactly zero, I decided to make a feature request.

The request:
Please consider using http://opencollada.org/ as a format for import/exporting
models+animations+textures. directly into the game engine OR writing a small
executable to covert from .dae to .md2+.anm automatically. The tool only needs
to extract the relevant information from the .dae file. Since the COLLADA format is
basically XML and already has a c++ library it shouldn't bee too difficult to
do (correct me if I'm wrong).

The reasoning
First and foremost, the COLLADA format is an open format. It will be in use for
many years to come. The format is supported by all major and minor 3D
packages and applications.
I'm not saying throw away the .md2 stuff, but now (4+ years later) the
format is basically dead. Any tools out there that still supports .md2 are also
dead/broken. The biggest gripe I have with the current system is that in the
time I've spent trying to mix and match tools to get it into the game engine
I could have modelled/textured/tested and submitted for review a whole bunch
of models (or 1 bigger complicated model). In addition to the time involved,
the .dae format is plain text, so you can easily open it with a text editor and
look at the data for finding bugs etc.

I think that using this format would really benefit the project as a whole. So
if you took the time to read all this babble then thank you.

As for me, I'm off to a dreamy/happy place where I can contribute
to UFO:AI easily ;D



9
Feature Requests / Re: [USABILITY] Ingame shortcuts and functionality
« on: July 05, 2011, 02:27:38 am »
Ok, thanks for the info :)

10
Artwork / Re: Geoscape Icons
« 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.

11
Artwork / Re: Armor model updates
« on: July 04, 2011, 10:20:45 pm »
Origin, those models are awesome! Great work.

If you don't mind me asking, what do you use to model them in and more importantly, how are you going to get them exported into a format the game will handle?

12
Feature Requests / [USABILITY] Ingame shortcuts and functionality
« on: July 04, 2011, 10:18:02 pm »
Hi, if at all possible could the following shortcuts be implemented (or created by myself somehow):

Battlescape:
- Level up/down (1 to 8):  Ctrl+MouseWheel Up/Down
- Stop soldier: Make the soldier stop after he/she started walking to a square: S or Esc?

Global:
- If a game has been started then Ctrl+S will save it with an auto filename (eg: date-time.sav).

Then In the production screen:
There's a lot of space below the item preview/stats for a description. It would be very helpful i the item's purpose could be displayed there.

That's all I could come up with for now, thanks :)

13
Bugs prior to release 2.4 / Re: Intro cinematic crash when clicked
« on: July 04, 2011, 09:44:33 pm »
Launching the game a second time works fine (basically when it bypasses the cinematic)

14
Bugs prior to release 2.4 / Intro cinematic crash when clicked
« on: July 04, 2011, 09:29:17 pm »
Version:
    UFO:AI 2.4-dev
    http://ufoai.ninex.info/snapshots/
System:
    Windows 7 64bit
    Intel Q9450 Quad
    ATI Radeon HD 4800 Series
    4GB RAM
How:
    Deleted /appdata/UFOAI/ folder
    Installed game to c:\games\UFOAI-2.4-dev
    Click on the intro movie/cinematic and then the game hanged.
Console.log:
   http://www.mediafire.com/?dilyebicrnil159

15
Artwork / Re: Geoscape Icons
« on: July 04, 2011, 08:10:05 am »

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