UFO:Alien Invasion
Development => Artwork => Topic started by: BTAxis on October 08, 2007, 12:23:07 am
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Winter and I have decided on the set of PHALANX armours for UFO:AI. This set will be used in the final game. This means that we need models and animations for these armours, no more and no less.
* Combat Armour
Status: Done.
See http://ufoai.ninex.info/wiki/index.php/File:Player002.jpg
* Nanocomposite Armour
Status: Done, but we are not happy with the current model, and are looking for a replacement.
See http://ufoai.ninex.info/wiki/index.php/File:Player003.jpg
* Power Armour
Status: Work in progress. The model is finished, but it is not yet completely animated.
See http://ufoai.ninex.info/wiki/index.php/File:Male_powerarmour.jpg
* Advanced Combat Armour (proper name pending - I've used this one in the scripts now)
Status: Done - reskin by eleazar
* Advanced Nanocomposite Armour (proper name pending)
Status: Nothing finished. This could be a reskin of the standard Nanocomposite Armour, but a completely new model is welcome.
* Advanced Power Armour (proper name pending)
Status: Nothing finished. This could be a reskin of the standard Power Armour, but a completely new model is welcome.
* Jumpsuit (proper name pending)
Status: Nothing finished. We will need a new model for this one, possibly a modified version of the Advanced Power Armour. It should reflect the armour's limited flight ability.
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* Advanced Combat Armour (proper name pending)
Status: Nothing finished. This could be a reskin of the standard Combat Armour, but a completely new model is welcome.
* Advanced Nanocomposite Armour (proper name pending)
Status: Nothing finished. This could be a reskin of the standard Nanocomposite Armour, but a completely new model is welcome.
* Advanced Power Armour (proper name pending)
Status: Nothing finished. This could be a reskin of the standard Power Armour, but a completely new model is welcome.
I would recommend using relatively quick reskins to get the content in the game, playable and testable, but still request that new (or modified) models be done.
In what way are the 3 above "Advanced" over the initial version... i.e. how should they look different?
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If we can get different models, so much the better. We rely on volunteer artists, though, so it may not be that easy.
The exact way the advanced armours are different is not yet decided, but it would obviously be an alien design improved with human technology.
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If we can get different models, so much the better. We rely on volunteer artists, though, so it may not be that easy.
The exact way the advanced armours are different is not yet decided, but it would obviously be an alien design improved with human technology.
So essentially the relationship between "combat armor" and "advanced combat armor" is that they are both light armors, but the technology does not necessarily have any similarities?
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The Power Armour looks cool :o
but I had a short laugh on the batman ears :D ;)
The Jumpsuit should have a jet pack or something like this (C&C 3 Commando style)?
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So essentially the relationship between "combat armor" and "advanced combat armor" is that they are both light armors, but the technology does not necessarily have any similarities?
Yes, that would sum it up.
The Power Armour looks cool :o
but I had a short laugh on the batman ears :D ;)
The Jumpsuit should have a jet pack or something like this (C&C 3 Commando style)?
I'm unfamiliar with C&C 3, but probably.
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How 'bout this as a stand-in for advanced light armor? It's obviously different from non-advanced, looks a bit more protective but is clearly not a heavy armor.
[attachment deleted by admin]
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Reminds me a bit of motobike protectors or a fremen stillsuit. ;D
Maybe a bit more plating instead of the rubber lines?
Just my opinion anyway. It's good enough to be used until something better comes up.
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Maybe a bit more plating instead of the rubber lines?
Hmm, you're right, there's really no reason those pieces i added to the upper arm and leg should be flexible.
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I'm not sure about the extremity armouring. Maybe a "light" armour does not need that much total coverage of the body at all. I was pointing more at the back covering part of the armor.
A stiff plate of ceramics and/or kevlar as a front shield and something a bit more flexible (splitted plates?) for the back is still light in meanings of shrinking the agility of the soldier only by its weight, not by blocking any joint.
Additionally some kind of stiff protectors for the shin bones and forearms would give more protection than a standard lighte vest without being too heavy?
