UFO:Alien Invasion
Development => Artwork => Topic started by: MCR on August 06, 2010, 01:39:26 pm
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Excavation Outdoor Lamp Animated Ofc.:
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More atmosphere for the mine (animated torches):
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Inside of the Corrupter ufo:
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Soon to be integrated (Glowmap Animations):
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Those look sooooo nice:
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Soldiers (the Afro-Soldier still needs a new head or some texture reworking):
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isn`t they too bright?
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New trafficlights texture, new tires (old screens, improved already in trunk version), military convoy tuned:
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I'm sure you're sick of me asking this every time, but what about screenshots that are zoomed out and from a higher angle, so that they show more of the environment? The context really matters for things like the glowing lights. They could be really cool, or they could be overbearing. It all depends on how they fit into their environment.
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I must say the excavation lights look so cool :D All the work is nice. But with the brightness my soldiers might get blind if they use IR googles hihihi :D
Good job though, thumbs up! ;)
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I'm all for nice screenshots, but we don't want to flood and overflow the image upload folder again (If this thread grows to become large).
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Kildor, light == bright.
Destructavator, do not worry too much, this is not healthy...
H-Hour, here 2 special screens from high above 4 u (no normalmapping, nor real-time-lighting & texture alpha problems for the trees & bushes, because I'm on ATI here :P):
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Destructavator, http://xserve.ninex.info/ ;)
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Thanks MCR, the military vehicles look good. Is that a flare you're using for the excavation light (first post)? Is it one of the built-in effects or a texture?
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Destructavator, http://xserve.ninex.info/ ;)
Yes, but the server host other projects as well.
Looking at the forum admin panel, which shows the *real* amount of space for attachments (which has been increased a number of times already), we only have about 1 GB total for attachments - much of which has already been filled in this forum which goes back for several years.
Many of these screenshot posts (with four pictures) are near the 1024 KB per post limit. That means if there was ~1,000 such posts, it would all be used up, and as I said much of it is already filled (take a look at the large number of posts on this forum, going way back).
If you do the math, it can add up when you have a thread filled with image after image. If this thread grows to a large size, it might eventually become an issue.
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Thanks MCR, the military vehicles look good. Is that a flare you're using for the excavation light (first post)? Is it one of the built-in effects or a texture?
IIRC the original light texture is now the base texture of a material rotation animation, where a property texture, which has a glowmap applied to it, is rotated. Also, as you've correctly identified, there is one of the new flares added to the light (which are accessible via the built-in material command 'flare x').
You can look @ the code in current trunk (materials/excavation.mat).
I designed & comitted more complex light animations also (dam.mat for example), but those are not fully working @ the moment, because it is not possible to combine pulse & glow animations yet [will ignore 'pulse'], but I am confident that this will be changed soon...
Btw., the flares are located in base/pics/flares.
Yes, but the server host other projects as well.
Looking at the forum admin panel, which shows the *real* amount of space for attachments (which has been increased a number of times already), we only have about 1 GB total for attachments - much of which has already been filled in this forum which goes back for several years.
I do not know what to tell you, because I do not really understand what you want to tell me ::), but have I told you already that I also like your boy-model ?! :)
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Feel free to delete screenshots if you like :)
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Sorry, I'm not trying to pick on you MCR, and I'm not angry or upset or anything, I'm just pointing out that a large thread filled with lots of images could use up quite a bit of space. I'm not trying to imply anything "between the lines," I'm being direct about that.
As for deleting anything, I wouldn't do that yet, but if down the road the upload folder gets full and we have to find something to cut, well, a thread with tons of images might be one of those things that would get cut to save space - no offense toward you intended.
Side note: One thing that would be good is if you could pick your very best screenshots and use parts of them for the project website, in the "media" section, as a lot of the media is very old and doesn't show any of the current stuff we have in the game now. That would be very nice. I haven't looked in the media area in some time, but last time I checked it had just a little bit, and the stuff that was in there was *very* old.
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Content on the forum should not be persistant. I think Ninex delete some time old things
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new normalmaps/textures:
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the above image doesn't look nice imo
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Do you mean the last attached image from the mine map ?
What texture/normalmap don't you like ?
This is how the mine textures looked before: http://ufoai.ninex.info/forum/index.php?topic=5244.msg42101#msg42101
I had to change the wall/rock texture 'cause it had no license...
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i meant the first of the three images you posted.
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i meant the first of the three images you posted.
I will see what I can do about that.
Here 2 screenies of glow & flare updates:
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The glow in the first map looks nice. The flares in the second (green) are a bit much I think.
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yes, i agree - the blue one is cool (on the last screenshot) but the green one is a little bit too much. and the first shot is cool, too
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Yep the blue light looks reaaaaaaly nice.
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ferry map bridge 8)
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ferry map bridge 8)
Maximum firepower!
