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Messages - Voller

Pages: [1] 2 3 ... 7
1
Artwork / Re: UGV weaponry
« on: July 04, 2010, 02:41:05 pm »
@Trash Man: I've actually already started doing some work on the laser weapon myself. Still work in progress and going slowly because the weather is awesome at the moment. But if you could concentrate on the other weapons first, then we're not doing any double work.

2
Can confirm it's working fine in rev 30293

3
Updated to 30285. The buy/sell and production menus only show a single tab now. UGV items in case of the former, disassembly in case of the latter.

All tab names e.g. in Employees, Buy/Sell, Produce menus are prefixed by a "-". Don't think that was there before. Maybe it has something to do with it.

4
Bugs prior to release 2.4 / Re: [rev 30269] - misplaced text
« on: May 31, 2010, 07:39:17 pm »
I can confirm. Fixed indeed.

5
Ok, thanks.

6
Don't know if this is a bug or a (half implemented) feature: when I start the production of nano composite armor, I get a message that I don't have enough of the required materials to produce this item. However, after pressing "ok" the item ends up in the production line anyway, and I can regulate the amount I want to produce just like with any other item.

7
Bugs prior to release 2.4 / FIXED - [rev 30269] - misplaced text
« on: May 30, 2010, 11:00:40 pm »
Just updated to 30269 and since then a lot of text is misplaced. This happens in the main menu, geoscape, battlescape, buy/sell and production screens. Pretty much everywhere.

The text is placed way too far down, and a little too far to the right.

8
Artwork / UGV weaponry
« on: May 29, 2010, 10:35:00 am »
Alright let me ask again in this forum so that the right people might read it:

Do we have any models for the Tri-laser module, grenade launcher or  Particle beams. If not, is anybody working on these already, or can I take a shot?

9
Feature Requests / Re: UGV Equipment?
« on: May 27, 2010, 06:13:50 pm »
Is anybody working on models for these yet? I might take a look if I feel megalomaniac  ;)

10
Feature Requests / Re: Show current craft for soldiers
« on: May 27, 2010, 06:07:32 pm »
That would be great.

If you guys give me some feedback on the icons, I can try and make something more elaborate.

11
Feature Requests / Show current craft for soldiers
« on: May 26, 2010, 11:26:10 pm »
Hi,

It would be nice if I could see from the Hospital overview which of my injured soldiers are currently assigned to a craft. A little symbol next to the "vital signs" symbol could do the trick nicely. That way you wouldn't end up taking your barely alive soldiers into the next battle (which is exactly what I keep doing ;) ).
I attached some symbols as I could imagine them.


On the employees screen it could also be nice to see who is assigned to which craft; but I'm not really missing it there, so in this case it's more of a nice-to-have than a need-to-have.

Thoughts?

Voller


12
Artwork / Re: Textures
« on: May 24, 2010, 09:41:58 pm »
Ok, replacement for floor003, including normal and specular map. The other ones I made because I felt like it; if you can use them, by all means help yourselves.


I also made a specular map for the cloths on the other page. You can't see much cause it has a very low alpha value.



.map files for MaPZone are attached. Also the updated one for the cloths.

13
Artwork / Re: Alien monster
« on: May 22, 2010, 07:45:59 pm »
Hi Arthur,

Maybe you have some faces with normals pointing in the opposite way. You can have blender recalculate the in- and outside of your model and then all normals should point in the correct direction.

In edit mode select mesh -> normals -> recalculate out/inside

14
Artwork / Re: Textures
« on: May 17, 2010, 08:00:28 pm »
Still not sure if I understand it, sorry :-\

Does a mapper have to specify that a normal/specular/etc. map should be used, or will the engine automatically load the respective maps if they exist?

If it's the former, then it doesn't matter so much, because the mapper will not load the default values if they don't fit.
If it's the latter I'd suggest you at least switch off the glow  ;D

So in that sense, I guess I have answered my question myself. Or else you would be getting lots of complaints that everything is glowing bright white... ::)

Still, maybe a default specular map of 0.5 or even less would be more appropriate. That way you can use the default for pretty much anything unless a specific specular map exists.

Unfortunately my graphics card doesn't seem to support these kinds of effects, otherwise I'd experiment a little myself.

Voller

15
Artwork / Re: Textures
« on: May 17, 2010, 05:38:59 pm »
Code: [Select]
#define DEFAULT_SPECULAR 1.0
...
#define DEFAULT_GLOWSCALE 1.0

Does that mean things are fully glossy and also glowing by default?

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