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Messages - DuKe2112

Pages: [1] 2 3 ... 7
1
Design / Re: A few ideas (Brainstorm)
« on: March 31, 2009, 10:05:47 pm »
Yeah Ok I haven't been very clear, again. (that seems almost customary with me lately -,-)

My last statement wasn't so much about the documentation/design part. I agree that one shouldn't overdo it, but one shouldn't underdo it either. All I wanted to say is that it might not have been optimal, but gladly that's now dealt with and this discussion should be done.

What I really meant was the part about general attitude, that can scotch any help.
Surely one can have a bad day, but not regularly and it only means that you have to be especially carefull about what you do and say and maybe say nothing at all.
I'm probably not a good example in that case myself, but I at least admit it and try to adjust.

2
Design / Re: A few ideas (Brainstorm)
« on: March 31, 2009, 07:39:32 pm »
Saboera I have to thank you, you said a lot of what I wanted to say, but never found the right words for. If that doesn't wake him up, nothing will.

@BTAxis: You said sometime that you feel like 2.3 should have been out a long time ago, but you didn't manage so far and you can't even guess when it will be.
Saboera gave you a reason Why.

3
Design / Re: A few ideas (Brainstorm)
« on: March 30, 2009, 05:56:32 pm »
It happens again and again that someone makes some suggestions, often enough to fill in some blank spaces in the wiki or  to redefine unclear passages, and you answer that they shouldn't bother, because it is already decided.

It appears (at least to me) that a lot of important information is passed between you Mattn and Winter, that is not as readily available to everyone else.

If you want to do the project alone that might be fine, but as it is now a lot of people, who just want to help get constantly rebuffed and more often than not, in quite a rude way.

The way you are answer sometimes, I wonder why you bother answering at all. (and I noticed I'm not alone there)

If you don't need or don't want to bother with certain kind of input you should take the time an remove the parts from the forum and the wiki that are not relevant anymore. And maybe add those parts that you agreed upon in thought, but haven't yet written down.

4
Design / Re: A few ideas (Brainstorm)
« on: March 30, 2009, 12:11:56 pm »
There is a saying in product management: if it is not documented it does not exist.

The wiki is incomplete in places and seems dated in others.

So you are pretty much developing out of the blue of your heads?

5
Feature Requests / Re: Leave the poor guy alone!
« on: March 29, 2009, 11:54:53 pm »
at least the same thing can happen the other way round.

6
Design / Re: A few ideas (Brainstorm)
« on: March 29, 2009, 11:47:44 pm »
Well, a lot of these kind of discussion could be avoided if you would simply release your documentation of the design concept to the public.

7
Discussion / Re: Wish to discuss a possible bug..
« on: March 26, 2009, 09:30:18 pm »
there is also a cheat that will disclose the positions of all aliens unfortunately I don't now it.

8
Discussion / Re: Pulse rifle?
« on: March 26, 2009, 09:11:44 pm »
Gopher it is still a circuit, or more exactly two half circuits.
To create those objects of opposide charge you need to excercise some force to move the electrons from one to the other, the first half of the circuit. then the electrons try to travel back, the second half of the circuit.
Ground is not per se positively charged and static doesn't produce electrons, it moves them from the ground to the clouds.

I believe it extremely difficult to charge an alien or the area around him without direct contact. The electrolaser would probably work, but that is more of a taser gun with plasma cables then a real lightning gun.

and yeah the laser would focus the current.

9
Bugs prior to release 2.3 / Re: Error in farm map on build 23698
« on: March 26, 2009, 06:48:46 pm »
Actually it is supposed to be doing exactly that.

10
Linux / Re: Version 2.3
« on: March 26, 2009, 06:46:47 pm »
those URLs starting with deb...  are repositories. (like the ones bundled with ubuntu that you access through synaptic)

you can add them under system->systemsettings->paketsources / repositories  (or something like that I'm not sure about the english wording)
The second tab should be called third party something there you can add them. Then you can choose the package in synaptic.

Customary warning: third party repositories can endanger you system, because they might contain viruses disguised as system updates.

Those repositories should be trustworthy though.

11
Discussion / Re: Pulse rifle?
« on: March 26, 2009, 12:40:05 pm »
hmm, as far as I know lighning guns would be impossible even in scifi as electricity always needs to close a circuit.

12
Artwork / Re: Artist required for UFOPaedia images
« on: March 24, 2009, 08:32:55 pm »
Well you have to be carefull about "finishing" the taman, it could actually destroy the current effect.

13
Artwork / Re: W.I.P. Potential new soldier models (Blender)
« on: March 23, 2009, 11:41:49 pm »
Oh here is the guy as he is now, in case he is usefull.

www.freewebtown.com/DK2112/human_base_01.blend

He is supposed to be extremely anatomical for a relatively low poly count. SO it might be a while before I finish him.



[attachment deleted by admin]

14
Artwork / Re: W.I.P. Potential new soldier models (Blender)
« on: March 23, 2009, 11:16:20 pm »
oh yeah well, I thought at firrst that you had done it wrong and I wanted to correct you, then I noticed that you didn't really try in the first place and removeed that.

But you're right that was probably usefull. so here the grafik again.

A wrap like the one on the left makes it a lot easyer to match up the textures over the edges.
Usually you want to unwrap as much continuos area as possible without causing large distortions in the border area

Of course you can map like on the right, and sometimes you actually want to. When it is a different material anyway or you want to use the texture area better. And at least one cut is always necessary anyway.

And another point in the mesh you posted i that you especially modelled the shoulder patches and the stripes on the boots. If you want to add more detail that's fine, but you keep it rather flat you might be able to remove those polys and just do it with the texture.

And besides I probably haven't done more modeling then you (;
I'm still working on my first real project. Surprisingly a human as well.

[attachment deleted by admin]

15
Artwork / Re: W.I.P. Potential new soldier models (Blender)
« on: March 23, 2009, 01:30:01 pm »
Ok I just loaded the model to see why the texture looks off and realised that you didn't even bother with the UV wrap. So that was probably just to give an example look?

But i noticed that you have internal polys, some are the mirror pane and a lot are in the belt area. Some are in the elbows.
You could also loose some polys by welding the belt pouches directly to the hip. (No one will notice the gaps at distance anyway)

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