By the way where in the tech tree shall these advanced armour types appear? Will alien tech improve them? That should be part of the design then I guess.
edit: What about a stronger helmet? I guess the one you used right now is the same of the standard light armour? Maybe a closed helmet with some kind of visor would be cool.
But please do not make it look like a bike helmet unless you provide us a cool kawasaki or quad model as well... ;)
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This is about all the work i'm willing to do on something that doesn't yet have a concept.
If you want to use it as a stand-in i'll create the other colors.
As wombat noticed, i didn't do a helmet, since the light head/helmet needs to be redone to match the rest
[attachment deleted by admin]
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This is about all the work i'm willing to do on something that doesn't yet have a concept.
If you want to use it as a stand-in i'll create the other colors.
As wombat noticed, i didn't do a helmet, since the light head/helmet needs to be redone to match the rest
I actually quite like that, it should do well as an upgraded version of the combat armour. Thumbs up.
Are you working on face textures as well? We could really do with more variety in the faces department, and I believe we're still looking for some storyline character faces.
Regards,
Winter
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This is about all the work i'm willing to do on something that doesn't yet have a concept.
Thanks for your efforts. I like the front and the plates on the thighs especially.
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Winter, Wombat: thanks.
Are you working on face textures as well?
Yep, see:
http://ufoai.ninex.info/forum/index.php?topic=2144.msg12662#msg12662
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I've added textures for the 6 variants to trunk, but they will have to be plugged in.
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I would recommend using relatively quick reskins to get the content in the game, playable and testable, but still request that new (or modified) models be done.
I agree and we already started working towards that goal. If you check this thread:http://ufoai.ninex.info/forum/index.php?topic=1880.120 (http://ufoai.ninex.info/forum/index.php?topic=1880.120) you'll find a revamped model of a nanocomposite armour. All it needs now is a texture. The work on other models has been halted because of sitters' absence.
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I agree and we already started working towards that goal. If you check this thread:http://ufoai.ninex.info/forum/index.php?topic=1880.120 (http://ufoai.ninex.info/forum/index.php?topic=1880.120) you'll find a revamped model of a nanocomposite armour. All it needs now is a texture. The work on other models has been halted because of sitters' absence.
If somebody could make a "texture" that at least clearly delineated the different areas (with flat colors for example) i could probably take it from there.
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I think sitters is the only person who's got access to the 3D model itself and I dont think he has already unwrapped it.
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So essentially the relationship between "combat armor" and "advanced combat armor" is that they are both light armors, but the technology does not necessarily have any similarities?
Sorry for this aside, but I had a brainwave while walking from work today which may be useful here. Here it is:
[ The light combat armour ] features pockets on the front and back that can take ceramic or metal inserts to further protect vital areas.
and
In the past, carbon nanotubes have been difficult and expensive to produce, and trying to work them into a proper shape was even worse. With the alien armour in hand and enough resources at our disposal, I believe that we can devise new production methods and shaping processes that will allow us to mass-produce shaped nanocomposite plates.
So, it seems to me the quickest way for PHALANX to "upgrade" their Combat Armour would be to replace the ceramic plates with nano-composite ones, leading to Advanced Combat Armour! Eureka! :)
Sorry, just had to share this flash of insight ;D Hopefully, it may help with the artistic and writing process.
Yours,
nemchenk
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Sorry for this aside, but I had a brainwave while walking from work today which may be useful here. Here it is:and
So, it seems to me the quickest way for PHALANX to "upgrade" their Combat Armour would be to replace the ceramic plates with nano-composite ones, leading to Advanced Combat Armour! Eureka! :)
Sorry, just had to share this flash of insight ;D Hopefully, it may help with the artistic and writing process.
Yours,
nemchenk
No, that's not an upgrade, that's a description of the intended add-on item functionality. In the final version you will be able to manufacture armour inserts and weapon add-ons.
Regards,
Winter
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Ever since I read the description on your PHALANX armor classifications, it has been bugging me. Here is my take on the issue:
* Combat Armour
Pretty obvious. Basic Tactical armor consisting of vest and helmet. Using advanced composite materials for stronger and lighter armor protection.
