UFO:Alien Invasion

Development => Artwork => Topic started by: Noordung on March 04, 2014, 09:02:23 am

Title: Hyperion
Post by: Noordung on March 04, 2014, 09:02:23 am
there are also 2 engines each one one the one of the wings. tail is a little too fat. i know that.

i also noticed that i think we dont have any airfield map. so i will post more aircrafts here if anyone want to use it for new map.
Title: Re: Hyperion
Post by: Noordung on March 04, 2014, 09:03:08 pm
i have changed tail a little. and there wont be much changes any more. just add inside, landing gear and engines.

so whats width hight radio of tiles. i guess cago hold could be 3x3. doors on each side like firebird. door size is 1.

im not sure about wapons but since nose is big one medium spot in nose maybe. speed about same as firebird and range about 30% shorter?

Title: Re: Hyperion
Post by: ShipIt on March 05, 2014, 09:59:27 am
According to our wiki the Hyperion is supposed to be a human-tech based armed dropship. Right now I cannot see where this should fit into our timeline. Oc we could do it that way.

But, we are still looking for a way to replace the current Raptor model. Also, to continue our story humans need a vehicle capable to enter space and take advantage of the ftl-drive. In both cases, however, the dropship is based on alien technologie.
Title: Re: Hyperion
Post by: Noordung on March 05, 2014, 12:06:40 pm
whats wrong with raptor? i read wiki and it says there is hyperion needed so i think why not make one... so i guess no hyperion? its hard to make something if you dont know what game needs.

so here is raptor...

Title: Re: Hyperion
Post by: ShipIt on March 05, 2014, 08:20:07 pm
Our current Raptor model has no cargo/troop bay. And it gives not enough cover at the battlefield.
Title: Re: Hyperion
Post by: Noordung on March 05, 2014, 08:52:10 pm
well here it is new one but dont think it gives much more cover... im sure i used it in 2.4 and it had cargo bay.
Title: Re: Hyperion
Post by: Noordung on March 05, 2014, 10:18:49 pm
new heavy lifter design. can open front and back can drop cargo hold...
Title: Re: Hyperion
Post by: ShipIt on March 06, 2014, 06:22:07 am
Looks cool so far.

well here it is new one but dont think it gives much more cover... im sure i used it in 2.4 and it had cargo bay.

Maybe you think of the Heracles (http://ufoai.org/wiki/Aircraft/Herakles-class_Heavy_Lifter) instead Raptor (http://ufoai.org/wiki/Aircraft/Raptor-class_Combat_Transport)?
Title: Re: Hyperion
Post by: ShipIt on March 06, 2014, 06:33:54 am
well here it is new one but dont think it gives much more cover... im sure i used it in 2.4 and it had cargo bay.

Its just hard to imagine how it realizes votl with this engines.
Title: Re: Hyperion
Post by: Noordung on March 06, 2014, 08:02:39 am
no im pretty sure it had very similar cargo bay like the one i made now.
about vtol - how do alien engines work? and can alien ships rotate them to have v vtol capabilites? becouse if alien engines arent working like jet engines and you dont need to rotate them than...
there should be some explanation how alien engines work. or i just didnt read all scientist messages in game :-[

there is also question how big would cargo bay be. probably 3x6-8. smaler than herakles. if cargo bay is 3 wide in curent model plane gets more than 20 wide. i guess thats a little too much.

and please somone tell me what the ratio on title width and height.


about raptor and cargo bay how it opens... maybe i saw intact alien dropship? that one have cargo bay? or maybe it was some other alien craft since im not sure i used raptor :-\
Title: Re: Hyperion
Post by: Duke on March 06, 2014, 08:58:00 am
Good point about the alien engines and VTOL :)
Title: Re: Hyperion
Post by: geever on March 06, 2014, 09:34:24 am
I think we should do a little brainstorming about all the aircraft designs we want because we have already diverged from the original plan...

-geever
Title: Re: Hyperion
Post by: Noordung on March 06, 2014, 10:30:30 am
there is also question how many engines aircrafts have. im not so far in 2.6 but does raptor still have 4 alien engines like in 2.4? or are those advanced engines and how many? i was thinking of making somethng with 3 engines.

and dont forget to tell if we need to rotate alien engines for vtol or not ;)



and here it is new raptor.
Title: Re: Hyperion
Post by: Noordung on March 06, 2014, 02:35:08 pm
raptor is more or less finished-
Title: Re: Hyperion
Post by: ShipIt on March 06, 2014, 08:43:47 pm
Nice.

no im pretty sure it had very similar cargo bay like the one i made now.

