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Messages - ProtoArmor

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1
Artwork / Texture Unwrapping (Skinning) Tutorial
« on: May 21, 2006, 01:11:38 am »
Hello, I felt that everyone should get a copy of this tutorial.  It is an e-mail sent in response to Werner when he asked how I did the texture for the Ion Condenser model:


Well, I pretty much do all texturing by hand (notice that I do my original modeling in the open-source Wings3d, which is the easiest AND most powerful tool for low-poly and box-method modeling that I've used--I then import the model into Blender for texture mapping).  Most of my GIMP files have about 12 layers or more, which gives it depth: I have seperate layers for the base texture (coloration etc), the fine noise, the course noise (just noise stretched out by about 20x size), the lines, the vents, the dark areas, the light areas, the seams,  and so on.  Then I can adjust the transparency of each layer.  I also make the TOP layer the unwrapped wireframe, created by the Blender unwrap feature that shows where the model's wires are (I then use the GIMP Color->Alpha feature to make all but the wires transparent),  and turn the layer on/off at will.  To make the low-poly circular vent on top look like a smooth circle, I just use the circle tool in GIMP and then shade it using a big soft brush where I imagine dark or light areas would be, then invert the selection shade around it where I imagine dark or light areas would be (remember, all this is in a new layer so I can adjust it later).  While working, I constantly use the "Save a Copy" feature (after making the wire layer invisible) in GIMP to a JPG which blender applies to the object (Blender view window is in Textured mode).  I then use the Blender "Reopen Last" feature to reload the scene so the JPG texture is updated).

  • IMAGE EDITING: There are many PhotoShop tutorials online so you can learn more about how to make things look 3D.  It helps to have those examples, and some imagination (and brushes of varying sizes and sharpness, and creative use of the selection tool and "Select From Path" feature of GIMP) to decide how your low-poly object would be lit if it were high-poly.
  • UNWRAPPING:
    • Blender3D: Noob to Pro/UV Map Basics
      • Using this tutorial, the map won't work in the final render, but will show up in the real-time render, which is what really matters for this type of texture work.
    • If the texture doesn't unwrap nicely, change or add seams.  For example, I had to make the seam for this one down the side of the protruding pipe.  This allowed the unwrapping function to very nicely cylindrically unwrap the pipe.  After it is unwrapped, you can use the UV window to move the points around wherever you want.
      • ALWAYS: Select all UVs in the main window, then select all UV points in the UV editing window, then stretch the points to cover the WHOLE image (to make best use of resolution (hit 'x' or 'y' on the keyboard while scaling to scale along a particular dimension).
      • To move separate seamed areas to arrange them to make more efficient use of resolution (the less blank space in the UV Window, the more pixels are used), select one point then use the "Select", "Linked UVs" to select all of the points in that seamed area (i.e. if the pipe mentioned above had an additional seam all the way around it's base, "cutting" off a new uv map section).  Then you can move each seamed area (there will be only one seamed area if you didn't create any seams that completely cut off an area).




-ProtoArmor

Quote

> Hi ProtoArmor,
>
> thanks for the model of the ion condensor :D i've committed it recently into SVN. We'll jopefully integrate it into the gameplay soon.
>
> One question concerning your models: Do you make them in Blender? And how much of the texture work do you do in an image-manipulation program afterwards/parallel?
> The reason i ask is simple. I've made alot of crappy models in my past and no matter what technique i use and how much time i can't get a nice 'baked' shading on the model... similar to the ones you used on the condenser. Using baked radiosity is one possibility i know of (and global occulsion), but i never reach the possible quality others do.
> Do you have tips or hints on that matter (even better if it's in blender)?
>
> Thanks,
> Werner

2
Artwork / Ok, I made the Phoenix UGV model
« on: May 05, 2006, 05:50:08 am »

I finally finished and sent the model for this to Mattn.  I added the laser for the ufopedia shot--the rest is the actual in-game model and skin.  Whaddya think?

3
Design / Mothership plothole fixed option
« on: April 27, 2006, 05:55:34 am »
My plothole fixed -- option:
Alien Mothership

According to data translated from an alien palm computer, the Alien Mothership is a very large, cloaked "civilian" landing ship, the last stage of the alien invasion.  It's shielding mechanisms and physical attributes are such that a direct attack would prove useless, and only provoke a response by military vessels.  The Mothership also houses the high alien officials, wartime commanders, and reserve troops, making it the ideal target--we can only hope to find a safe way to board this ship and destroy it from the inside.

