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Messages - Kildor

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1
I suppose that he want to define custom sounds and armour values for a destructible objects on map and not for the actors.

This may be interesting idea to play with.

2
Artwork / Re: Help us out: faces for soldier heads
« on: December 15, 2012, 12:17:38 pm »
Cool work. Really, the faces were one of the most problem places in the game appearance.

3
Discussion / Re: UFO/X-COM as an RTS
« on: October 26, 2012, 05:28:00 am »
I like RT missions in X-Com III, and it will be nice to have such type of gameplay as option in all x-com like projects, because it is just boring to «peacemake» the same ufos again and again.

4
User modifications / Re: Mod affect savegames?
« on: August 29, 2012, 06:30:43 am »
This changes should not have any effects for the savegame compatibility and should be reflected instantly.

5
Mapping / Re: +africa RMA
« on: July 29, 2012, 10:48:51 am »
About your wtf.
It looks like some brushes has uncorrect levelflags. Also, there is something very, very wrong with shadows. And have you remove semitransparent silhouette of wings and hull of Gunboat on first level?

6
Artwork / Re: Geoscape Alien Gunboat
« on: July 25, 2012, 01:46:55 pm »
Yes, let them be «behind the wings».

7
Design / Re: Gunboat ufo.
« on: July 20, 2012, 05:34:05 am »
Well. I don`t like the idea to add two more engines in general.
«behind cockpit» is simply ugly, «above the wings» is better but I think that AM jet simply destroy the wings.

«behind wings» is much better than other. May be we can use it, but I need to look to the prefab first. Unfortunately I have some problems with Radiant and spare time currently.


8
Artwork / Re: Geoscape Alien Gunboat
« on: July 20, 2012, 05:22:35 am »
Lord Drake, the UFO has three undercarriage, not four. One of them is under pilots` cockpit, and two other are under the wings.

9
Artwork / Re: Geoscape Alien Gunboat
« on: July 17, 2012, 07:50:54 am »
There are three type of models.
1. Battlescape «model». This is just an object, and not md2-model.
2. geoscape model, this is very small and low-poly md2 model, shown only from top.
3. menu model, this should be large and detailed enough model.

About normalmaps — yes, we need all sort of maps — normal, bump, glow and so on. But they are not mandatory.

PS: I like your model, very nice work.

10
User modifications / Re: NeoTweaks [V2.0 Current]
« on: July 10, 2012, 08:16:32 am »
Don`t worry, the Science is not strong point for almost all peoples, that`s why there are so many fantasy games and books, like new XCom from firaxis.

11
Discussion / Re: Enemy on Earth Question
« on: July 04, 2012, 05:42:45 am »
Do you have any save (the trunk one is better) before such missions?

12
Artwork / Re: Phalanx Logo
« on: June 25, 2012, 11:55:31 am »
I like it. Nice work.

13
Artwork / Re: Phalanx Logo
« on: June 22, 2012, 06:28:16 pm »
I like logo except spearhead and spears in general. They don`t fit style of other parts of logo.

Also, I don`t like idea to unity logo and insignias to one symbol. It looks good as Division and department label (Research division, functional department), but not as chevron. May be we should split it into two different images? It will be easy to tune UI.

14
Newbie Coding / Re: Some basic modding questions
« on: June 19, 2012, 05:27:31 am »
Use any editor understood unix style of line-ends (any other than notepad).

15
Discussion / Re: Alien propulsion won't work IRL
« on: May 30, 2012, 03:36:31 pm »
If I remember right, the flying suits are jetpacks-jumpsuits, not real flying suites.

And yes, I totally agree with you about misplaced year of the game, currently it is not 2084 at all.

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