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Messages - Psawhn

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136
Artwork / Re: Can you guys use this? (MPEG Titile Animation Clip)
« on: November 07, 2007, 08:43:28 am »
I'm having trouble actually getting that .obj exporter to work.

The default exporter does not export the .mtl files - I'd have to manually go through and add textures to everything.

I downloaded the version 3 script, which should export .mtl files, but it crashes the program every time I try to run it.

I am trying to import a small hangar for use in aircraft renders.

137
Artwork / Re: Miscellaneous Models
« on: November 07, 2007, 07:32:57 am »
Heh heh, thanks. I probably should create a hangar for these kinds of shots - but maybe I could just import the map file, I wonder...

I was thinking about working on the alien wormhole device, but I'd like to know a couple things about it.

How large is it and the wormholes it creates? What is the bulk, or device-to-wormhole size ratio?

What shape is the wormhole?

Is the wormhole free-floating or connected to parts of the device?

Are there any specific kinds of glowy bits and colours in mind?

138
Design / Re: Some thoughts about current descriptions
« on: November 04, 2007, 09:51:05 pm »
I've been thinking, and that's actually a good example of what needs to happen. It took mass production of integrated semiconductor transistors in order for home computers to be even feasible, not to mention the decades needed to refine the technology to make it economical.

139
Design / Re: Some thoughts about current descriptions
« on: November 01, 2007, 07:33:59 pm »
Directional radiators - being able to redirect almost all your heat *thataway* - is incredibly advanced technology, actually - especially if the aliens can do it in such a way that the radiator does not take up 2/3 the mass of the ship.

And my main question was actually how the aliens would hide from us humans, not other aliens. If the aliens disregarded simple EM photon emissions as a means of detection, then the existence of the Carrier ship would be mentioned in the game intro, and every incoming UFO would be detected hours, maybe days, ahead of actually reaching Earth's atmosphere.

140
Design / Re: Some thoughts about current descriptions
« on: November 01, 2007, 04:02:23 am »
Except in space you don't need anything quite that complicated. Looking for anything in space means you're looking for a bright point. Active camouflage is only useful when you expect your ship to take up more than a pixel on their scanners, otherwise it does the opposite effect by generating more heat.

141
Design / Re: Some thoughts about current descriptions
« on: October 31, 2007, 03:56:49 am »
You wouldn't be able to tell if a heat blip making entry into the atmosphere is or is not a UFO. Objects enter the atmosphere all the time. Thanks to UFO construction and materials, they might only generate enough infrared to register as a micrometeor.

The UFOs still need to make a retrograde burn in order to put them on a reentry trajectory, though, even assuming the carrier does the plane change for them.

I'm still underestimating the alien's technological superiority, though. Active camouflage would work, but it would suffice just to make sure that no EM radiation heads toward Earth or any satellites. No need for fancy replication of whatever's behind the ship - when you're just searching for something in space you're looking for a bright dot. Ensure there's no bright dot in any wavelengths, and you're invisible unless you occlude a star (or pass in front of the moon or something.) That would ensure the carrier is effectively invisible. (It also gives a potentially cool picture of a closeup of the moon with an alien ship silhouetted against it, mwa ha.)

The harder part still is hiding the smaller UFOs' orbital burns. There are only four solutions to that I can think of:
1) The Carrier hides in a low orbit. Any satellites looking inward would have to see the UFO against the backdrop of the Earth, and the ships can radiate outward so no earth-based telescopes pick up something contrasted against the darkness of space. Any orbital maneuvering can also look like mere meteorites, plus atmospheric-based plane changes would be available if the UFOs weren't so unaerodynamic.
2) The Carrier hides in lunar orbit. Any orbital burns made by smaller ships would be done on the dark side, hidden from Earth's telescopes.
3) The Carrier hides anywhere in orbit from upper atmosphere to the moon, and imparts the kinetic energy to change smaller UFOs' orbits itself, like a catapult launch.
4) The Carrier doesn't hide in Earth orbit at all. It jumps in on the correct reentry orbit, releases ships, then jumps back out. Very Battlestar Galactica.

Options 1), 3) and 4) have the disadvantage of watching leaving UFOs to see where they go - when they go to the moon it's just "Where did it go?" "To the moon." "But we've searched and found no alien bases on the moon!"
4) Has the added disadvantage of bright in-jumps and out-jumps to aid detection, and I don't know how expensive a jump is.