Maybe you remember the alien Supply UFO. It has a similar design.

there is also question how big would cargo bay be. probably 3x6-8. smaler than herakles. if cargo bay is 3 wide in curent model plane gets more than 20 wide. i guess thats a little too much.

The Raptor is supposed to hold ten soldiers and one UGV. So the cargo bay should be 2x7 32x32x64 Dimensions (http://ufoai.org/wiki/Mapping/Dimensions).
Title: Re: Hyperion
Post by: Noordung on March 07, 2014, 03:25:25 pm
what about angle of loading ramp? whats the biggest angle soliders can walk?
Title: Re: Hyperion
Post by: ShipIt on March 07, 2014, 04:57:21 pm
what about angle of loading ramp? whats the biggest angle soliders can walk?

Iirc 45 degrees are possible. But imo we should avoid doing that much.
Title: Re: Hyperion
Post by: Noordung on March 07, 2014, 05:28:58 pm
so if i understand corectly floor is 64 high but solders are not 64. there is aslo ground. so baiscly cargo bay isnt 64 high?
Title: Re: Hyperion
Post by: Duke on March 07, 2014, 06:03:47 pm
A 'normal' room in a building is sitting on a floor of height 4 and is 60 high. A soldier is around 44 high IIRC.
Any other dimension is also possible but hey, you don't want your soldiers to crouch in the cargo bay, do you ?
Title: Re: Hyperion
Post by: Noordung on March 07, 2014, 06:47:11 pm
ah ok. so cargo bay is 60 high. and... ok now i can start constructing cargo bay i think :D

Title: Re: Hyperion
Post by: Sandro on March 09, 2014, 06:25:40 pm
whats the biggest angle soliders can walk?

About 60 degrees IIRC.
Title: Re: Hyperion
Post by: Noordung on March 10, 2014, 11:08:02 am
landng gear is funny. maybe i will change it a little. and i have to add engines.
cargo bay is 3x6 doors are 2 wide.
Title: Re: Hyperion
Post by: Noordung on March 11, 2014, 09:13:42 am
can anyone check if this is good and tell me how to export or do it? and textures... i dont really know how to do them.
Title: Re: Hyperion
Post by: ShipIt on March 11, 2014, 10:11:50 am
We have an import/export script for blender. See http://ufoai.org/wiki/Modelling/Blender.
Title: Re: Hyperion
Post by: Noordung on March 12, 2014, 08:01:55 am
how do i instal this? and im also confused. it says thet we should scale 16x and you said 32x.
Title: Re: Hyperion
Post by: ShipIt on March 12, 2014, 01:47:41 pm
how do i instal this? and im also confused. it says thet we should scale 16x and you said 32x.

Asking Google how to add plugins to Blender should answer the first question. Not sure about the second. I don´t use Blender that often.
Title: Re: Hyperion
Post by: DarkRain on March 12, 2014, 05:49:06 pm
how do i instal this? and im also confused. it says thet we should scale 16x and you said 32x.
1. Just copy it to the apropriate directory for your system and bender version (as ShipIt said ask Google)
2. The arbitrary units that Blender and UFO:AI use aren't necessarily the same size, so some scaling might be needed at export time, but as long as your model has the correct proportions that shouldn't be a problem, so you can model it using Blender units and scale it for exporting.
Title: Re: Hyperion
Post by: Noordung on March 13, 2014, 09:06:59 am
how do i download this script?
Title: Re: Hyperion
Post by: DarkRain on March 14, 2014, 08:04:47 pm
It's in our repo, ifIf you have the source, you already have it, if not, when you click the link in the wiki it will take you to SF git browser there should be a "download this file" link there IIRC
Title: Re: Hyperion
Post by: Noordung on March 17, 2014, 08:05:46 pm
well i was nable to use that script... but found new one here https://groups.google.com/forum/#!topic/junaio-developer/9NUaSP5V28w

can anyone check if this is good?
Title: Re: Hyperion
Post by: DarkRain on March 18, 2014, 04:37:46 pm
Don't use that script, it kills all UV data... (I've known about it for some time now, btw)

Which was the problem, with the ones provided in our repo, maybe we can help you?
Title: Re: Hyperion
Post by: Noordung on March 18, 2014, 04:49:25 pm
well i can copy past that script but cant save as .py file so blender cand find it. can someome just past past it here so i can download it here.
Title: Re: Hyperion
Post by: AntJam on March 18, 2014, 05:31:24 pm
here is the blender import/export file I had to post as a .zip folder as .py files not supported on forum
Title: Re: Hyperion
Post by: Noordung on March 18, 2014, 05:49:09 pm
Thank you.
here is new exported thing... its only 32kb... is this right?