* Nano-composite Armour
This is advanced Tactical armor. This consists of Combat armor that has been enhanced with nanocomposite technology (which we currently have in production by the way and not based on any alien technology). Armor pieces include vest and helmet.
I am still trying to figure out where we get the boots from and what purpose they yield???
* Power Armour
This one has always been a bee in my bonnet. By your description, what you are wanting is a space suit.
I could spell out all sorts of problems with this, but I am not going to get into them. But, I will say this.
It is very impractical and definitely not combat effective (at least by the description that is given)
* Advanced Combat Armour
This category should go after Combat Armor and before Nano-composite armor. This would then make Nano-composite armor more inline with alien derived technology.
On another point of alien derived armor technology. If the aliens are technologically more advanced then us, and we then derive our own versions of their technology, wouldn't it go to say that the aliens would be able to counter their own technology? Even if it is slightly humanized? Our own armed forces know the pros and cons of their own equipment. So if it is ever duplicated, we know how to exploit the weaknesses. So, if the aliens see a 'version' of their own armor on the field of battle, wouldn't they know how to exploit its weaknesses?
I am not trying to put 'reality' into an already good game. I am just stating some obvious points that can go a long way of making the 2084 technology more advanced and feasible.
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On the other hand, why would anyone develop and field armour that they know has exploitable weaknesses?
The devs also want a new nano-composite armour model, if they can get it.
Something kinda funny, Powered Armour starts to cross the line into small mecha. The added strength from the robotic servos lets the trooper wear heavier armour and wield heavier weapons. Heh, imagine a 30mm cannon with plasma burst shells.
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I agree with you Psawhn. They are flirting with the line of mechanized armor.
From a historical technology advancement standpoint, humans would not try to duplicate the capabilities of the alien armor but counteract the munitions used in their weaponry.
Current Tactical armor is based on stopping extreme kinetic energy weapons with minimal damage.
The alien technology is based more on energy and thermic technology. So, humans would develop armor that dissipates this energy and/or thermic shock.
Another point on the 'mechanized' armor would be, why are we using servos 80 years in the future? Why aren't we using electro-stimulus fibers? It is the way current technology is currently going. The creation of a fiber that when stimulated by an electrical current, contracts like muscle fibers.
It isn't bio-technology, so it is still in the essence of the core game.
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http://www.tacticalwarfightergear.com/tacticalgear/catalog/Army_Technology.php
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That black suit looks amazingly close, in both style and function to the suit worn by your team in Crysis. How interesting ;)
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How about this as a suggestion for the Devs....
Lets treat the design and creation of Personal Body armor like the real military does.
It puts out a spec listing of what the end product must have and must do.
As an example:
Light Personal Body Armor:
- Must weigh less than 10 pounds unloaded
- Must have front and back protection from standard small and medium caliber rounds
- Must have attach points for pouches and accessories
- etc, etc, etc.
I think these more specific design criterias will be better suited to designing an end product than just saying, nano-composite armor derived from alien acquired technology.
Just an idea.
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I dont know if you could use this for Combat Armor or Advanced Combat Armor. Dragon Skin Armor by Pinnacle. You might not be able to use the name but you could always change the name and still use the discription.
www.pinnaclearmor.com/body-armor/dragon-skin.php
en.wikipedia.org/wiki/Dragon_Skin_body_armor
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Sorry for oftop, but i'v got few questions about PALAX troops models
1) I'v found afro and chinise guy skins in head models, but they are not used in game - why?
2) Where is the script, generating new troops (i suggest it responsible for q.1)?
I'm a tiny painter, but in enough time can draw new skins, if that's a problem...
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models {
female {
soldiers/female body head01a 0
soldiers/female body head01b 0
soldiers/female body head01c 0
soldiers/female body head03a 0
soldiers/female body head03b 0
}
male {
soldiers/male body head01a 0
soldiers/male body head01b 0
soldiers/male body head02a 0
soldiers/male body head02b 0
soldiers/male body head03a 0
soldiers/male body head03b 0
}
}
you can find this in team_*.ufo script files in base/ufos
the last number is the skin - but this skin must exists in the md2 file, too (just as a reference). if you can create new skins, please do it - i would be glad to add them to the md2 models and the script files to use them.