Option 5), though, is that you've already thought up a cleverer and more elegant solution, and I'm just babbling my mouth. :)

142
Design / Re: Some thoughts about current descriptions
« on: October 29, 2007, 09:38:24 pm »
You seem to be under some misapprehensions about the propulsion method we're using for UFO:AI. Direct proton-antiproton annihilation, unlike (for example) hydrogen-antihydrogen, produces charged particles (which can be used for thrust) rather than just gamma rays. At the level of AM we're using -- fractions of grammes -- there isn't enough radioactivity involved to produce harmful fallout.
But what happens to these charged particles after they've decayed? ;) Uncharged pions will most often decay to two high-energy photons (gamma rays.) Negatively charged pions also decay, though an antimuon, to a positron and other stuff (sometimes you get either photons or an electron-positron from positively charged pions.) Positrons annihilating with an electron also produce two gamma ray photons.

But you're right, I probably am vastly overestimating the fallout potential of these drives. In reality, it might only be comparable to radiation absorbed during high-altitude flights.


Quote
Um, you do realise that in-atmosphere UFOs are being deployed from Carrier UFOs in Earth orbit, right? Currently the Carrier is the only written UFO type with an FTL drive, a rare and valuable and large installation. Lastly, this is space. UFOs don't need to even use their engines before they reach atmosphere.
No, I didn't realize that, haha :). Still, the atmospheric UFOs need to make some orbital or sub-orbital burns to put them on the correct reentry course, and one wonders why we don't observe the carrier UFO with telescopes to watch for any launches.


Quote
A rewrite for the plasma weapons is already in the works.
Ahh, that's good. Plasma weapons are always touchy - cool glowy subsonic projectile guns are neat, but scientifically impossible, or useless in practicality.


Quote
The way I imagined it, the magazine would indeed be vacuum-sealed, and because of this would be nearly impossible to puncture or damage. I'm not sure your comment about plastic jams is valid, either -- any material could produce a jam in similar conditions.

It's still kind-of iffy, though. If I get around to it I will indeed change it.
The main problem with a vacuum-sealed container is ensuring it remains in a vacuum (or filled with inert gas) while the bullets and chain move from the container to the gun. Other materials do jam, and they do have the added problem that they will not dissolve in air anyway (clearing the jam). The main difference is that physical stress needs to be applied to break bits off those material, whereas one that reacts with air needs only to have been exposed to air previously to break off into bits.


Thanks a lot for hearing me out.

143
Artwork / Re: Can you guys use this? (MPEG Titile Animation Clip)
« on: October 29, 2007, 08:08:10 pm »
Oh, is there a specific map in mind? Even then, there's problems exporting the textures into Blender, and filling in the border between the edge of the map and any backgrounds in mind. It'd probably be easier (for me at least) to just create the whole thing from scratch in blender.

144
Artwork / Re: Can you guys use this? (MPEG Titile Animation Clip)
« on: October 29, 2007, 07:59:32 pm »
Blenders Sequencer can also do editing like that, putting multiple video files together and adding sound. :)

Rendering to a video file is really easy, too. You just have to select the codec in the render panel, select the animation output location at the left, and hit the big "Anim" button. (You could also press F3 when finished to save the file somewhere.)

I could maybe give the animation a shot, but there are a few obstacles in the way. :)
1. The models are not rigged, so I would have to either use the prebaked animations, or rig the thing myself.
1. b. I have no experience animating humanoid characters (or any other organic animation, for that matter)
2. I need to create the environment. The city in particular looks hard, and my few attempts have been unsuccessful. There's also the hill the alien stands on.
3. The alien models are textured for the game, and will probably look somewhat ugly close up :).


Still, I have some ideas for the city that might work... lemme go try it out.

145
Design / Some thoughts about current descriptions
« on: October 29, 2007, 07:46:10 pm »
Winter's said that he's tried to get the description for techs and stuff as true to reality as possible. I've just been thinking about some things that probably deserve a mention in the UFOPedia, but won't require any coding changes or modelling changes at all.

Antimatter engines:
There should be a mention as to how the radiation from a proton-antiproton reaction is contained in the antimatter engines. Antimatter reactions produce deadly amounts of gamma radiation, and we don't want to turn every landing site into a fallout zone. Alien materials could probably stop gamma rays, but there needs to be a way to stop radiation coming out the back end, or from turning the propellant radioactive.
An alternative design is to use the antimatter reaction as a power source to heat up a propellant, shooting it out the back end like any other rocket.

