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Messages - xcom9

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1
Mapping / Re: Is this ANOTHER TOOL for mapping?
« on: November 03, 2009, 05:11:13 pm »
I'm just looking for a better terrain editor, more powerful.  Like Blender or a 3D modeller to make terrain.   If I can use Blender it would be alot faster or easier for me.  I believe Mattn said they raised the polycount considerably and he said UFOAI can do bump maps now.  But none of the screenshots show either.

Almost every freeware that I use asks for registration.  I use Comodo firewall; free, which asks for regirstration, I use Avira Antivirus Free, which asks for
registration.   The Torque mapper asked for registration, but the program is the full version, as far as I know no limitations.   I'll send them an email asking them if I can use it to make maps for UFOAI for legal reasons.

2
Mapping / Re: Is this ANOTHER TOOL for mapping?
« on: November 02, 2009, 04:48:28 pm »
It exports to

.map
.csx
.dif
tgea dif
.lwo

I thought you only need to export to .map?   Isn't there a .map to .bsp converter somewhere I saw?
http://forumplanet.gamespy.com/quake_1_mapping/b50022/7551451/p1/
http://nemesis.thewavelength.net/index.php?c=83&o=30

Couldn't one make .map in Torque then and load it into Radiant to convert to .bsp?
I'm in the process of learning this stuff and reading the tutorials on Radiant, so that may be a dumb question.

3
Offtopic / Re: UFO2Extraterrestrials: Shadows over Earth
« on: November 01, 2009, 08:01:24 pm »
UFO the extraterrestrials I bought.  I was at first excited thinking it to be an enhanced Xcom.   It actually was a stripped down version of the original Xcom.
I ended up throwing it into the garbage, since I couldn't take it back for a refund.  It kind of reminded me of what xcom would be like if it was made for the Nintendo Game boy(older version).


4
Brigade E5, 7.62 High Calibre, the UFO series Aftermath, Aftershock, Afterlight, Silent Hunter IV and soon V.  All of the other games I find too boring, including Mass Effect.  But thats just my opinion.

5
Mapping / Is this ANOTHER TOOL for mapping?
« on: November 01, 2009, 07:50:09 pm »
http://www.garagegames.com/products/constructor

http://img215.imageshack.us/img215/5959/torqueconstructortool.jpg


Its FREE.   I downloaded it and tried loading a UFOAI map into.   It loads but it sometimes says; 1 out of 1001 brushes was malformed.  Or 4 out of 2034 brushes was malformed.    It seems to load ok.  Has anyone tried this before?

6
http://unity3d.com/

(I hear it has some limitations compared to the Pro version)

9
Discussion / Re: Poly count
« on: October 30, 2009, 02:18:22 pm »
Thanks Mattn;

I've been considering making my own models and .maps for UFOAI and have been trying to read about the documentation.  I want to make maps in Blender and was hoping to Import them, but I not there is only Export .map.   Does anyone have a way to import .maps from UFOAI into Blender so I can look at them?


Also why are the textures in the terrain so limited?   It seems like a small textured gets repeated over and over again?  I suppose thats another limitation?

This looks like Quake 2 engine but with the addition of bump maps; Can UFOAI do bump maps?
http://jdolan.dyndns.org/quake2world/pages/screenshots

10
Discussion / Poly count
« on: October 29, 2009, 11:20:39 pm »
I notice that the terrain and buildings in the tactical landscape are very low polygon count.   Maybe only 1000 polygons for entire map?   Is there anyway
plans in the future of raising this ... to like 10 times higher.   

Can the current code support it?   

UFOAI uses the Quake 2 engine basically right?

11
Artwork / Future of UFO AI polygon count?
« on: April 24, 2008, 10:04:07 pm »
I was just wondering.  I maybe like to submit some models for Ufo Ai.  In the future though will UFO AI allow for a higher polygon count? bump mapping, normal mapping?  Why don't they triple the polygon count?  Will the computers or Ufo engine not allow for it?

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