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By the way, why don't you like existing skins? As i see i's ready-to-use.
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Can you add a screenshot?
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once it's completed please attach the updated skins, too
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I'v finished!!! Here is my reskin for Nanocomposite Armour.
I call it Alien Technology Armour. Plastic, carbon, alien material and original alien armor parts...
And i hope you will find use to it in next version...
[attachment deleted by admin]
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Can I just point out you didn't actually provide the skins?
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There is some md2 in archive - it's an old models, but i switch them so models in glasses are still in the glasses (originaly they are NOT, and it pissing me off) and edit aliases because it is just one skin for the helmet - no point in 5 same textures.
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I just meant you had only posted screenshots, not actual files. You've remedied that in subsequent posts, so never mind.
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Sorry for misunderstanding :D
One more thing - 2 layers PSDs so you can "patch" any original skin you have and again switched md2 to fix glasses problem (now without aliase change) for original Nanocomposite Armour.
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more
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Ops... I have mistake with 1 texture in previous file - so reloading...
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more
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(fe-)malealien??
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(fe-)malealien??
Alien Armour i mean =)
"Alien Technology Armour".
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Hey, I just made sipmle cccp & yellow skins for power armour...
If you need it, i can change md2 aliases, but i'm not assured my model is up to date (i use v.2.2.1).
[attachment deleted by admin]
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Please always use the data_source material to base additional work on. Refer to the wiki on how to use SVN.
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I just check out 2.3 rev.22057 - texture is the same...
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nice; i learn we have got Iron Man in the game.... can he fly ;D ?
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That revision is old. We are nearly to r23xxx
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Say, does anyone have a max scene or mesh of a regular human (any armor will do... and it has to be compatible with Max 7.1)
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Destructavator has been working on a new one, made in Blender. What file types does Max 7.1 use? Blender can probably export to that file type
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Someone did send me a max scene before but I couldn't open it.
Just to make sure, I'd like to get my hands on the scene AND mmesh. If anything, at least Truespace will be able to open the mesh. Armors need improvement IMHO.
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Like I said, a new human model is being made. For the best armor accuracy, wait for it, and tell us the file types you can use so we can send you a model.
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Just to make sure, I'd like to get my hands on the scene AND mmesh. If anything, at least Truespace will be able to open the mesh. Armors need improvement IMHO.
Somewhere on my hard drives I have a "base" human male model, high-detail, unclothed, from MakeHuman that I used when I started the models I'm currently working on, I shrink-wrapped and decimated copies of it for the earlier versions of the models I displayed in this forum more recently. If I dug it up and uploaded it, would that help at all?
I have two versions of the base model, one in obj format, the other is collada.
On the other hand, Vedrit is likely right, if the models are to be consistent, it might be a good idea to wait until I finish the un-armored, wearing-just-a-uniform and gear vest model first, to base it upon, I'm still working on it.
Edit: I believe Blender does indeed have an export plug-in for MAX, although I'd have to double-check.
Edit (2): Trashman, do you have any experience making heads/faces? I haven't made any new heads for the newer models I'm working on, I'm sure you (and anyone else interested) could certainly help out there.
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Actually no. I only worked on a human model once, and it was a power armor :P
I need to branch out more.
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My two cents on the topic, in keeping with my personal "one pic per visit" rule
(http://i291.photobucket.com/albums/ll292/godmode_on/UFO%20AI/Concepts/SoljahBois.jpg)
(http://i291.photobucket.com/albums/ll292/godmode_on/UFO%20AI/Concepts/Bodysuit.jpg)
(http://i291.photobucket.com/albums/ll292/godmode_on/UFO%20AI/Concepts/ArmorDemo.jpg)
Sorry, that's I'll I got for you guys.
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The only one I don't like is the middle one, it just doesn't feel right.
I think the other two are great though. I see them as a replacement for the standard armor at the beginning of the game.