4
Design / Ion Thruster technobabble
« on: April 26, 2006, 06:46:33 am »
I modified my Ion Technology entry a bit in case you still need a description for Ion Thruster:


Ion Thruster

Phalanx is now able to recreate the advanced ion technology found in alien propulsion units.  We have produced a complete working model of an ion propulsion system that provides instantaneous and controllable thrust, using advanced particle technologies to reduce power requirements.  We can now start designing working vehicles that implement this technology.

5
Design / Plasma
« on: April 25, 2006, 05:13:32 am »
I think that's a good idea.  Changing Ion Tech to something using Plasma, like "Plasma Propulsion" or something, would make the game more unique (by distinquishing it from X-COM II).

6
Design / Victory Conditions - Proposal
« on: April 24, 2006, 12:38:45 am »
Here's an idea for victory conditions.  Hopefully this is useful?



Multiwave Stealth Generator

An alien ship appeared at a terror site without warning or detection.  Observers say that it seemed to appear out of thin air, hovering 5 feet above the ground and then landing.  Upon researching this component found at the landing site, we can tell that the aliens have achieved stealth technology which is able to redirect not only light, but other types of waves employed in radar technologies.  Upon researching other alien hardware, we may be able to recreate the components needed for a working stealth system.

-requires Alien Palm Computer
-requires Multiwave Stealth Generator from large alien ship


MW Stealth Detection

It appears that with current human technology, detecting ships with Multiwave Stealth radar is impossible.  We can only hope to obtain research data on Alien Radar Technology in the future.

-requires Multiwave Stealth Generator


MW Stealth Carrier

Carrying up to twenty soldiers, the MW Stealth Carrier is a heavy transport vessel employing an enhanced version of the alien Multiwave Stealth Generator.  Using our knowledge of alien radar, we can now evade it's detection.  Completely invisible to alien radar, this ship could be the key to ultimate victory.

-allows production of MW Stealth Carrier
-requires Ion Technology
-requires Alien Radar Technology


Dark Radar

Using data obtained from alien computers and hardware, Phalanx has created a design plan for a radar system that employs subatomic-particles much like alien radar does.  Once built, this new device could be the key to locating the alien mothership.  Using a MW Stealth Carrier, Phalanx could board the ship and hope to destroy it from the inside, which seems to be the only possible way to defeat it.

-allows production of Dark Radar (building)
-requires Alien Radar Technology
-requires Alien Mothership
-requires MW Stealth Carrier


Ion Condensor

This device, discovered in the engine room of an alien vessel, is the key to UFO propulsion technology.  Unlike previous human experimentation with Ion propulsion, the Ion Condensor accelerates the ion buildup using previously unknown particle technologies, making it possible to achieve incredible amounts of thrust in an instant.  Research into Ion Technology could allow us to create usable devices employing Ion propulsion.

-requires that an Ion Condensor was obtained from a large alien ship


Ion Technology
Phalanx is now able to recreate the advanced Ion Technology found in alien propulsion units.  With a more complete understanding of the technology, we can now start designing working vehicles.

-requires Ion Condensor


Alien Translation Device

This device, discovered on an alien general, is the key to alien interspecies communication.  This will enable us to research Alien Language and eventually translate it to human language.

-requires that an Alien Translation Device was obtained from the unconscious body or corpse of one of the rarely encountered Alien Generals.


Alien Language

Though each alien race seems to have a native tongue that matches its physical communication abilities, the group of alien races invading earth have developed a common lanuage of communication used in all text communications and computer hardware, enabling interspecies communications. 

Alien langage will help us unlock alien devices and possibly uncover information critical to the invasion.

-requires Alien Translation Device


Alien Palm Computer

This device is an amazing combination of nanotechnology and optical circuits.  The data on this device would be impossible to decode without researching alien language.


Alien Mothership

According to data translated from an alien palm computer, the Alien Mothership is the command center of the alien invasion.  It's armaments are such that it could destroy a whole fleet of human vessels in a short time, making a direct attack impossible.  We can only hope to find a safe way to board this ship and destroy it from the inside.