Nice... :)
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btw. which remind me about your changes for removing the lightmap via material parameters - it would imo be cool to have this as a surface flag - as it would also reduce the bsp filesize a little bit more. what do you think?
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btw. which remind me about your changes for removing the lightmap via material parameters - it would imo be cool to have this as a surface flag - as it would also reduce the bsp filesize a little bit more. what do you think?
Good idea. Could be useful for the mappers.
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Additional models on dam & druglord maps:
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the 1st one is good, but the money on the table looks too comic-like to me...
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new pjrock* & grass_mowed_dry_* normalmaps in-game:
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Woahr really nice!
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I love those glows, they truly inspired me. the green glow started me thinking, and before you know it I was off on a tangent imagining what an alien homeworld might look like. I then spent a couple of hours trying to recreate my vision The end result was this wallpaper:
http://i.imgur.com/UQ2Vl.jpg
and the attached tileable texture.
so thanks! :)
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is the light green grass on the top of the big rock on ufo532.jpg is right? it looks strange? or it is an optical illusion?
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this is just because the brush could need a little bit better modelling - not texture dependent.
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Unfortunately many of the new graphic features have been removed from 2.4, mainly all animated stuff, because of the excessive use of virtually limited texture slots (limit: 1024) by the animation frames.
However, I will try to find a solution, so not all of the animationwork is lost and hope that you still will get some movement on the maps when 2.4 finally is released.
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Unfortunately many of the new graphic features have been removed from 2.4, mainly all animated stuff, because of the excessive use of virtually limited texture slots (limit: 1024) by the animation frames.
However, I will try to find a solution, so not all of the animationwork is lost and hope that you still will get some movement on the maps when 2.4 finally is released.
Nooooooooo! Terrible News!!! :(
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Here some screenie updates :o
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More:
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You shouldn't miss 2.4 ;):
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The last set:
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Oh, look, that computer inf the first batch seems familiar.
:P
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Wait a minute! We got new Dropship textures? I hope someone will reskin the default drop ship model too because the cockpit haves a ugly blur effect. Anyway i really like the indoor screen with the water dispenser - looks almost prerendered. (Posting this stuff right now on IndieDB - people there loved the new alien base screens)
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Oh, look, that computer inf the first batch seems familiar.
:P
Actually, regarding that, shouldn't we change that model? It does look great and would at last bring the futuristic aspect clearly, but that's either a direct rip or carbon copy of the Deus Ex desktop computers. We can't use models from other games, can we?
Oh, and welcome to the forums Nutter!
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Well, on one hand, it could spell trouble, but I guess you could use the basic design to design your own computer with a similar style.
Oh, and thanks for the welcome.
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Well, on one hand, it could spell trouble, but I guess you could use the basic design to design your own computer with a similar style.
Actually, regarding that, shouldn't we change that model? It does look great and would at last bring the futuristic aspect clearly, but that's either a direct rip or carbon copy of the Deus Ex desktop computers. We can't use models from other games, can we?
I do not exactly know what you are talking about here, but that model was made by Willem Sitters and it is no rip or copy of anything.
Maybe Deus Ex copied Willem's style ?
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I do not exactly know what you are talking about here, but that model was made by Willem Sitters and it is no rip or copy of anything.
Maybe Deus Ex copied Willem's style ?
Unlikely, unless Willem made it 10 years ago. Deus Ex was published in 2000. I'll attach a screenshot shortly.
Edit: It is the exact same model and texture. This is especially noticeable from the windows on the screen: they are in the same places. The only difference is the bloom.
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Oh, you seem to be right.
Somehow this model made it into the ufo:ai data_source.
Ofc. this should and will be removed then.
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The computer model has been removed from master.
Thanks for the notification. It seems the model made its way mistakenly into our data_source/sitters subdirectory.
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Wait a minute! We got new Dropship textures? I hope someone will reskin the default drop ship model too because the cockpit haves a ugly blur effect.
I can create the uv map if someone wants to volunteer to make a reskin. :)
We just should take care to not change the color-scheme, or we would have to reskin the geoscape and crashed models also...
But to get more or less the same skin in higher resolution would really be nice....
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This is not the first time that Sitters has done that though, is it. I remember he vigorously denied plagiarising anything the last time there were similarities, but this is now more than coincidence. Sitters needs to come clean on how he comes across his models.
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New Background for the Geosphere featuring very slightly colored stars:
New (http://img29.imageshack.us/img29/3831/buntestar.jpg)
Old (http://img189.imageshack.us/img189/636/oldstar.jpg)
Heres another one with bigger stars:
Bigger (http://img220.imageshack.us/img220/379/biggerstar.jpg)
DL Link (http://www.mediafire.com/?qn9b3kk9w1i09g1)
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New Muzzleflash effect in 2.4:
(http://img830.imageshack.us/img830/3255/ufo1mv.th.jpg) (http://imageshack.us/photo/my-images/830/ufo1mv.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
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New Muzzleflash effect in 2.4:
(http://img830.imageshack.us/img830/3255/ufo1mv.th.jpg) (http://imageshack.us/photo/my-images/830/ufo1mv.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
The muzzle effect looks nice, assuming it's just a couple of frames.