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The only one I don't like is the middle one, it just doesn't feel right.
It's a very nice image, but it's not UFO:AI. The other two are quite good though.
Regards,
Winter
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Hmmm. My post has been edited by someone else. I wonder why :)
Anyway, I can also try textures if the need arises:
(http://i291.photobucket.com/albums/ll292/godmode_on/UFO%20AI/Concepts/ASRiflePistol_AllPreview.png)
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Josh, I've been working slowly on newer armor models for the soldiers, as the old models won't work with the proposed new animations.
It's going a bit slow though, and I have some other things in my life coming up soon - If I upload the .blend files of what I have would you be interested in picking up where I left off? You can find a few outdated screenshots of what I'm talking about elsewhere in this forum in the Artwork section. So far I've got one new armor model for male and one for female, and a bunch of camo textures.
If you don't use Blender and use other tools instead, I can export all that stuff.
The models I was working on are high-detail, best for cutscenes and short cinematic clips and such, once they were well polished I was going to also make lower-poly versions for actual gameplay.
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josh, that was me - i've only attached your images to the thread, too - because we often saw that some urls went away and the whole thread was without context.
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Popping in to comment those armors and weapons.
The first armor looks pretty nice but those antennas at those earpieces looks somewhat strange. I'd suggest only having one of those since two of them seems somewhat useless.
Second one seems out-of-place as others have stated.
Third one seems perfect though. Realistic style and seems like something usable in normal militaries today.
The pistol seems like something dead-on for PHALANX. While not a replacement for the pistol now (magazine dimensions seem wrong for 7.62), the magazine looks like it could have longer but narrower rounds (which should have slightly better piercing capability).
The assault rifle looks nice but isn't that FN 2000?
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Sure upload away. I use maya for modelling and texturing, so could you export it as an .obj or something? I would send it via e-mail if I were you.
Also the guns are just there to help demonstrate my point, and yes both those guns are from Fabrique Nationale.
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Thought that the pistol looked like Five-seveN (and it would be the pistol of choise for PHALANX).
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i really like the drawings! the second one is maybe a bit to high-tech but i would love to see it in the game.
also i personally think there i no need for any antennas. had someone ever seen a special force member with a antenna on the helmet? :)
i dont think so. so that isnt really realistic for me (but yes, it looks cool).
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hard to say whats realistic.... especially in a game with aliens. humans may adept new techniques... but i also think that the paint in the middle is more comic-like. the others are great.
anyhow.... a bit science fiction is needed :).
remember what we were doing... 1990.. not that long ago:
- telephones uses a cable
- internet was well... invented
- there was no wikipedia
- today known countries werent born
- would u have kown that arnold schwarzenegger (conan the Barbarian) will be governor?
[@volker pispers - german comedian]
see also todays thoughts:
http://www.almc.army.mil/alog/issues/JulAug98/MS285.htm
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Hey gyus. I have an idea - for advanced armours use (with different skins) other head model. And I'm started to make one, but since you don't need my skin I don't know what to do with it. It is not fiished and not textured at all (i skin it with nano armour texture just to show you). Maybe you can use it somehow?
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Hey gyus. I have an idea - for advanced armours use (with different skins) other head model. And I'm started to make one, but since you don't need my skin I don't know what to do with it. It is not fiished and not textured at all (i skin it with nano armour texture just to show you). Maybe you can use it somehow?
It's not bad, if you make a good texture we can probably find a use for it. Advanced light armour or some such.
Regards,
Winter
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Here... 128x128
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Ideal armor is something that is elastic and covers whole body. This'll look a little simple and ugly but this what any sldier wants.
(even now this almost can be done with D3o (http://en.wikipedia.org/wiki/D3o))
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Here...
Hmm, that texture is too rough and pixellated, it would look out of place with the rest of our models.
Regards,
Winter
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it would look out of place with the rest of our models
I can make new armour skin if you use it...
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I can make new armour skin if you use it...
Would it be rough and pixellated as well?
Regards,
Winter
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Well, I actually think texture size is crucial, but Mattn told me i can increase it - so here is 256x256...
