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Messages - Latino210

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16
Artwork / Re: Help us out: faces for soldier heads
« on: December 16, 2012, 05:16:19 pm »

Number 5 in second row looks exactly like my father...

17
Mapping / Re: Solar plant RMA map 2.0
« on: December 16, 2012, 02:18:14 pm »
What the hell happened to the textures? Gonna fix it now...

Problem solved. Map ready.


18
Mapping / Re: Destruction
« on: December 15, 2012, 11:50:53 pm »
Topic already discussed to death and beyond. Forget about this, it's hopeless.

19
Artwork / Re: Help us out: faces for soldier heads
« on: December 15, 2012, 02:59:45 pm »
Wow, you used my face for at least 6 different soldiers! Let me guess, I was the only one that answered?

20
Mapping / Re: Solar plant RMA map 2.0
« on: December 15, 2012, 02:54:59 pm »
All right, I fixed the holes in the wall, reverted the "laser wall" to a normal concrete wall, added some clutter in the main hallway, removed the message because it became a pain after a couple of times. Can somebody upload the files to the master?

By the way, I do not think connecting the rooms would do anything useful. Aliens have no idea what a flanking attack is.

21
Mapping / Re: Solar plant RMA map 2.0
« on: December 14, 2012, 11:14:34 pm »

Overall a nice map. Kind of oversized, to be honest, but still nice.

Thanks!

Sorry, but I have a problem: I have downloaded the .map files from https://github.com/ufoai/ufoai/tree/master/base/maps/solarplant and I cannot open them with Radiant! The Radiant simply does nothing when I load the files...

22
Mapping / Re: Map editor...
« on: November 25, 2012, 06:44:11 pm »
Krilain, I've never tried to use Cad for mapping, Radiant is simpler and quicker . I just use the Radiant for the map making and the 3DSMAX to make small .md2 for decoration.

23
Artwork / Re: New weapons - SOLVED!
« on: November 24, 2012, 12:27:47 am »
Thanks for the help, I managed to find the problem!


The error was the "Is secondary      false" line. It should have been a "Is primary           true" line. Now it works perfectly. Thanks again. Now, if someone could help me with the UV skinning I would appreciate it.

24
Artwork / Re: New weapons
« on: November 24, 2012, 12:08:47 am »
ok, thanks, I've already solved the "scraprifle_ammo" problem and added the UFOPAEDIA entries for both the weapon and the ammo, they both work. I've already tried to add the following lines to the "campaign_initial_market" and the "campaign_player" entries in the Equipment.ufo file:

Code: [Select]
item (scraprifle 1)
item (scraprifle_ammo 12)

but the scraprifle is not appearing in the buy/sell nor in the production menus... I've checked the console, no error messages!

25
Artwork / Re: New weapons
« on: November 23, 2012, 11:26:53 pm »
Sorry, I am having some problems. I've created a new dir called "scraprifle" in the models/weapons dir, with the md2 and jpg for the new rifle. I 've added this code to the weapons_human.ufo file:

Code: [Select]
// SCRAPRIFLE

item scraprifle
{
name "_Scraprifle"
model "weapons/scraprifle/scraprifle"
weapon true
type "rifle"
animationindex 1
holdtwohanded false
firetwohanded true
shape "0 0 2 2"
center "2 0 1"
scale 1.35
ammo 12
reload 6
reloadsound "weapons/reload-pistol"
price 900
size 7
is_secondary false
}

item scraprifle_ammo
{
name "_Scraprifle Ammo"
model "weapons/scraprifle/scraprifle_clip"
type "ammo"
animationindex 0
shape "0 0 1 1"
center "0 0 -0.2"
scale 1.5
price 20
size 1
is_secondary false
dmgtype "normal"

weapon_mod
{
weapon scraprifle
firedef
{
name "_Snap Shot"
skill "close"
projtl bullet-smg
impact bulletImpact
hitbody null
firesnd "weapons/bullet-pistol"
impsnd "impact/bullet-impact"
bodysnd "impact/bullet-bodyimpact"
speed 3000
spread "2 2"
crouch 1
range 40
shots 1
ammo 1
time 4
damage "30 5"
dmgweight "normal_light"
reaction true
}
firedef
{
name "_Aimed Shot"
skill "close"
projtl bullet-smg
impact bulletImpact
hitbody null
firesnd "weapons/bullet-pistol"
impsnd "impact/bullet-impact"
bodysnd "impact/bullet-bodyimpact"
speed 3000
spread "1.5 1.5"
crouch 1
range 40
shots 1
ammo 1
delaybetweenshots 10
time 8
damage "30 5"
dmgweight "normal_light"
}
}
}
(copied from the pistol code)

