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Messages - AntJam

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76
Artwork / Re: First go at vehicle building
« on: September 21, 2013, 05:36:18 pm »
The ammo took longer than I thought mainly due to trial and error over making it distinct when scaled down to one inventry square had to play around with scale and colours, still needs some final tinkering but these are basically done.

77
Artwork / Re: First go at vehicle building
« on: September 18, 2013, 07:10:52 pm »
This came together faster than expected its based on the Webley VI still have to make some ammo..

78
Artwork / Re: First go at vehicle building
« on: September 17, 2013, 12:37:00 pm »
Only as a flamer replacement (in 2.4 which I'm using as a test bed) hopefully I would like to play with the flame effect to make it more unigue when firing. I have one more weapon to make (a retro  large cal. revolver firing mini explosive rockets), then I'll get the latest 2.5 build and knuckle down to getting everything properly working and game balanced.

79
Artwork / Re: First go at vehicle building
« on: September 16, 2013, 06:43:19 pm »
And here it is....

80
Artwork / Re: First go at vehicle building
« on: September 10, 2013, 06:03:27 pm »
so here is the Plasma Thrower ammo....now just need to make the weapon itself

81
Artwork / Re: First go at vehicle building
« on: September 05, 2013, 06:06:24 pm »
thanks H-hour for that I'll get working on that.
thanks Shipit...the power bar is there so when those sneaky aliens attack your base you know that mag you grabbed from down the back of the sofa and slapped in your rifle isnt a dud  ;)

I was planning to balance the Adv. Laser rifle to straddle the plasma rifle...normal fire mode slightly weaker, an 'overcharge' fire mode (increase TU and ammo cost) higher than the plasma and a Pulse mode ( 4 rounds high TU/ammo cost) with similar damage to normal mode but with a higher Random value . Not to replace the plasma weapon but to offer an extra option for larger more open maps where accuracy helps. And of course for people like me who just think the laser effects and sounds are cool  :)  .

Next I'm thinking of an upgraded flamethrower - Plasmathrower possibly powered by an antimatter mag.

hopefully I'll have a small weapon mod to post shortly after 2.5 gets released.

82
Artwork / Re: First go at vehicle building
« on: September 04, 2013, 05:06:55 pm »
latest update .... I have finished my adv. laserrifle and adv. clip they are working in game at the moment as replacements for the existing rifle and clip so just need to work out the file alterations to make them a researchable standalone weapon

83
Mapping / Re: Village revamp
« on: August 27, 2013, 12:54:58 pm »
They look spectacular , amazing what a little TLC and some dramatic lighting can do to give a visually interesting (and therefore more satisfying) map. Nice work

84
Artwork / Re: First go at vehicle building
« on: August 16, 2013, 03:52:23 pm »
After some testing I figured out you have to re-name the image file used in  blender UV editing to .laserrifle_clip then the standard exporter options work fine (skin names set to "data block name").
       So to clarify the DF mag model is called laserrifle_clip.md2 (for some reason) the skin is called laserrifle_clip.jpg and the UV image in blender is called .laserrifle_clip (the dot at the front is important and no file extention)
   thanks to geever and H-Hour for your prompt responses

85
Artwork / Re: First go at vehicle building
« on: August 15, 2013, 07:05:36 pm »
wow been a while...anyhoo  I have shelved vehicle building for now, just too big a project for someone with so little experience so I decided to start smaller and made a new DF_clip model (see image) so made the model in blender and used gimp to enhance the UV image. However after exporting the model to md2 in game it appears red and transparent.
    Wondered if anyone else has had a similar problem

86
Artwork / Re: blender import problem
« on: July 09, 2013, 12:36:10 pm »
Maybe if the box was checked by default then anyone finding a use to load a single frame (maybe a long animation and they just want to check/adjust the skin) still can simply by unchecking it.

87
Artwork / Re: blender import problem
« on: July 06, 2013, 01:13:12 pm »
 :-[  ok see now I feel like a COMPLETE numpty...never even noticed that little check box....DOH!!
    Thanks for clearing that little nugget of confusion up (my only consolation is that some other doughnut might be saved the embarrassment of making the same error)  ;)

88
Artwork / Re: blender import problem
« on: July 05, 2013, 01:22:27 pm »
It seems that the script is only importing the first frame. Tried in several versions of blender 2.63+ (both 64 and 32 bit on Vista64 machine) ,  I think it might apply to the exporter too although maybe I'm doing something wrong. This isnt urgent (I dont have loads of cool content waiting to amaze and astound unfortunately) so if you get the time have a peek.

89
Artwork / Re: First go at vehicle building
« on: February 20, 2013, 04:57:15 pm »
update...gave the front and side windows some tweaking and did a rough render as a guideline

90
Artwork / Re: First go at vehicle building
« on: February 20, 2013, 01:10:31 pm »
Thanks Nutter funnily enough my original concept idea was a wrap-around screen...somehow it got lost in the Blender wrestling. And yeah either a complete lack of windows (all visibilty camera/nightvision based) or all window with augmented reality displays and very little body (for private vehicles) seems to be on the cards.

H-Hour thanks, been dreading the texture side done a few (very rough) tries and it completely changes the character of the model might get some cheeky re-uses (fire truck/riot van/Tv truck) with minimal geometry changes. So looks like Gimp's going to get a good workout eventually.
Yep pretty low poly around the 800 mark before optimisation. And as for the wheels in http://ufoai.org/forum/index.php/topic,6861.0.html (bottom post first page) you suggest making seperate models for the wheels so I'll give that a try if its still applicable. Anyway thanks for the feedback.

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