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looks nice - but keep in mind that we would need it for every skin theme out there ;)
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Hi Migel,
The 2nd set looks much better. Just tot u might want to hear from another person too. The first looks a bit low res......
U used 256 x 256 for 2nd set? Was wondering if it gets pushed higher, to 512, wat happens? :D
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Well, here is some screenshot.
IT IS NOT COMPLETE!!! Just to show the idea, discuss further changes...
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remove backsign, it looks at least strange. Add phalanx badge.
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looks nice - please also submit the gimp or psd source files when you are done with it (with layers please)
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Next try...
No triangles on the back.
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+ belt + hands...
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What's the point of retexturing an armour model we're going to be removing from the game as soon as we can?
Regards,
Winter
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What's the point of retexturing an armour model we're going to be removing from the game as soon as we can?
Do you have a new model? That "soon as we can" can be long enough to see 2.3 release. And this one can be add to next build!
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Do you have a new model?
I have a new one that's almost finished, for both male and female, although just one armor type (plus a whole lot of camo textures) which is already in this forum, although it is in Blender format. Currently it is a high-detail version mostly for cinematic cut-scenes.
Sometime very soon (within a few days) I hope to have it finished and also have a low-poly version ready (for use in-game). When I finally roll it out as "finished" I'll also export it to other formats for modeling in other editors.
Vedrit (a skilled animator here) also built a skeleton for animating it already. You're welcome to download that one and base something off of it anytime.
Whatever the new models are based off of, they probably should be based off the same basic base model so they are consistent and match.
Edit: I will say though, that what I've seen you do so far with the old models looks impressive.
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Well, here is last screenshots...
It's almost done (only feet left), but in our case I don't see any sense of going any further...
Just let me know if you find place for it.
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you should really finish it and upload it
We won't have those new models soon - we don't even have a modeller for this. So adding more skins - why not?
if you want to contribute more skins - head over to this thread http://ufoai.ninex.info/forum/index.php?topic=3996.0 and make some head skins.
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Well, here is last screenshots...
It's almost done (only feet left), but in our case I don't see any sense of going any further...
Just let me know if you find place for it.
i think the margin of the belt is a bit to big.
looks cool 8)
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It is done. No screenshots now - there was enough of them before and only change is boots. Now only PSD. But it have no background layer (which was original skin stretched from 256 to 512), because file was bigger than forum limit.
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And the helm source - model .ms3d and texture PSD. It is type 1A, but 1st thing I'll do from now is make all line of heads (1B,2A,2B etc.)
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it would be nice if you could also export the ms3d files to md2 - also please send the files via mail to me if they are to big for an attachment.
thanks for the work
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I just made full set of male heads! And female skin is half done. I will upload it all at once when it will be done.
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Does it really need a sigare?
And last (afro-phalanx) head looks like frog or may be lizard. :-D
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By the way, I want to ask - is UFO:AI support transparent textures? I can make .tga texture, so "glass" in that helmet will be half-transparent!
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And speaking about speaking transparent - I try to make helm glass look more transparent by texture. Chek the screenshot - is it better or worse?
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By the way, I want to ask - is UFO:AI support transparent textures? I can make .tga texture, so "glass" in that helmet will be half-transparent!
provide a texture and a model and i will do my best to get it in.
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Does it really need a sigare?
Yeaa, it is ridiculous.
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Check the screenshot - is it better or worse?
well... i like the last better. this one is worse, sry.
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Vedrit (a skilled animator here) also built a skeleton for animating it already. You're welcome to download that one and base something off of it anytime.
To be honest, I've been majorly slacking, and with no reason, half ass or not. Yes, we have a bone structure, properly named and all, but for animating purposes, and the part I am struggling most with, there are no handles (Or rigging, as its called in the industry) (Things that can be moved and affect corresponding bones in a specific fashion), that make the animating easier
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Well, I just made full set of heads. And the female skin is almost done! No surprise - it will be same as male version. About half-transparent textures - I made one, and in the model viewer it looks awful... Color was faded, and few parts under the glass better stay hidden, so I decide just leave it as it is now.
