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Messages - Sepelio

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Bugs in older version (2.3.1) / Re: Aimed Shot doesnt hit
« on: March 05, 2011, 01:42:38 am »
Rockets are freaking awesome. Love em.

Tactics / Re: Base invasion
« on: March 03, 2011, 12:20:42 am »
Personally I find base invasion missions overly tedious. The bases are huge and it takes far too long, especially when you can't save. Hunting for that last bloody alien has got to be the most boring part of the game.

Bugs in older version (2.3.1) / Re: [map] Car park ?
« on: January 02, 2011, 11:56:59 pm »
yes, but as the maps you play get named when loading them (in this case +city) and the mission before sending your troops there is also called Big City, you could simply have checked the name of the map and searched for it  ::)

Too late now. Someone close the thread or something.

Bugs in older version (2.3.1) / Re: [map] Car park ?
« on: January 02, 2011, 03:26:38 am »
Well it said city and not car park. I can't be digging through every single thread to see if they are dupes :)

Bugs in older version (2.3.1) / [map] Car park ?
« on: January 01, 2011, 09:59:43 pm »
So theres that car park typed map with many levels and the little railroad passing by as well. Don't remember the exact name. Also, I don't see this bug reported anywhere yet so I thought I had best make a thread.

Anyway if someone could check the heights set for the player spawns and dropship it would be good. My guys seem to be spawning in the floor of the dropship slightly and are unable to move. I was going to provide a screenshot but its straight forward enough.

Artwork / Re: Normalmaps Updates
« on: April 24, 2010, 06:15:46 pm »
They look pretty good to me :)

Bugs prior to release 2.3 / Annoying UI bug (r29482)
« on: April 22, 2010, 02:44:35 am »

I've noticed that when trying to change the reserved TUs I cannot. It will not let me put it back to 0 so I can use them! It just skips back to 12 or 18 or whatever the action I had reserved cost. Very annoying since its like permanently losing 12 TUs during the battle.

Artwork / Re: New Feature: "Glow" textures
« on: April 20, 2010, 09:21:12 pm »
I must say those seem to have turned out very very nice.

Mapping / Re: Tutorials
« on: April 17, 2010, 10:48:59 pm »
My youtube channel has a few video tutorials on it for NetRadiant. Its very very similar to GTK Radiant. My tutorials are just general ones though, they are not specific to UFO:AI

Artwork / Re: Texture specifications
« on: April 16, 2010, 08:46:18 pm »
Well with Kandid basically its genetic. You generate your first batch of images then find two that look interesting or like whatever you are looking for and then cross them over.

I find the most useful algorithms for it are:
Voroni diagram: transparent colours
Scalar expressions
Vector expressions

For instance the screws are a scalar expression. I got the round shape from that and then just cut it in half with the eraser in GIMP.

Artwork / Re: Texture specifications
« on: April 16, 2010, 06:45:04 pm »
The background textures are largely generated procedurally from noise in GIMP.

The screws were made using a program called Kandid and then edited in GIMP. Kandid is pretty awesome. Its fun just to see what it comes up with. Used it for the liquid textures as well.

Feel free to use any bits of the textures for anything at all.

Artwork / Re: Texture specifications
« on: April 16, 2010, 01:18:24 am »
Alright here we are. This file contains all the complete textures as well as the source files.

I don't know if all of them will be usable for you guys but as the source files are there you can adapt them as needed. They were initially intended for Xonotic as I said before and some of them really require use of the gloss maps to look 'good'. Still, good luck!

Mappers: Remember to scale them when they are in use! 0.1 and 0.25 seems to work nicely in Nexuiz but I dont know how that will look here. Play about with it.

Artwork / Re: New Feature: "Glow" textures
« on: April 16, 2010, 12:53:25 am »
I've not read the whole thread but glow maps are really really easy to make and I think they are a lot less performance killing than any sort of HDR.

Artwork / Re: Texture specifications
« on: April 06, 2010, 09:39:09 pm »
Yes indeed although more for Xonotic now. I'm going to try and finish a good sized set of textures first I think before I release. Shouldn't take me too long I've been whacking these things out recently.

Artwork / Re: Texture specifications
« on: April 06, 2010, 06:45:20 pm »
What I'll do is just give you guys my GIMP source files and the normal maps I've already generated so you can use them as needed.

They are map textures and were made primarily for Xonotic/Nexuiz. Making textures and using shaders has been my project of the month so these are basically the best results I've had so far.

Anyway I'll upload them someplace in a wee bit once I've sorted them.

Most of the textures are fine, there are a few gloss maps in there as well as a guide to the spec maps. The wall textures are not very good yet. One of them was procedurally generated using Kandid. The floor and metal ones should be fine. The stone textures are adapted from some I found on and generated normal maps for. Come to think of it they may need resized. I'll do some of this just now before I upload them so you guys have more to work with.

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