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Topics - Kildor

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Design / Gunboat ufo.
« on: May 13, 2012, 08:42:43 am »
I did some work on subjected craft last year, and now I`ve finished it, so I`d like to show some renders of the craft.

UFO gunboat is heavy fighter, made by aliens after some time. The aliens use some human techs to make the gunboat more atmosphere-capable plane.

Currently it is made only as map object, crashed version and geoscape version are missed. I`ll hope to include it in 2.5.

Mapping / materialsystem: terrain
« on: March 10, 2011, 07:29:43 am »
Hello. Is it possible to make reverse terrain?

terrain ceil floor
Terrain directives are used to achieve simple height-based terrain blending. The ceil and floor parameters specify the highest and lowest Z-axis coordinates where blending will occur. At Z coordinates less than floor, the base material texture will appear; at Z coordinates greater than ceil, the stage texture will appear. Linear interpolation is used to blend the two textures at Z coordinates between ceil and floor. Both parameters are required, and must be floating point numbers.

It is nice feature, but sometimes the better way to terrain in revers order (if Z less than floor, use stage texture).  For example, if we have one middle texture and want to blent it on top and bottom of the texture, we need to use lower stage as base (ugly), or use 3 material entry, like
   material tex_nature/sand
      texture tex_nature/dirt002
      terrain -10 0
      texture tex_nature/sand
      terrain 3 20
      texture tex_nature/hedge001
      terrain 55 62

proposed command: reverse_terrain, with the same syntax. Or add custom parameter to current terrain.

Or, may be there is some other ways to resolve this request (blend base texture with 2 stages, first upper and second lower than defined heights.

Mapping / changed workflow in Radiant.
« on: January 08, 2011, 01:51:34 pm »
I`ve tried to edit some maps in Radiant, and found that used workflow by me is broken, especially texture`s fitting

For example:
1. it is impossible to change texture shift and scale with mouse scroll.
2. It was possible to easy equalize surfaces, with just simple selecting several surfaces, next select surface with needed texture properties and just change single texture property. all properties of selected surfaces would change to this one. The same was correct about texture name, and flags. Now radiant simple changes each single surface. How can I fast equalize and tune that properties now?
3. There is «Texture operation» block of controls, but what exactly do they do?

Discussion / Feature freeze stage for 2.3 release
« on: April 21, 2010, 09:17:41 am »
Again about 2.3.

What current state of 2.3 release? Whats exact bugs must be fixed and what exact functionality should be added before we will be able to branch 2.3-stable and create release?

I know about one feature — savesystem-break from geever. Is there any other must-have feature?

Let`s officially stop adding new, especially big features to the game? We already have some big patches postnoted to the 2.4 (like medikits and new reaction fire). We can add other big patches to this milestone and finish 2.3 without additional work to bug hunting and fixing.

Discussion / Changelog for 2.3
« on: April 20, 2010, 02:02:07 pm »
I`ve started to rewrite current changelog, and currently I think about different organization of changes.

Here is my idea:

* Coding (in general)
* UI
* Battlescape
* Geoscape
* Campaign
* Base
* Inventory
* Research and UFOPaedia
* Maps
* Artwork in general

May be there will be some other categories. Does anyone have other ideas and suggestions concern this valuable part of the release?
May be UGV (but they aren`t finished)? Models? What else?

Artwork / Need: Alien base equipment and textures
« on: October 28, 2009, 03:01:17 pm »
From other topic
«4. Alien base.
   Decorations: Random alien items. Tools, scanners, vehicles, heavy equipment.»

I make alienbase map, and have really faced missed equipments for the base. Also I`ve faced with lacking of textures, but it is another problem.

I strongly need in panels, in tools, in containers for storage, in any other little equipments. I`ve asked my familiar 3d modellers to make some models, but they asked me a sketches. I have no sketches and existent models of equipment don`t allow to make a whole image of technology.

So, Winter, Btaxis, anyone, could you make some sketches or at least describe, how should aliens equipments look like? colors, shapes, and so on.

Bugs prior to release 2.3 / console flood.
« on: August 31, 2009, 06:10:06 pm »
When I start tactic mission, I get console full of this message:
Q_vsnprintf: string (Ethan Schwartz
HP: 90/90 TU: 17
...) was truncated (-1) - target buffer too small (80)

Nothing wrong in GUI though

Discussion / IRC-channel renaming.
« on: November 24, 2008, 08:03:05 am »
The IRC channel used for discuss about the game has been changed, and now its name is #ufoai. Please, change settings of your IRC-clients.

So current URI is irc://

Mapping / New RMA (Forest)
« on: July 07, 2008, 03:14:02 pm »
Hello. I`m creating new RMA with forest.
Currently it has 7 tiles with trees, one with firebird and one with little stream.

I want to show you current draft, to get some advices and to know my mistakes :-)

One tile doesn`t compile to bsp, and make a crash in ufo2map (I didn`t make a bugreport yet).

And RMA doesn`t have aliens spots.
Archive contains .maps, compiled .bsp and .ump file to test :-)
Map crash ufo2map (it happens because map contains some rotated md2 models). Can you fix it without bugreport, if no, I open one.

[attachment deleted by admin]

Feature Requests / soldiers doesn`t removed from aircraft
« on: May 16, 2008, 09:16:08 am »
When I discharge soldier, it stays in aircraft, so I can`t assign new soldier to it.

And all looks like some problems with stats of hired-discharged soldiers. I remove (discharge and remove from list) one with bad stats (i\e\ all stats less than 20), and hire other, with nice stats. But in aircraft

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