Not to mention is how easy it would be to detect these engines in space. Current technology can detect the Space Shuttle's main engines from Pluto, and its RCS thrusters from the asteroid belt. (Yes, I stole those numbers from atomic rocket http://www.projectrho.com/rocket/rocket3w.html.) Probably the best way to get around this is to 'jump' in (or whatever the FTL device is called) to the upper atmosphere, otherwise a network of satellites in orbit would be able to detect incoming UFOs before they even reach Earth.



Plasma Weapons:

The current method of using a heat-resistant plastic to contain plasma is a roundabout try of getting around the 'plasma weapons don't work' deal, but it still doesn't quite work. Some months back, somebody posted the idea to some forums and they pointed out that this plastic would make near-impervious armour.

Last night, though, I thought of a different idea for the weapon. Instead of bothering with shooting an ionized gas and containing it, maybe the plasma gun actually shoots a superheated gel near its high boiling point (1000 to 3000 Kelvin). The gel is stored cold, and is only heated when fired. A fired shot would have the same effects as the current system, including a blaster shot's explosion through splashing and superheating of the area.
A grenade would spread this gel all over, combining napalm-like effects with concussive force.

In this version, plasma could instead refer to the process through which the gel is heated. The gun could heat hydrogen to a plasma state, and inject this into the gel in order to rapidly heat it. The ionic charge this gives the plasma/gel would allow magnetic accelerators to fire it. Once the gel is in flight, there's little to keep the plasma contained, and this leaks out and gives the projectile its glowing trail.

This gel could have undesirable properties at room temperature, restricting its use as armour or insulation. Perhaps it could be a powdery, caustic substance that reacts readily with air.

Machine gun:
I'm worried about the plastic belt the rounds are chained in. If it disintegrates upon exposure to air, then the magazine must be kept vacuum sealed. This does not sound like a reliable, rugged weapon for the battlefield. Bits of plastic from a partially-decomposed belt link could also get into the mechanics and jam the gun until they evaporate completely. Worse, if the case is damaged, air can leak in and disintegrate the chain before it is even loaded into a gun, rendering an entire clip useless.


I hope you don't mind these suggestions, Winter, I'm just trying to help. :)

146
I can only speak for the artwork side, but you'd get more answers if you posted in the Artwork forum. ;)

147
Artwork / Re: Miscellaneous Models
« on: October 27, 2007, 08:09:48 pm »
Actually, looking back on it, a single bullet, normal size, floating in front doesn't quite look too bad.



All the source files can be found here:

https://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/UFO_AI/shiva_ammo/


Something else I've been wondering of late is if it is actually better, for releasing 3D models, to go with GPL instead of Creative Commons. Looking at the licenses, GPL does not allow anyone to render stills of the models without also providing the source 3D files. Would it be better if I rereleased all my models under both GPLv2 and CC-attrib?


Edit: And, just 'cause I felt like it, I made a render of my stingray with a more detailed cockpit.

This one uses raytraced reflections for the canopy, and the struts holding the windows in place are actually modelled.

148
Artwork / Re: Miscellaneous Models
« on: October 16, 2007, 09:31:40 pm »
Maybe you just need to enlarge the individual bullet standing in front of the drum. After all, it's only for reference.

Regards,
Winter

I suppose... I was thinking more along the lines of "hey, what's that magic bullet doing floating there?" because the models can be rotated in the view.

149
Artwork / Re: Miscellaneous Models
« on: October 16, 2007, 05:54:17 pm »
That's exactly what I did for the wall behind the bullet, actually. :) I figured that way I can have the 3D of a layer of bullets, with the effect that there's a lot more underneath. If I simply draw a cylinder with everything baked onto it, then it looks like a cylinder with a painting of bullets on the front. :D

150
Artwork / Re: Miscellaneous Models
« on: October 16, 2007, 03:03:21 am »
Here's the model for the ammo drum, and two textures:
https://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/UFO_AI/shiva_ammo/

I had to take out the rails and the belt, but the polycount is still high: 2106 triangles. That's using only 1 layer of minimum-resolution bullets, too.

Individual bullets out in front look a bit small and out of place, so I took 'em out. Maybe you guys could find a use for the above stills in the game? :)

Edit: It helps if I post a picture, haha.

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