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Messages - Kahvipannu84

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1
Feature Requests / Re: Bleeding wounds
« on: April 13, 2012, 07:27:49 pm »
Thank you, exactly what I looking for  :D One thing, will these changes be save-game compatible, or do I have to start new game?

2
Feature Requests / Re: Bleeding wounds
« on: April 12, 2012, 10:36:29 pm »
Yeah, I too know it's a exploit, but still use it in the battlefield.. I play "no reloading a game" style, and try to keep my veteran soldiers alive anyway possible. It would be dumb to not use med-kit at all, since on hard difficulty aliens seem to wound a lot of your soldiers on the battlefield, but using it feels cheating.. :/

If you do changes that make it one use, lowers it effectiveness, bleeding wounds, or similar, could you post them here to the forums?

3
User modifications / Re: Hi, few questions about modding Ufo:AI
« on: April 12, 2012, 10:23:54 pm »
I will try something like that too.

4
User modifications / Re: Alternative 2d-content
« on: April 12, 2012, 10:18:58 pm »
Hmm, I see your points, specially the reference to medals. If I do more personal changes I post them here, maybe something will be use for you at some point.  :)

5
User modifications / Re: Alternative 2d-content
« on: April 11, 2012, 01:06:46 pm »
Your rank images are now included in our repo.

I've added them under GNU GPL 2 or later license and credited Kahvipannu84. Please let me know if you would like something different. View the license file changes.

Attached is an image showing the final product at 64x64. I'll be adding the full-res to our data source for future use.

Sounds good.

6
Offtopic / Re: Firaxis Games announces XCOM: Enemy Unknown
« on: April 10, 2012, 07:15:49 pm »
New gameplay:
http://www.youtube.com/watch?feature=player_embedded&v=LBY6ETmWra0

I have to say, I'm really happy Firaxis is doing this, but I really don't like the thing this is made with the limitations of the console. F tooked the right path with Civ games, they released Civ-revolution for consoles, which was very good simpler version of Civ, and kept the "real" Civ at PC. I do understand ofcourse why this didn't happen with X-Com tought, but still.

Also they say it's "re-imagination" of the X-Com, not remake, it tells a lot. I'm 100% sure the strategic options have been cut down becouse of consoles, most shocking was that they got rid of the TU's, which is the core of the battle-mechanic of the classic, and UFO:AI proves the system works like well greased engine, no need to change that. New is not always better, like the realtime JA:Reloaded that got released, oh why they had to change the combat mechanics :( This change is made most surelly becouse of consoles in mind. Also making the soldiers bulking "heroes" with skill trees, and going to the cartoony style is not what the old X-Com presented, it was struggle to the end to survive against the alien treath. It looks very pretty, but colorfull spacemarines shooting aliens isn't really the thing I would personally want to see from X-Com game.

I know I will buy this regardles, it still looks very, very good in production values, and Firaxis usually knows what they are doing. It can still be amazing game, but I doubt it will give the depth we PC-gamers want :(

7
User modifications / Re: Hi, few questions about modding Ufo:AI
« on: April 10, 2012, 06:44:27 pm »
Good news  :D I will skin it once I know your happy with the model. It's easier to finish the model, then uv it, and then skin, that skin I just throwed there to give it something else than grey surface. So if you have any request how to work on with the model, I'm happy to implement them.

Here's the raw skin:

8
User modifications / Re: Hi, few questions about modding Ufo:AI
« on: April 10, 2012, 06:06:31 pm »
Ok, I hope this works:

9
Feature Requests / Re: Bleeding wounds
« on: April 10, 2012, 06:00:20 pm »
How about making Medikits one time use items? Or have them have clipsize of 1, and make the clip so big you couldn't carry it with soldiers, so that using it on field would make it empty without reloading possibility, but in base they could be "recharged" instead just making new ones, if it is possible.  ???

They are easilly exploited now on battlefield, since you can heal all soldiers there completelly, and no healing is needed at base. Ofcourse it's up to player if to use them or not, but something like this would make temporary solution for it.

10
User modifications / Re: Alternative 2d-content
« on: April 10, 2012, 05:47:18 pm »
Many thanks for posting the sources. We all feel much better knowing it's all public domain stuff you've used. We are just nearing a years-long process of replacing art content that was not properly licensed in earlier versions of the game.

I did a bit of touch-up here. Are you ok with these changes? If so, I'll make all the ranks and add them to our repo.

(And thanks for the PSD. Learned something new. Didn't know about setting layers to Overlay/Linear Burn. Nice effect.)

Oh yes, your changes made it much better  :D I'm glad it was use for you.

About layers, took some time until I figured out them too, they are really easy way to add desired effects, great feature of PS.

11
User modifications / Re: Hi, few questions about modding Ufo:AI
« on: April 10, 2012, 05:09:30 pm »
I did quick changes to the model, is this more to the direction you pointed? Didn't add the "weaponry" yet tought.

EDIT:
I added the md2 file, converted from MilkShape, I have no idea if it will work, but you can check it if it goes uncorrupted through the exporting process.

12
User modifications / Re: Hi, few questions about modding Ufo:AI
« on: April 10, 2012, 03:49:25 pm »
My first thought would be to check out designs for next-gen drones and small science fiction space-vessels, things like that. Might give you some inspiration. There's no vision for the combat flier at this point so you're pretty free. Just keep in mind it would be a 1x1 unit (1 grid) so it has to be pretty small.
Ok, I'll see what I can come up with. :)

Limitations are just ideal targets. Looks like a good start. If it were me, I might make the body a little smaller and the hanging bits longer, since they'll give you an opportunity to do some nice animation.
Ok, I will do that. Tought I have zero experience in animation, all I can currently provide is the model, uv-map, and textures, which you can improve upon, I hope that's some help.

You might also think about some kind of last-defense weapon. Perhaps it can spit out gas or an inky substance like squid when backed into a corner?
Got it, I'll implement somekind of defence mechanism to the model.

13
User modifications / Re: Alternative 2d-content
« on: April 10, 2012, 03:34:26 pm »
Got it H-Hour, yeah it's a bit rough here and there, I agree. Here's the .psd file, I believe you might have better results improving it to your liking than I might, or anyone else wants to further improve it,  and from now on I will add the source-files straight away.
PSD-File:
http://www.gamefront.com/files/21535541/work2.psd

I already did the ranks in 80x80 size, and uploaded them, so might as well throw them here. I didn't take into account that they will be resized elsewhere.  :-\
http://www.gamefront.com/files/21535497/0pics.rar

EDIT:
Here's link for 64x64 pictures:
http://www.gamefront.com/files/21535628/0pics-64.rar

Sources used:
http://en.wikipedia.org/wiki/File:Winkel-tripel-projection.jpg
http://www.officialpsds.com/Star-Bling-PSD50058.html
http://pdtextures.blogspot.com/2008_03_01_archive.html




14
User modifications / Re: Alternative 2d-content
« on: April 10, 2012, 02:55:19 pm »
Happy to hear that.  :) Here's pic of the small rank icons, I'll upload the files in a moment.

15
User modifications / Re: Alternative 2d-content
« on: April 10, 2012, 01:40:58 pm »
Ok, I made it bigger, used the map you provided, transparency backround, made the continents more clear, and only pd was used making this (do you need sources btw?). If it's ok, I will make new icons from this with same principle, bronze, silver, and gold levels, and I can post psd file with all layers intact if it's any use for elsewhere.

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