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cool - submit your source, md2 and skins files when you are done - i would like to have them in our repo.
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This is .ms3d sourses for all heads. I'll upload md2 and skins in a few days, then I finish it.
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btw. i suppose GPL 2.0 or later as license is ok for you?
for everything that is based on our existing work you have to release derived work under this license anyway.
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i suppose GPL 2.0 or later as license is ok for you?
GPL 2.0 is fine, thanks.
For some reason I can't upload my models here... Is it ok to upload them on rapidshare?
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GPL 2.0 is fine, thanks.
For some reason I can't upload my models here... Is it ok to upload them on rapidshare?
Fixed
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OK. Here is md2 male heads with their skins.
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And the body skins. Few words about them - skins using originals as a background (whith means camo), but since their size is increased I use some filters to stretch them. It means these jpg is a bit better then if you just take .psd and stretch origins by yourself...
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More...
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And the last male psd. The female skin is actually done too, I just need to make all camo version. It won't take a long...
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Just finish female skin. Now all is done.
MD2 heads, skins and 2 body skins.
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And the rest of body skins...
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And psd. That's all.
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oh, Migel is on rampage ;)
thank you very much - i will add them to the game once i'm at home.
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I really hope you'll use it until the new model will be done, so I want to say a few words about it. From the beginning I want to make an armour that look like alien-made. It is an armour, that made from alien materials and parts of their own armour. Or just alien armour itself, adapted for the human. Something like alien technologys serving humans. Never could understand, why scientists research alien technologys so hard, but making metal-plate-armour again and again...
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i will add them to the game once i'm at home
Thanks for that, really. I'm happy to make something useable! :D
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She looks sexy ;)
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Migel, did you also change the md2 models? Applying this to trunk isn't that easy as you added a lot of files that you should not even have touched... why did you name it cccp? we have a skin with that name already? questions over questions.. please help me to bring light into the dark to get this into trunk.
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nevermind - it took a while but now i got it.. i've commited this to trunk. what i now need is the body models you used - should i just copy them from another soldier model? if yes, which one - or did you modify the bodies, too?
the anm files are missing, too
and it would be sweet if you could provide the ufo script files entries for this, too
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you added a lot of files that you should not even have touched
Maybe I add some old skin by mistake, but it should be only new skins and md2 ??? It should be head models in md2 (11 (+1 no cigar) for male 8 for female), their skins, and new body skins (6 male and 6 female - 1 for each camouflage you have, including cccp and yellow). If something is missing I can send it all by email.
why did you name it cccp
All skins named according the alliases in existed body model.
the anm files are missing, too
For the head model? There is no animation =) To make it simple you can copy "malemedium" and "femalemedium" folders and replase all files there by uploaded files. That is the quickest way to test it.
And since it is working like this I consider that nothing else needed =)
what i now need is the body models you used
The Body model is the old one, but I change one thing - texture size.
But I'm not sure it is change something in game - even before I did it skins was showed correctly. This must be about programming part - wat if the texture size in md2 is 256 and the texture itself is 512? Will the skin compres or size will change automatically? Anyway if you need this md2 I'll upload it!
and it would be sweet if you could provide the ufo script files entries for this
I'm sorry, I just don't get this part. Can you, please, explane what script you need and I'll make it.
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no the md2 is not needed - i just had to know which one you relied your work onto. you can use any texture size you want (as long as it's power of two)
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Any chance of adding a link to the new "base" model in the first post when it's finished? I was thinking of trying my hand at some armors but I want to make sure I'm working from the right template.
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The link to the power armor image seems to be broken.
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FYI guys. I'm back from my hibernation.
Plan on finishing the armors I was making, assuming you still need them.
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Cool ! Show us what you already got !
& look here:
http://ufoai.ninex.info/forum/index.php?topic=4730.0
& here:
http://ufoai.ninex.info/forum/index.php?topic=4727.0
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AAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!
Two hours of work just went down the drain!
Ctrl+S (save) for some reason didn't stick and now my Power Armor is back where it was. Damn this friggin universe!
