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Messages - MCR

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16
Discussion / Re: Someone made a 2.5 Lets Play
« on: May 13, 2012, 12:55:31 pm »
He is not using the middle mouse button at all, nor any keys... ???

His narration is nice, but he plays like a newbie  ;D

17
Feature Requests / Re: Equiptment Screen - Highlight Weap. Skill
« on: May 13, 2012, 12:50:01 pm »
Good idea, but I have to look at the code to see how it could be done...

18
Mapping / Re: beginner questions
« on: May 13, 2012, 12:46:18 pm »
according to tutorial,
I "unzipped" them though, but to no effect. btw is 0pics.pk3 really supposed to become /base/textures/? not ../pics/?

If I set path in uforadiant to another location (where I've copied the .map files and .pk3 files are) it gives me an error "could not load ufos/entities.ufo"

1. No, it should become the base/pics folder ofc. That is a typo then which should be fixed (it is a wiki).
2. Please make sure you decompressed all pk3 files to base/ in your new subdirectory, so it contains ~/yournewdiryoupointradiantto/base/ufos and all the other decompressed pk3s (pics, textures, maps)


19
Artwork / Re: I come bearing gifts...
« on: May 13, 2012, 11:43:45 am »
we have increased max filesize for attachments to 8MB here now btw. ;)

20
Mapping / Re: beginner questions
« on: May 13, 2012, 11:40:52 am »
you have to decompress the .pk3 files then
those are ordinary .zip files
but I would recommend you do that somewhere below your home directory and point uforadiant there, because of write rights

21
Mapping / Re: beginner questions
« on: May 13, 2012, 11:20:54 am »
If you do not have the source with decompressed files and folders you probably need to decompress the .pk3s in your ufoai installation dir, subdir /base.
To have write rights for those folders I would decompress the pk3s into some subdir below your home dir or ~.

22
Mapping / Re: beginner questions
« on: May 13, 2012, 11:18:03 am »
hmm, did you enter the correct path in UFORadiant preferences ?

23
Artwork / Re: Hyperion Class Armed Dropship
« on: May 09, 2012, 08:37:06 pm »
I hope you are aware that we need the roof to be separated from the rest (to be able to levelflag it and look inside the dropship in-game).
Also in v2.4+ we are using 2 different models showing different aircraft depending on their status (in-transit/landed).
A lowpoly version of the dropship for the geoscape would be needed also (with a 256x256 texture)...

Our model renderer supports glowmaps, specmaps and normalmaps (with height encoding in the alpha channel) as well btw  8)

24
Artwork / Re: Hyperion Class Armed Dropship
« on: May 09, 2012, 08:30:11 pm »
Hi headdie :)

Good to get some help.

Attached is the firebird like requested:

25
Artwork / Re: Interface, HUD and other
« on: May 09, 2012, 08:00:54 pm »
@kOba:

Please do not use .jpg as it is a lossy format and produces artifacts. Use .png instead.
Also we need to know the license you want to release your work under.  :)


26
Artwork / Re: Interface, HUD and other
« on: May 09, 2012, 07:34:49 pm »
This ?

27
Artwork / Re: Interface, HUD and other
« on: May 08, 2012, 10:19:37 am »
Wow  8)
Very nice.

Especially the loading picture. Is this showing one of the new heavy-armored soldier models ?
Also the background of the equipment screen looks new and fresh...

Please upload the source files.

28
Artwork / Re: I come bearing gifts...
« on: May 04, 2012, 09:33:50 pm »
Already did all of that MCR...except changing the txture to .png.  ;D

We are using .png because it is a lossless, free format that compresses much better than .tga thus improving loading performance while delivering highest possible quality.
Also I had to change the texturepaths because of that and our specification where we use texturepaths that start with a dot and have no extension.

Sry also for hijacking your thread, but I needed a place to quickly attach the files to ;)

29
Artwork / Re: I come bearing gifts...
« on: May 04, 2012, 02:08:45 pm »
The script entries (untested yet):

30
Artwork / Re: I come bearing gifts...
« on: May 04, 2012, 01:58:53 pm »
Converted texture to png, fixed md2 modelpaths.
No glowmap and normalmap yet (later).

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