But if those glowing line-things are bullet effects, why give them that blaster bolt effect and not continuous tracer lines?
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They look better if theyre in motion. You wont notice that they look like laser beams because the ptl is just to fast. I would love to add some additional effects but the ptl engine isn that "mighty" yet.
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This is not the first time that Sitters has done that though, is it. I remember he vigorously denied plagiarising anything the last time there were similarities, but this is now more than coincidence. Sitters needs to come clean on how he comes across his models.
Thats easy to explain, 8 year ago, I learned modelling and UV mapping by copying deus ex models.
when I came first to UFO alien invasion I zipped all the models I have, and send it over.
Big chance that there where original models in that directory from deus ex, just remove them.
Willem
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Here a replacement for the computer.
(http://www.sitters-electronics.nl/download/computer.jpg)
Link : http://www.sitters-electronics.nl/download/computer.rar
Souce C4D also included.
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Looks good sitters!
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Yep, nice work!
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Very nice!
And glad to see you again here :)
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hi willem - and welcome back (with a nice model - great)
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Thanks, everybody :D
Yeah still around, and more time for 3D modelling.
so when you have more stuff to replace, or need other models let me know.
Willem
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Hi sitters. Have you learnt yet that you are not allowed to rip or directly copy models from commercial games?
The reason it is so important is because it puts the project at risk. Big game companies especially have been known to issue Cease & Desist orders over very trivial things. Also just copying models from other sources can be reason enough for a service like Sourceforge to eject a project (http://forum.freegamedev.net/viewtopic.php?f=20&t=1876).
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The computer looks great and the screen texture's look good.
But some critisism:
The monitor setup looks a bit rickety, like it would have to be nailed down. Maybe there's some support behind them but I don't see it.
Why two keyboards? One massive would make more sense to me.
Where's the mouse/falcon?
Also, more of a request than critisism, really, but any possibility for a holographic computer/monitor (a la Mass Effect/Deus Ex)? According to the UFOpedia, PHALANX uses something like them and I'd think they would fit well into high-tech locations.
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freegamer, please STOP flaming! The copied models will be replaced, I'm sure. You react like it was your intellectual property that was stolen. But we didn't wanna stole anything, and we will remove deus-ex models if you tell us which ones are they.
I'm not so afraid of eject from Sourceforge, most of our services are on Ninex already, the source is mirrored by github, only the bug/feature trackers are there and it's not even the best bugtracker I've seen. However I hope you don't want us to be ejected from SF and you don't ask them to do. I'm sure we can solve this legal issue ourselves. Thanks.
-geever
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The computer looks great and the screen texture's look good.
But some critisism:
The monitor setup looks a bit rickety, like it would have to be nailed down. Maybe there's some support behind them but I don't see it.
Why two keyboards? One massive would make more sense to me.
Where's the mouse/falcon?
Also, more of a request than critisism, really, but any possibility for a holographic computer/monitor (a la Mass Effect/Deus Ex)? According to the UFOpedia, PHALANX uses something like them and I'd think they would fit well into high-tech locations.
Yeah I make a holographic computer, it looks better for a future game,
and freegamer don't get a heart-attack, if there are still non free models they are replaced from scratch.
And BTW, I don't learnt you cant ripped models, I always knows ( don't need a teacher for that ), but
you can learn a lot, by copying them ( but no need it anymore ).
willem
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www.indiedb.com/games/ufo-alien-invasion/images/dynamic-lightning-particles#imagebox :)
Did i mention i think the illumination of the models is f epic? :D
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Normalmapped, illuminated models 8)
BADA**ES
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luv it
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The updated particles are atm available as a patch:
http://sourceforge.net/tracker/?func=detail&aid=3434825&group_id=157793&atid=805244
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WIP :)
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still WIP
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turn off the decoration for a unobstructed view:
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This dot icon instead of a double arrow to change the log size makes no sens. And the location of this icon have also no sens now. It should be a little more upper.
A button on this screen to custom decoration also makes no sens. I suggest to choose one design instead of many hackish designs.
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Why not put this into the options menu?
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yes - decoration switch should be a cvar. not on the geoscape itself. and keep them enabled by default please.
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This dot icon instead of a double arrow to change the log size makes no sens. And the location of this icon have also no sens now. It should be a little more upper.
The dot icon shows two arrows on mouseover. Changing the position would look weird when the decoration is enabled.
Why not put this into the options menu?
yes - decoration switch should be a cvar. not on the geoscape itself. and keep them enabled by default please.
Will do so.
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[...] Changing the position would look weird when the decoration is enabled.
That's why i talk about "hackish", and about doing only one design, but well done.
IMO, other things can be done but with "user mod", which do not need time to maintain (if it do not work anymore, we dont care).