2a is landed 3a is flying. tell me if it needs to be rescaled.
Title: Re: Hyperion
Post by: DarkRain on March 18, 2014, 09:18:21 pm
Thank you.
here is new exported thing... its only 32kb... is this right?

2a is landed 3a is flying. tell me if it needs to be rescaled.

Yes, that's right, that older script you found isn't very efficient... (plus our script skips gl commands by default -- we don't use them), compare the size to other craft md2's if in doubt

Anyway, will try to check it sometime soon...
Title: Re: Hyperion
Post by: Noordung on March 20, 2014, 07:48:10 am
where can i find other md2 models?
Title: Re: Hyperion
Post by: DarkRain on March 21, 2014, 01:29:25 am
If you have the game they should be in the directory called 'base' , within the directory called models you should find all the models used in the game (and our md2 script even includes an importer :) )

As for your aircraft, it seems you forgot to scale the landed version: it's smaller than a soldier's feet :)
Attached is how the 'flying' version look in a very quickly thrown together test map (no lighting, but you can see the size of the craft)

Mind that in order to be able to use it in the battlescape we need it to be split in parts according to the levels of the battlescape (if you find the models for existing dropships take a look at them to see what I mean), also a crashed version would be nice
And a low-poly, in-flight version for the geoscape would be nice as well
Title: Re: Hyperion
Post by: Noordung on March 21, 2014, 03:28:45 pm
yes problem was that nobody know how much exacttly does it need to be scaled. i scaled 32x for flight version and it seems by the picture that was right scale. i will rescale it here and post it later today. or is it 64x...

under base there are only .map files?

here are rescaled and low polygon... or how lod do i have to go?
Title: Re: Hyperion
Post by: DarkRain on March 25, 2014, 01:29:17 am
Well the scale seems to be correct, but beyond that artists and mappers should give their impressions...
As for your question: We usually have whole models — in-flight and landed versions — for the UI (aircraft screen, market etc), a low poly in-flight one for the geoscape, and a 'split' landed and crashed versions for the battlescape (for example, for the landed version the ramps and landing gear could be one piece — for level1 —, the main body without roof another piece — for level2 — and the roof and everything above yet another one — for level3)
Title: Re: Hyperion
Post by: Duke on March 25, 2014, 07:18:23 am
I like it to see the engines in the landing position.
Title: Re: Hyperion
Post by: Noordung on March 25, 2014, 08:34:13 am
so here are 3 floors 1. would be landing gear and doors, 2. aircraft without a roof (but is it with landing gear or without?) and third dould be whole aircraft or just roof?

is this correct?
Title: Re: Hyperion
Post by: DarkRain on March 25, 2014, 06:27:04 pm
Each "level" should be without the levels below (so, for example 3rd level would be only the roof and above) the idea is that mappers can 'stack' the pieces when creating the map, and the ship will be 'sliced' just like everything else (buildings, ufos, etc.) as we move between battlescape levels...

Will check this new ones ASAP, but can I ask you to add a skin to them before you export next time? (add a material, and a texture in blender, set the texture type to "Image or movie", and hit 'new' to create an image file) you don't need to actually create a texture, I just need the md2 to be exported with one skin so I don't have to add it manually which is a hassle (zero skins cause a crash, and our md2 tool can only add more skins if there's at least one already...)
Title: Re: Hyperion
Post by: ShipIt on March 26, 2014, 06:31:24 am
Making the landing gear a seperate model would be good.

