project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Latino210

Pages: 1 2 3 [4] 5 6 ... 11
46
Artwork / Re: 3D models questions...
« on: November 10, 2012, 04:08:51 pm »
What the hell? The .obj works fine with Radiant, but as soon as I load the map with UFO the program goes into fatal error. Can somebody tell me what am I doing wrong? .Obj included.

Edit: disregard that, I am an idiot. I was using a script for 3dmax 8 on 3dmax 2012. Now I can save an .md2 and Radiant is able to read it. Too bad that Radiant cannot skin the .md2, even if there is a nice 1024X1024 jpg in the same folder with the same name. See the included pic. By the way, putting this .md2 into a map makes UFO crash when I try to load it.


47
Artwork / Re: Help us out: faces for soldier heads
« on: November 10, 2012, 02:38:32 pm »
It's an honour to be the first to answer this call! I've snapped pics of me with and without glasses, use whatever you want. I am a full-blooded Latino but I could easily pass for an Arab with a little tan.

The pics in the "myuglyface.zip" archive are free; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.

48
Artwork / Re: 3D models questions...
« on: November 10, 2012, 02:20:35 pm »
Thanks, Rain! Sorry, but I am way more experienced with the Autodesk interface, so I just downloaded a free md2 extractor for 3dsmax and I am experimenting with it. I have managed to make some little models, exported into .obj and used them as "models" in Radiant. It's working fine, now I just need to understand how to properly skin the model. Do you know any good tutorial? I've found this, where the procedure is called "unwrapping".

http://www.tutorialboneyard.com/Pages/50Calunwrap.aspx


By the way, I've exported the .md2 of the static model but the Radiant just crashes whenever I try to open the "create model" menu. Am I missing something?

49
Artwork / Re: 3D models questions...
« on: November 04, 2012, 10:40:23 pm »
Thanks again, Dark! I've downloaded and installed Blender 2.62, downloaded the io_export_md2.py.7z file, unpacked it into the scripts dir, I still cannot export anything. May I know what procedure are you using? BTW, I've tried again, if I make a group with all the brushes and export it to .obj via Radiant, then Blender can open it! Now I just need to understand how to transfer from blender to md2 and I will be set.

50
Artwork / Re: 3D models questions...
« on: November 04, 2012, 07:46:54 pm »
Thanks for the replies. I've found a "export selected brushes into .obj" option in Radiant, but Blender cannot open the selected .obj files, it comes out as blank. Too bad.

Is there any other 3d program that has already been proven as compatible? Everyone is talking about Blender, but when I ask about exporting the resulting file to .md2 nobody ever answers

51
Artwork / 3D models questions...
« on: November 04, 2012, 05:48:47 pm »
Some questions about 3d modelling...


First, I've just built a ship with Radiant and I would like to export it as an .md2, is that possible?

Second, I am experimenting with Blender. Is there any way to import the animations and models in the /base dir in Blender? I would like to modify them or to use them as a guideline for building something.

Third, is this http://ufoai.org/wiki/index.php/Blender
up to date? I've tried downloading the md2_export.py and md2_import.py in the scripts dir of Blender2.63, but nothing is happening...

52
Mapping / Re: RMA - Strange behaviour
« on: November 03, 2012, 04:25:29 pm »
Thanks.

53
Mapping / RMA - Strange behaviour
« on: November 03, 2012, 03:13:24 pm »
Hi, people.

I am having a problem with a RMA map. I made a map consisting in a tile for the dropship and some scenario, to be put north of a rectangular tile with the map proper. The problem is that sometimes the map is assembled on the contrary, the marines end up facing the south side of the big tile, instead of the north side. Can somebody take a look at the .ump, please?

 
Code: [Select]
// Tiletypes:
// ----------
// a: main
// b: dropship

tile +main
{
10 8

0 b b b b b b b b 0
0 +a +a +a +a +a +a +a +a 0
0 +a +a +a +a +a +a +a +a 0
0 +a +a +a +a +a +a +a +a 0
0 +a +a +a +a +a +a +a +a 0
0 +a +a +a +a +a +a +a +a 0
0 +a +a +a +a +a +a +a +a 0
0 0 0 0 0 0 0 0 0 0
}

tile +craft_drop_firebird
{
10 4

0 0 0 0 0 0 0 0 0 0
0 +b +b +b +b +b +b +b +b 0
0 +b +b +b +b +b +b +b +b 0
0 a a a a a a a a 0
}


assembly default

{
size "8 8"
title "_Fighting Pit"
+main "1 1"
*rm_drop +craft_drop_firebird "1 1"
}

54
Bugs in stable version (2.5) / Ufo2maps not working (workaround found)
« on: November 03, 2012, 03:07:34 pm »
Hi, guys.


It seems that the ufo2map.exe program is not able to compile the maps, since it is not able to understand the "camera" entry in the entities.ufo. I worked around this by never using cameras and removing the "camera" entry in the entities.ufo file. Should I report that on the "bug tracker"? BTW, the ufo2map.exe included in the 2.5 and in the nightly builds is still corrupted and not working, I am using a file somebody gave me on the forum. Is there any way to upload a working ufo2map.exe for the apprentice map builders?

55
Offtopic / Re: Firaxis Games announces XCOM: Enemy Unknown
« on: November 03, 2012, 01:50:24 pm »
I have just finished the game on normal. Maybe I will try on classic.

Short.
Cartoonish.
Extremely dumbed down.
Overtly simplified.
A game made for a 12 years old console addict, not for the old timers like me.


I am really uninmpressed.

56
User modifications / Re: Modding missions
« on: October 23, 2012, 08:12:25 pm »
Well, first I want to see the script that regulates the missions (assuming that there is one). I'd like to modify the lenght of time the UFOs stays in the air, their speed, their missions.
For example, AFAIK there are four kinds of mission:

Recon: fly around a little, fly away
Ground mission: fly around, reach a city or an interestin place, generate a terror/harvesting/UFO landed mission, then fly away
Retaliate: zero on a base, destroy it
Magic!: a ground mission is generated by magic without any UFO appearing

Am I right? I'd like to tweak around the missions, but I do not know where to start...

57
User modifications / Modding missions
« on: October 23, 2012, 03:26:10 pm »
Just a quick question: is it possible to modify the behaviour of UFOS in the Geoscape?

58
Mapping / Re: Solar plant RMA map!
« on: October 21, 2012, 09:09:57 pm »
I'll try to remove all the doors from the tiles, maybe something will happen. By the way, do you know how to make a brush passable by gunfire? I've tried setting the "passable" parameter, but it does not work. The brush blocks gunfire anyways.

59
Mapping / Re: Solar plant RMA map!
« on: October 21, 2012, 02:03:02 pm »
It will not. This is a bug. You can only do a workaround by removing the func_door entities from the map.

I've tried removing all func_door from the tile, but the weird shadows are still there. Do you think that I should remove all doors from all tiles? Well, it's not a severe bug anyways, it's just some weird graphic effect.

60
Mapping / Re: Triggers
« on: October 21, 2012, 01:59:20 pm »
Thanks, I got that. The wiki says that it's possible to link a trigger to a breakable, but I cannot manage to do that. By the way, it's possible to link a breakable to another breakable? For example, linking the destruction of a control panel to the destruction of something else?

Pages: 1 2 3 [4] 5 6 ... 11