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1
Artwork / Re: Needed: new starmap texture
« on: January 19, 2009, 05:40:12 pm »
Axel just got back to me, he said CC-BY-NC-SA is fine.

2
Artwork / Re: Needed: new starmap texture
« on: December 23, 2008, 09:45:51 am »
Axel Mellinger has given me permission to use a version of his all sky panorama in free open source games, all he asks is that he is credited. I have it uploaded on my SkyDrive. I have tried it in game and I do think it needs to be darkened.

3
Discussion / mouse buttons
« on: July 12, 2007, 11:05:07 pm »
I agree blondandy.
The middle button could be used for camera rotation.

4
Artwork / Level’s Graphics
« on: May 11, 2007, 10:06:39 am »
Hoehrer,
The job is not very new any more but thank you.

I think I can export animated md5 models, if I have the plugins.

Winter,
I made these last summer and have not edited them much since October, the description did not exist then.

The independent wristbands and boots can easily be changed, as well as the shoulders.

The "giant boots", which there was nothing about, would not be easy to change though.

I kind of like the comic book style of the old stuff, it is what attracted me to both the original X-Com and UFO:AI in the first place.

I would be willing to make something in the "new style", if I have time, and there is a better description of what it should be like, not just what it "MUST NOT" be like.

For Axel Mellinger's All-Sky Milky Way Panorama, though we did not specifically use 'GPL', we did discuses that it would used in multiple free open source games and that it would be redistributable.

Thanks for your consideration, whether they are accepted or not.

5
Artwork / Level’s Graphics
« on: May 10, 2007, 08:39:45 pm »
I made these last summer but was unable to finish them because I got a new job.

Male Power Armor:


Female Power Armor:


Male Flight Armor:
FrontSide

Female Flight Armor:
FrontSide

I know there is already a power armor model, so mine be the heavy alien derived armor.

There may be some problems in the arms that I was working on but didn’t finish.

All but the female power armor are rigged; the female flight armor may not have the correct rig.

They need UV mapping and textures made.

If anyone has suggestion they would be welcome.

I can either send these to someone so anybody can edit them, or edit them myself which may take a while.


I have already posted this but received no comments: I have received permission from Axel Mellinger to use a 2400x1200 rectangular projection version of his All-Sky Milky Way Panorama,  for the background of the Geoscape.
He asks that his name be added to the list of credits.

Here is a preview:


And a preview of Blue Marble monthly images:



*Note some of the animations may be messed up on imageshack.

6
Discussion / geoscape view
« on: February 16, 2007, 09:26:47 am »
I see a 3d globe is now being worked on.
I tried to Upload the All-Sky Milky Way Panorama on SourceForge but it was to big.
So if you would like it, Where should I send it?

7
Discussion / New name for Antareans
« on: December 19, 2006, 08:10:24 am »
They are called Blues in the files, so that could work.
Or Blue in Hindi.

8
Discussion / geoscape view
« on: November 20, 2006, 08:38:26 am »
I have received permission from Axel Mellinger to use a 2400x1200 rectangular projection version of his All-Sky Milky Way Panorama, for the background of the Geoscape.
He asks that his name be added to the list of credits.

Where should I send it?

It would be cool to use the Blue Marble monthly images.
On the front page for Blue Marble it says: “Anyone using or republishing Blue Marble: Next Generation please credit “NASA’s Earth Observatory.””
In the MP Photo Guidelines it says: “NASA still images, audio files and video generally are not copyrighted”.

9
Feature Requests / RC 3 Bug and Idea
« on: July 21, 2006, 11:44:17 am »
TU were used for reaction fire in XCom, it was shown diferantly though.

It makes sense to me because otherwise they woud get extra time units.

Another reasion to have/turn it off is so you can move farther.

10
Design / Design: Storyline
« on: May 30, 2006, 09:04:22 am »
I think Alien containment should be available from the start, but can be used only for detention as letting them die would be worse.
When built you could get a message that says torture etc. is not allowed.
Basic interrogations like Alien language and maybe the purpose of missions can be done.

After several terror missions, and the rescue mission, you can then build the Bio Lab? (Isn’t the Bio Lab for autopsies, are they not allowed?), do more “Intense” interrogations and live research.

I don’t think a secret lab would fit or be necessary as the things you would research are ether plot related and should wait or are just useful information that does not really matter.

11
FAQ / Building UFO:AI in Win XP
« on: April 20, 2006, 09:30:01 am »
What do I need to do to build in visual C++ 2005 and Win XP?
When I try to build I get lots of errors like this:
d:\program files\ufoai\src\ref_gl\gl_local.h(25) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
and one like this:
LINK : fatal error LNK1181: cannot open input file 'winmm.lib'

I downloaded the TD2 Beta and put in the files from the SVN, is there any thing else I need to do?

12
Mapping / Maping questions
« on: April 20, 2006, 09:14:20 am »
I am learning the editor but have had a few questions:

The map editor seems to only be able to load textures if the UFO (and it can’t be UFOAI) folder is in the root directory of the drive, can this be changed?

What do I need to do to be able to load a map I made in multiplayer or in game?

13
Artwork / A list of models UFO:AI needs
« on: April 20, 2006, 08:49:20 am »
I am using 3DS Max and the scripts from the tools folder, I have been able to import and export meshes but not textures, how do I do this?

rastaman_bey, would it be to much to ask for the source files for some of your models and textures (especially the solders)?

14
Design / Design: Difficulty
« on: April 13, 2006, 10:38:52 am »
You could use the same ranks used for the soldiers:
Civilian
Rooky
Squady
Sargent
Captain
Commander
and others that I missed.

The difficulty levels seemed to work for me, I couldn't beat some of the levels on hard but won easily on chickenhearted, but I could be wrong.

Another thing that was changeable in the campaign.hard file (in the Christmas special at least) was the number of recruits, actually you could change anything in the campaign.ufo file.

Unlike it is now I think it should be per game and not global (same with player name).

15
Coding / Walking with the left mouse button
« on: April 10, 2006, 08:21:30 am »
I agree with Hoehrer except I think ALT/MMB + move the mouse up/down should be tilt and the mouse wheel should be zoom.

More then one modifier key should be allowed even if not default.

Additionally the RMB can be used to cancel when confirm_action is true and to open doors if they are ever implemented.

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