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FYI, I invision something similar to this:
(http://img412.imageshack.us/img412/8868/soldier2z.jpg)
or this:
http://img697.imageshack.us/i/ufoass1.jpg/
For the jumppack armor, something of a cross between a WH40K space marine jetpack and the jump armor from X-Com: Apocalypse
Also, interesting:
http://www.youtube.com/watch?v=EdK2y3lphmE
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Keep in mind that the jumpsuit is meant to be somewhat less protective than the heavy armours, so it probably shouldn't look too buff.
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Looks cool & it would be really nice to have some new models to play with...
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This is the current status. I had to re-do it and am currently experimenting with the abdominal area.. I think I made the stomach plates too big :P
(http://img571.imageshack.us/img571/1669/ufoaiarm1.th.jpg) (http://img571.imageshack.us/i/ufoaiarm1.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
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Looks good. Is this supposed to be the Heavy Nanoplate Suit (http://ufoai.ninex.info/wiki/index.php/Equipment/Armour)? I like the look of the open boot, but it may not fit the description.
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Power armor. The leg design is supposed to point towards an exoskeleton. The blusih parts armored with fabric, rather than plates. Also, ti's far from finished. The upper leg part, lower torso and arms all need more work.
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Is the wiki out of date? I don't see a Power Armor listed, but maybe it's been added into plans for the tech tree...
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I'ts listed a the very begining of this thread...
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Welcome back, Trashman,
The new soldier models actually got re-started once again (the source Blender files are in the SVN) but the previous base model wasn't thrown away - I'm sure we could use what you've done for something, it would be better to have a number of good models to pick and choose from, rather than not have enough (the latter is what we've been stuck with for a long time).
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Hehe..thanks.
I've been going over my project list and was "dear Lord, what the hell was I thinking? Gotta clean this list out."
So I started focusing on projects that can be completed first (in shortest amount of time). UFO :AI rates high on that list, given that a few models and texture tweaks is all I had planned.
I'm taking it slow over the weekend, but I expect to have one or two armor meshes done by the next weekend. Animating and mapping them - now that will take more time. Never really fiddled with animating human models...
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Would this be a bad time to point out that we already have an approved model for the Power Armour, albeit one that isn't yet completely animated?
Regards,
Winter
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But you don't have one for the ADVANCED Power Armor...unless I'm mistaken?
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The first post in this thread is up to date, so that would be correct.
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I was thinking of how to make a jump armor, and the basic idea is this:
(http://img514.imageshack.us/img514/3856/ufoaiarm2.th.jpg) (http://img514.imageshack.us/i/ufoaiarm2.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
I approached it from the angle of flight stability and safety. So the jump suit should have the man jump yets on the back, angled not fully down, but tilted a bit towards the back.
The tip of "wings" hold thursters who's main purpose is strafing and providing a coutner-force so the suit doesn't tip fully forward in flight. The intakes are above the shoulders, angled so they could take in air even if jumping. superman-style
Aditional thrusters on the legs are questionable.
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Well I don't know what the science mavens will say, but it looks good to me. The polys around the inside of the knees might need a touch-up, or maybe it's just the angle we're looking at it from.
Would be nice to see this skinned.
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To make sure nothing goes to waste, I uploaded a few meshes in 3ds format. 3 soldier armor meshes, helmet, jetpack.
They can be used as base or modified...regardless if I finish them or not.
http://www.mediafire.com/?zmwgztigtdx (http://www.mediafire.com/?zmwgztigtdx)
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added to data_source into your model folder at http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/data_source/models/TrashMan/
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For me, Power Armour looks like one of those childish armors from World of Warcraft. And soldiers look too fat in it (like wearing a space suit in a vacuum). It just doesn't look serious. I think it would be great if it looked like something between this and nanosuit from Crysis.
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I agree with soul, it does kind of look "childish" so to speak. Closer to the nanosuit would be a lot better.
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On the flipside, that does mean that, given a good-looking model for the advanced power armour, the feeling of "I've upgraded to something better" is enhanced.
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Power armor will feel somewhat bulky. You add extra stuff around the person carrying it, but the person doesn't become taller.