-requires Alien Palm Computer
-requires Alien Language


Alien Radar Technology

Alien Radar gives us an brief insight into subatomic-particle radar systems.  This data from an Alien Palm Computer, combined with research of alien stealth hardware, could lead to production of a device that could detect alien stealth ships, or a stealth drive that prevents detection by Alien Radar.

7
Artwork / Info for 3D Modelers
« on: April 14, 2006, 12:17:43 am »
So far I got this info from Mattn:
Quote from: "Mattn"
obj file is ok, but a ready to go md2 would be better - contact hoehrer if you use blender - he contacted the author of the ex/importer for md2s

currently the game supports only aliens/enemies/soldiers with size 1x1 - i´m not sure whether we can change this to a bigger size without redoing most of the tracer, pathfinding and inputstuff


My other question was, can I use a two-frame animated texture?

Please also supply any other information that would be helpful about modeling, especially since the game needs more types of aliens.  Any info (i.e. texture format etc) would be helpful so that more people can get involved in contributing models.

8
Design / Model format and stuff
« on: April 11, 2006, 12:17:11 am »
Ok, I have blender, so md2 is fine, I'll get the plugin.  Also, can I use an animated texture (2frames)?  Otherwise I'll make the treads linear so they don't look like they're still, or I'll hide them.

9
Design / Storyline, tech tree, general content design
« on: April 08, 2006, 10:32:04 pm »
Quote from: "BTAxis"
Sounds cool. I think the original UFO had things similar to what you describe. I'm not sure about the repair one, though. Is that something that would add to the gameplay?
Also, you didn't mention, but what size should those UGVs have? I'm thinking 2x2.


Yea, don't worry about the portable repair robot.  I agree on 2x2 size for the UGV.

If I do a model, there are a few ways to do it:
-Multiple solids (wheels separate from body that will be programmed to rotate)
OR
-One solid, multiple texture (2 textures that flip back and forth to simulate wheel treads turning)
OR
-One solid, single texture (wheels covered by armor)
what kind of model is easiest to implement in the game?

and, is OBJ format okay?

10
Design / Unmanned Ground Vehicles - with text and research trees
« on: April 08, 2006, 09:53:42 pm »
Hoehrer mentioned "smaller weapon platforms" if not robots.  
For now, I suggest this:

Triax UGV
(expensive 3-axle assault vehicle)
-Has machine gun turret and heavy armor
-Repaired automatically after missions
   -other ideas for repair:
      -A repair station on the ship that takes the vehicle's next turn for repairs (or more turns if excessive damage)
      -research "Portable Repair Robot" (Used like med-kit, but for vehicles) to repair vehicles using same number of turns/action points as the repair station
-Ion Research can allow you to create Phoenix UVG (hovering unmanned vehicle)

Here's some resource files I made:

_vehicle_triaxugv_txt:
Triax UGV
Using robotics and artificial intelligence, Phalanx has developed an all-purpose all-terrain assault vehicle for use in ground combat without the need for human intervention.  The Triax UGV has three axles and six-wheel suspension for manueverability on all terrains.  It comes complete with heavy armor, enemy recognition, and a computer-controlled machine gun turret.

_vehicles_phoenixugv_txt:
Phoenix UGV
Using Ion technology, Phalanx has advanced UGV (Unmanned Ground Vehicle) technology to create this mobile, hovering, autonomous weapon.  The Phoenix UGV can achieve strategic manuevers such as floating at any point in mid-air, scouting/attacking through second-story windows, and landing on rooftops.

_weapons_portablerepairrobot_txt:
Portable Repair Robot
The Portable Repair Robot provides Phalanx operatives with the ability to repair mechanical ground units during combat.  It incorporates advanced artificial intelligence and robotics, requires little knowledge to operate, and fits inside a backpack.

Code: [Select]

//========================
// Vehicles
//========================
tech vehicles_triaxugv
{
type groundunit
name "Triax UGV"
description "_vehicles_triaxugv_txt"
up_chapter vehicles

requires initial
time 0
researched true
}

tech vehicles_phoenixugv
{
type groundunit
name "Phoenix UGV"
description "_vehicles_phoenixugv_txt"
up_chapter vehicles

requires iontechnology
time 15
researched false
}

tech weapons_portablerepairrobot
{
type weapon
name "Portable Repair Robot"
description "_weapons_portablerepairrobot_txt"
up_chapter weapons

requires initial
time 10
researched false
}



info:
http://en.wikipedia.org/wiki/Unmanned_Ground_Vehicle

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