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Topics - headdie

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Offtopic / Can we have an 2x8 drone?
« on: May 16, 2012, 12:06:32 am »

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Artwork / Hyperion Class Armed Dropship
« on: May 09, 2012, 01:11:04 am »
My hi thread yielded this
Cool stuff. Some of your ships look like they might work as our Hyperion-class Armed Dropship. It's a mixed dropship/fighter we plan to include but lack a model. It wouldn't require any animation, just a texture as well as some changes to the model to create an "interior". I'm thinknig the Pitbull or Tornado crafts in your deviartart gallery look like possible matches.
"I'm thinknig the Pitbull or Tornado crafts in your deviartart gallery look like possible matches." But if you've got another idea, go for it. Key is that it should be able to be a fighter jet that can store 5 or so soldiers as well. Oh, and it should if possible have vertical take off and landing.

To this end I have opened this thread to explore this possibility.

Unfortunately while the Pitbull probably has a better form to work with on this, it is a product of someone else's concept art which will complicate licencing as the concept art was for a company iirc.

Leaving the Tornado


To provide background on the model it is an original concept by myself, intended as a medium aero/space fighter with 4 light cannons mounted in the structure top centre of the model, a medium cannon mount lower centre circular structure on the front view and missiles mounted in the tall rectangularish structures either side of centre mass.  Engines in the rear rectangular structures which join the wings to the main fuselage.

Now for a few ideas.

The changes to make will depend mostly on how we arrange the cargo bay, do we have a "traditional" rear cargo door for deployment or use Firebird style side cargo doors, or a variation where they open forwards where the missiles are now?

For the engine layout as this is a terrestrial tech VTOL craft it will probably want the engine structures I have near the front making more prominent and adding vertical thrusters to the rear engines.

Lastly weapons how does the team see this thing armed, will it be similar to the Stiletto? or less powerful?perhaps 2 light and a medium weapon mount with the medium where the light cannons are in the original concept and new mounting points for the lights on the centre fuselage somewhere?

Also as is demonstrated in the attached model is that the lower hull is not currently brilliant for this roll and will need filling in. what are everyone's thoughts on that do I fill it in following the existing silhouette or change it moving everything towards the rear for example.

What are everyone's opinions on this?

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Artwork / Light UGV you might be interested in.
« on: May 08, 2012, 06:02:20 pm »
In trashman's I come bearing gifts... thread there is mention of the possibility of introducing UGVs at some undetermined point in the future and I got to thinking about ideas for that.

Current line of thought is this



It is a light recon drone favouring speed over anything else, while fairly resistant to terrestrial small arms anything alien, pyro and/or explosive will generally rip it to shreds. for defence and infantry support it has a turreted cannon, similar in capability and roll to the infantry heavy cannon seen in UFO: Enemy Unknown and can rip through aliens seen early in the game but quickly becomes obsolete as the aliens start deploying armour and possesses slow rate of fire along with restrictive ammo capacity.  As a Recon drone I think it's night vision should be better than a soldiers.  As I currently plan it the drone takes up 2x2 in the dropship so players deploying it should consider the loss of their ability to deploy half their team (in the opening craft), though in situations where there is sparse cover or difficult visibility it might be advantageous.

Although wheeled rather than tracked I see this using tank steering,
1 for simplicity in developing its movement as it would be similar to a soldier's
2 it would allow the drone to turn on the spot which when dealing with light cover means you dont have to leave it to turn around.

I have attached a text file with a description of sorts that I have been mulling over as I have worked on this.

looking for input on improvements and if this is something the project is interested in.

Currently the wheels, turret and turret barrel are separate objects from the main body, though a texture exists the UVmap needs work and the texture is just a simple AO bake so now is a good time to make mesh changes.

In terms of license when one is needed I usually release on a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. (wording from deviant art) but as I am donating this to UFO:AI I have no issue with releasing it under another licence if needed

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Offtopic / Hi
« on: May 08, 2012, 04:08:19 pm »
Thought I would introduce myself a little as I have just signed up.

I have downloaded UFO:AI from time to time and have enjoyed playing it greatly so respect to everyone who has been involved, but never really bothered with the forums.

A little while ago TrashMan posted to the Hardlight Productions forum that the project could possibly benefit from input from more people, especially as there are a number of X-Com fans amongst us and a good number of ppl with skills in many of the game development related disciplines.  Personally I am a amateur (emphasis on that) modeller and not to bad at understanding text based table files (in the FreeSpace open engine anyway).

So that just leaves me to say Hi All!

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