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Messages - TrashMan

Pages: [1] 2 3 ... 56
1
Artwork / Re: I come bearing gifts...
« on: May 22, 2013, 06:07:01 pm »
Someone remind me if I gave away or put up the meshes for the tank UAV and more guns...

2
Artwork / Re: Alien bestiary
« on: April 25, 2013, 01:50:52 pm »
@maackey: the main reason we have the damage weights (spray, light, medium, heavy, etc.) is to be able to model armour. The SMG, for instance, uses normal_light, and can be effective on Tamans early in the game. But as soon as armour is introduced it becomes pretty obsolete, because armour's protection against normal_light drastically reduces the damage potential. Having separate damage weights allows us to model the effectiveness of armour differently for different weapons. Assault rifles (normal_medium) get a lot weaker against armour, but the sniper rifle (normal_heavy) still packs a powerful punch. If we tried to do this just with higher damage values, we'd end up under-powering or over-powering weapons in the distribution.

Would a better solution be to tie armor penetration values to ammo?

That way there is no need to have special damage types - ballistic/kinetic is one type, period.
Then depending on the muzzle velocity/bullet it does different amount of damage to different targets.

Armors have damage reduction, which is negated by armor piercing.

So armor has 10 DR for kinetic, is hit from a pistol with 2AP and 10 damage, as a result the hit is treated as 10-2=8 DR and the shot does 2 damage.

If it's hit by a coilgun with 30AP and 20 damage, the effective DR is 0 (or you can even add bonus damage) so the shot does full 30 damage (or 40). Technicly you could model overpenetration.

3
Artwork / Re: UNO mark on armours and uniforms
« on: December 27, 2012, 12:27:41 am »
Almost all symbols are based on previous ones.

So frak it I say. Who cares?

4
Artwork / Re: Help us out: faces for soldier heads
« on: December 26, 2012, 09:39:46 pm »
Here...
I gladly give to the cause. Hope they are usable.

5
Discussion / Re: UFO/X-COM as an RTS
« on: October 26, 2012, 09:21:30 pm »
Tactical Real Time (Like UFO: Aftershock and JA: BiA) works really fine.

I know htere are some that cry "murder", but the reality is that real-time is no less tactical than turn-based. Not even a bit.
In fact, as much as I adore turn-based, it has some pretty bug exploits.

It's just that focus isa bit different.
For Ja:BiA, the focus is on preparation, socuting and synchornized, planned attacks.

6
Artwork / Re: Herakles Revised
« on: October 18, 2012, 04:32:36 pm »
I've made a similar looking model.


Which reminds me...have I given the mesh to you guys? You know how I disspaer from the face of the earth for a month or two occasionaly, and I keep forgetting what I did or didn't do.

7
Offtopic / Re: Firaxis Games announces XCOM: Enemy Unknown
« on: September 30, 2012, 04:50:10 pm »
Demo did not leave me impressed.
The tactical options are not as great as it would first seem. Especially since your soldiers are over-speciliazed to the point of absurdity.

8
Artwork / Re: Restyling Mesh&Texture Firebirb
« on: August 13, 2012, 10:40:50 am »
Looks a bit too fat to me. Or should I say too tall.

9
Artwork / Re: Restyling Mesh&Texture Firebirb
« on: July 30, 2012, 10:13:32 pm »
D: (view attachment)

Anyway i really like the new version. Especially the cockpit looks awesome - looks better in connection with the new stiletto, which have a similar cockpit design atleast in my opinion.

That's a UV mapping or texture problem.

10
Artwork / Re: Restyling Mesh&Texture Firebirb
« on: July 30, 2012, 10:12:12 pm »
To clarify, we only need a high-quality normalmap. But the only way I know how to produce this is from a hi-poly model that is used to bake a normalmap into a low-poly model.

One can use nDo or EasyBump to get that effect from a prepared greyscale texture.

11
Artwork / Re: Restyling Mesh&Texture Firebirb
« on: July 30, 2012, 10:23:36 am »
There was a problem with the firebird? I thought it looked good.

12
Artwork / Re: I come bearing gifts...
« on: July 24, 2012, 01:23:31 pm »
Kinda bummed..could be the weather.

Anywhoo, got a newer and better Coilgun almost ready. Making a new texture for it.

13
Artwork / Re: Alien Tank
« on: July 23, 2012, 07:43:54 pm »
That tank could be easily done in 2000 polys.

Let the bump map do the surface detailing.

14
Artwork / Re: Alternative Plasma Weapon Appearances?
« on: July 04, 2012, 10:56:14 pm »
I have been thinking of makign a whole series of really heavy weapons, along with animations to match. Keep getting distracted by other stuff....

15
Design / Re: Things to learn from Xenonauts?
« on: July 01, 2012, 10:49:50 pm »
You coudl use the same model for the human-re-designed alein weapons...or you could maek new ones.

IIRC; we have some extra models already and I can make more if necessary.

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