Then I've added this code to the researched_list.ufo

Code: [Select]
rs_weapon_scraprifle
rs_weapon_scraprifle_ammo

and this code to the research.ufo

Code: [Select]
tech rs_weapon_scraprifle
{
type "weapon"
up_chapter equipment
description {
default "*msgid:pistol_txt"
}
// pre_description "*msgid:pistol_pre_txt"

provides scraprifle
time 0
producetime 40
}

tech rs_weapon_scraprifle_ammo
{
type "weapon"
up_chapter equipment
description {
default "*msgid:pistol_mag_txt"
}
// pre_description "*msgid:pistol_mag_pre_txt"

provides scraprifle_ammo
time 0
producetime 12
}

copied from pistol, again.


But when I start a new campaign the scraprifle is nowhere to be seen. What am I doing wrong?

26
Mapping / Re: Map editor...
« on: November 23, 2012, 06:26:31 pm »
Only the first time?  ;D

Touchè...


However, Superxdude, do not give up! If I can manage to download a working copy of the Radiant and to make a decent map, then anybody can!

27
Artwork / Re: New weapons
« on: November 23, 2012, 06:22:37 pm »
You're going to need tags, which are small triangles put onto models to tell it where to attach various other items. For weapons, you only need a tag_muzzle. The character models have tags which tell it how to equip your weapon.

OK, got it thanks, I have created a new tag, named it tag_muzzle and exported the .tag file with the script. Now, if you could explain me how to implement the new rifle? I can copy the assault rifle entry in the weapons_human.ufo file, changing the path for the model and the name of the weapons, but I do not know how to add this as an usable weapon. Should I add a dummy tech in the research.ufo and a ufopaedia entry?

EDIT: I managed to put the files in the SMG dir, it's enough to test the graphics. As you can see for yourself, I still have some problems with the skinning. I unwrapped the UVmap, packed it and rendered the UV template (all in 3ds max, of course) but the result is not what I wanted. Can anyone help with the UVmapping?

My idea is a rifle cobbled together by a bunch of engineers with access to a CNC lathe and a lot of desperation. It's the kind of weapon I could build if my factory was attacked by aliens.

28
Artwork / New weapons - SOLVED
« on: November 23, 2012, 05:28:56 pm »
Hello!

I am trying my hand at modding weapons. I've just built a model for a new rifle (I need it for my mod), but I cannot make it work. I've built the .md2 and extracted a .jpg, but I do not know how to apply a little light spot, how to tell the engine from where the bullet will come off and, more important, how to put it ingame. Any help will be appreciated.


29
Mapping / Re: Solar plant RMA map 2.0
« on: November 23, 2012, 03:54:05 pm »
@Latino210
The latter two points are not technical, so I will revert these changes on demand. So you should be able to use the maps from master without losing something.

LOL, I thought that the light fence was an abomination! Please remove it, since it's too futuristic for the map, it has a lot of errors and it slows the play horribly (too many light sources and polygons). For the solar panel, your idea is much better. Can you remove the light fence on the master, so I can work on that. By the way, where is the master to download?

30
Mapping / Re: Map editor...
« on: November 21, 2012, 04:20:37 pm »
All right, welcome to the world of mapping. First, beware because many versions of the Radiant and of the ufo2maps available for download are corrupt. Try to download another version of the UFORadiant, maybe the one from the 2.5dev. I am including the ufo2map.exe, the tool you will need to test and compile the maps. Run it via DOS, the procedure is:

Code: [Select]
ufo2map -fix maps/[path of the map]/[name]                  This will fix some errors
ufo2map -check maps/[path of the map]/[name]             This will show you all errors of the map. You will use this a lot
ufo2map maps/maps/[path of the map]/[name]               This will compile the .map file into a .bsp readable by the game

To start with the mapping, follow the "house" tutorials although they refer to the older version of the Radiant they are good. Then, open a small map tile and play with it a little. Good luck boy, the first time I was almost crying and I use AUTOCAD at work...

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