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Topics - p0ss

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Artwork / a great resource for ufo models
« on: March 09, 2011, 01:04:48 pm »
Hi guys, while looking for content for OGA I came across a huge repository of UFO, futuristic and space models which are for "unrestricted use", it might be worth checking wether that translated into cc by 0  or pd.[All]=on&attribute[2005][-1]=1&attribute[2017][-1]=1&attribute[2538][2540]=1&tdm=a&s=dd

a couple of examples are this holo deck

and this computer cluster

This one would be good for the alien drone

and this one for a human ship

infact there are a variety of droids

there are also loads of satelite dishes and weapon turrets..

really its a bonaza. As long as unrestricted use means it can be used here.

oh and this guy uploaded tonnes of human heads that'd make great soldiers

Artwork / Reimagining Aliens
« on: February 07, 2011, 07:55:49 am »
 Just for fun I've been playing around doing retextures of the aliens, I thought I'd make a thread out of it so that people could provide feedback as I'm working on them. Keep in mind, I've done about ten skins for each of these, so some ideas may be present in one place but not another.  If these don't make it into the main game, I might turn them into a mod :)



 For something with "blood" in its name, this thing looks pretty clean and sleek, bright almost. So the first thing I did was darken it up a bit, and add some blemishes to the metal, to make it look battle hardened.  I have a few variations on this theme but essentially they look like this

 then I worked on making it a bit bloodier, particularly the legs, which I can only imagine are likely to have ripped a civilian's guts out recently.  I guess it might even be possible to have them looking all clean until they've killed someone, then bust out the bloody skin.


When I encountered these guys in game for the first time I thought of them as scary, they are big and tough and mean looking. Problem being, currently their light green skin looks almost festive, its hard to be scared of something so bright and visible. So when I started working on them, the first thing I did was to add some more veins, cover them in scales,  and darken the skin a bit, which really made them look more snakelike and creepy.  I've also increased the resolution of the head substantially and brought out a lot of the details which weren't very clear at a lower resolution.  

 Once I'd done that, I did the same thing I had done for the bloodspider, these bastards have just been out butchering humans with their giant swords, they would be covered in blood. So I made one that looked like it had been through a battle or two.

 I like the traditional alien feel of these guys, the big head and eyes.  thing is, as it stands they are almost comical, with their bright red coats, glowing yellow eyes and symbols and their lime green space ships.  So I decided to take a darker, more high tech line with these guys. I decided to take their skin colour as an inspiration for their colour pallete, a pale blue, which goes really well with purple, pink, aqua and blue. So to that end I made their coats purple with glowing aqua symbols


 And for the face, again the increased resolution allowed for more details, so I used shading to increase the fidelity of existing details and to highlight things were possible.  Their eyesockets have been darkened which makes their thoroughly alien pink eyes all the more bizzare. I've also reduced the mouth size, turning it from a comical frown into a thin slitted frog mouth. I think these guys still need more work.


Here is the album of images

Artwork / Question about plant models and landscape textures
« on: February 04, 2011, 01:29:44 pm »
I've noticed there doesn't seem to be much in the way of shrubbery in this game, and as any fan of monty python fan can attest, shrubbery is of critical importance ;)   

 When I was modding fallout 3 I did a greenworld total conversion mod that included many types of grass and shrub, generally they are made of a .png image which is mostly transparent with just the grass or shrub visible, that image is then placed upright  by attaching it to an invisible model in a star or cross shape, so that the grass is visible from multiple angles.  Am I right in thinking this should be possible to implement similarly in UFO:AI? I seem to remember hearing that line of sight through shrubs hadn't been worked out yet, is that all thats keeping us from making shrubs? Is it possible to make objects walk-through-able?  If so, would you guys like me to work on some grass profile images?  Or should I start coding up the shrub line of sight fix?

 Secondly, I note that the line work for roads is implemented as secondary texture layers, can those texture layers be the size of multiple tiles?  Could I, for instance, make a pile of leaves or trash which sat as an extra texture layer over a 4x4 grid?  I ask because I seem to spend a lot of time zoomed out in game, and at that angle the grass tiling is very noticable, if I created a series of large secondary texture layers to break up the monotany of tiling, how likely are they to be implemented? Too hard?  Too unwieldy?   The same kind of thing could be applied to large concreted areas, with a cracked or dirty overlay, would map makers use them if I made them?

 And finally, how about terrain deformation? Can we do persistent burn marks and impact craters (texture only obviously)? It seems a bit strange how little lasting impact a volley of grenades seems to have, if its just a matter of making textures I could work on that too.

 Any pearls of wisdom?


Artwork / 250+ New Alternate Soldier Textures (and more)
« on: February 04, 2011, 11:55:46 am »
Hi guys,  So I've been a bit quiet for a while, but I was still being productive, honest!

  I've been playing UFO:AI quite a bit, and one of the things on the long term goals list has been really starting to bug me, the uniformity of everything and everyone. So I took it upon myself to shake things up a bit and do a bit of a texture mod. So without further ado, here are some of the textures I've been working on:

~250 uniforms and armor textures

70+ male soldier heads, with a combination of races, facial hair and sunglasses to help provide a little bit more individuality to units.

 And here are 50+ Weapon textures to provide some variety to the weapons each soldier carries.

 All of these textures are designed to be relatively subtle while still providing variety, there are few intense colours and they are mostly just simple recolours with no major thematic changes. 

 So now I've done the civilians, the soldiers, the weapons, the uniforms and the armor, next up is the aliens, I'm nearly done, but these uploads are taking so long I probably wont get to them tonight.

Artwork / Additional Civilian skins
« on: January 27, 2011, 03:40:57 am »
I wasn't quite sure where to post this, so here it is, ~120 new civilian textures. They are just re-colours, but they should break up the monotony and add a bit of individuality to the civilians :) enjoy :)

Sounds and Music / p0ss's songs
« on: January 22, 2011, 02:19:01 pm »
Hi there,

 I made these songs for an Inde Cyberpunk game called "Zion" that never saw the light of day, since I own the rights I figured I'd release them under GPL to you guys.

 Here are 8 tracks, I don't know if you can use any of them but I thought I'd let you decide that for yourselves.

Artwork / p0ss's textures
« on: January 22, 2011, 02:13:12 pm »
Hi there,

 I did some textures for an Indie Cyberpunk game called "Zion" that never saw the light of day, since I own the copyright for them, and they are just sitting on my drive not being used, I figured I may as well donate them to you guys. So yeah, I release these images under GPL.

 All of these textures are 1024x1024 pngs that tile with themselves and/or each other.

 This lot of 51 images are Concrete, Dirt, Road, Rock and Fabric, I'm not sure if all or any of them will be usefull, but do with them as you will

here is a folder to browse through

If you want to download them all as a single zip here it is:

I've attached one of the dirt textures as a sample

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