Beside that, making the body and roof sepaerate models to join them in the battlescape (like pot and lid)  is not a good idea, because .md2 defines vertices much less exact than e.g. Blender. So making those two parts fit together exactly in the game will be next to impossible.
So it would be better to make landing gear, an 'open' model for level 2 and a 'closed' model for level 3 and above.
Title: Re: Hyperion
Post by: Noordung on March 26, 2014, 08:23:58 am
lanading gear and open model are already posted here. and whole landed model is also posted here. so... only crashed now?
they just dont have "textures" like DarkRain suggested.

so here is crashed raptor. i hope its good.
Title: Re: Hyperion
Post by: Noordung on March 29, 2014, 10:03:48 pm
Each "level" should be without the levels below (so, for example 3rd level would be only the roof and above) the idea is that mappers can 'stack' the pieces when creating the map, and the ship will be 'sliced' just like everything else (buildings, ufos, etc.) as we move between battlescape levels...

Will check this new ones ASAP, but can I ask you to add a skin to them before you export next time? (add a material, and a texture in blender, set the texture type to "Image or movie", and hit 'new' to create an image file) you don't need to actually create a texture, I just need the md2 to be exported with one skin so I don't have to add it manually which is a hassle (zero skins cause a crash, and our md2 tool can only add more skins if there's at least one already...)
i made some test adding materials and textures but when exported textures and materials were lost - imported back to blender and no sign of textures/materials... or do you mean separate .png picture of textures like that attached?

and someone this UV map is a little strange and i cant fix it with ctrl+a since blender cant find any error. somebody can help maybe?
Title: Re: Hyperion
Post by: ShipIt on March 30, 2014, 09:47:58 am
The first step in texturing should be to create a proper UV-map in Blender. There are plenty of good tutorials about this in the web.

It is also possible to paint the mesh in Blender and create a texture from that.
Title: Re: Hyperion
Post by: AntJam on March 30, 2014, 01:03:50 pm
I found this tutorial handy...he rambles on a bit but for un-wrapping a complex shape all the basics are here
http://www.youtube.com/watch?v=vB79dZHp-vA (http://www.youtube.com/watch?v=vB79dZHp-vA)
Title: Re: Hyperion
Post by: Noordung on March 30, 2014, 01:24:21 pm
yes i know about that tutorial. guys speaks funny. bit it did help me. there are also other tuorials blender cookie got some nice tutorials.

if i put 2 or more exactly the same things in UV map one on another (lets say tires) will that uv map work in md2?
Title: Re: Hyperion
Post by: ShipIt on March 31, 2014, 07:46:23 am
yes i know about that tutorial. guys speaks funny. bit it did help me. there are also other tuorials blender cookie got some nice tutorials.

if i put 2 or more exactly the same things in UV map one on another (lets say tires) will that uv map work in md2?

Yes.
Title: Re: Hyperion
Post by: Noordung on April 28, 2014, 08:26:20 pm
wast happy about previous raptor i made but than im not happy about this one either... should i do new one?

and what is this RMA tiles. how big is 1x1 RMA? i sow someone talking about that in some other topic about some other dropship...
Title: Re: Hyperion
Post by: Duke on April 28, 2014, 11:12:44 pm
32x32 mapunits: 1 cell
8x8 cells: 1x1 RMA
Firebird tile is 3x2 RMA
Title: Re: Hyperion
Post by: Noordung on April 29, 2014, 09:10:00 pm
so here it is last raptor. and this one is really last one. 2x2RMA
there will be some minor changes with engines, some details on landing gear... for wishes tell me now ;D
Title: Re: Hyperion
Post by: Mattn on April 29, 2014, 10:29:26 pm
awesome - once you are done, just upload the archive and i will put it into datasource.
Title: Re: Hyperion
Post by: Noordung on May 01, 2014, 02:27:10 pm
finished. now unwraping and crashed versions.
Title: Re: Hyperion
Post by: Noordung on May 02, 2014, 12:37:31 pm
now only crashed versions. i hope we get some volunteers for textures.
Title: Re: Hyperion
Post by: Noordung on May 06, 2014, 12:45:26 pm
crashed raptor.
Title: Re: Hyperion
Post by: kurja on May 06, 2014, 12:56:45 pm
finished. now unwraping and crashed versions.
Looks great. do I understand correctly that wings are not visible at lowest elevation? Will actors be able to walk under them?
Title: Re: Hyperion
Post by: Noordung on May 06, 2014, 12:59:13 pm
yes.
Title: Re: Hyperion
Post by: kurja on May 06, 2014, 01:00:31 pm
awesome ^2 =D
Title: Re: Hyperion
Post by: Noordung on May 20, 2014, 11:12:20 pm
not sure if anyone doing texuters for raptor. so here are some really really bad ones. maybe we can use them unil someone can do better ones. and some improved md2 files. older had one problem.