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Messages - AntJam

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16
User modifications / Re: Weapon Mod for 2.5 dev
« on: November 12, 2014, 12:34:06 am »
added the last tt model as the m5 machingun (uses the machine gun ammo) to the mod. By the way weapons in ufo cant use dual ammo types at the same time so you'd have to reload the weapon to swap between grenades and bullets losing any unspent rounds in the process so the 2 model 44 would only be cosmetic (or very wasteful of ammo)

17
User modifications / Re: Weapon Mod for 2.5 dev
« on: November 08, 2014, 04:36:30 pm »
Tried the big model and attempting to export to md2 gives an error saying a max of 4k (approx) triangles for md2. Unfortunately the first model (5blend) seems to have some serious errors and crashes blender as soon as I try to export to md2. There are also some visual differences switching between edit mode and object mode this is usually a sign of modelling problems I think you'll need to redo it, I had a quick attempt at repairing it but it needs some serious re-working

18
User modifications / Re: Weapon Mod for 2.5 dev
« on: November 08, 2014, 01:01:48 pm »
good news the model looks amazing...bad news it 62,000+ polygons even running it through the decimate modifier in blender I cant get it below 14.5k polygons. Most in game weapons and models are below 1000 polygons. This is going to take a lot longer to work with and test as I'm not sure if the game can cope with such large models

19
User modifications / Re: Weapon Mod for 2.5 dev
« on: November 07, 2014, 12:42:20 pm »
Ok wont be till the weekend though...do you want this as a standalone or a replacement for the machinegun?

20
User modifications / Re: Weapon Mod for 2.5 dev
« on: November 05, 2014, 05:02:33 pm »
Ok added a very basic texture and created a standalone m4 mod with the same stats as the assault rifle also uses the same ammo including encased plasma.

21
User modifications / Re: Weapon Mod for 2.5 dev
« on: November 04, 2014, 07:20:42 pm »
VHS data?...not sure what you mean

22
User modifications / Re: Weapon Mod for 2.5 dev
« on: November 04, 2014, 01:11:21 pm »
ok added a rough uv map , set it up for a texture called 81.png (by changing datablock value to .81 ) and scaled it based on the assault rifle in game. Didnt get a chance to test in game though

23
User modifications / Re: Weapon Mod for 2.5 dev
« on: November 01, 2014, 12:28:27 pm »
I used Blender to make the weapons and Gimp to make the textures both free programs. You just need to download the md2 import/export and Tag scripts from here http://ufoai.org/wiki/Modelling/Blender
 Unfortunately I'm a little busy at the moment so making the m4 myself isnt possibly (at least not this year)....but I do recommend having a go yourself there are lots of good blender tutorials out there.
Feel free to ask any questions though in the artwork forum http://ufoai.org/forum/index.php/board,4.0.html there is good UFO:AI specific modelling info there too.

24
Windows / Re: what is wrong with you develompent politics???
« on: August 28, 2014, 12:27:55 pm »
   Well now you have annoyed all the people who actually work on , improve and maintain the game (in their free time no less) by posting when your angry/frustrated I'd like to say I compile the game (2.6 dev) from git with the codeblocks package in Windows Vista with zero experience by closely following the instructions given and it works fine.

   Unfortunately that means all I can offer is that it is possibly to compile the game on windows with the supplied files not why you are unable to do so.

25
Tactics / Re: "Hit the ground" option (Shift + fire)
« on: August 19, 2014, 07:22:13 pm »
The shift button just moves the aiming point up and down so in the video you targetted the ground but the rocket launcher had such an awful accuracy that he effectively missed and fired high (parallel) to the ground.
   see here for more info on hit calculations http://ufoai.org/wiki/UFO-Scripts/weapon_*.ufo

26
Discussion / Re: Some general remarks/questions & bugs
« on: August 16, 2014, 06:28:06 pm »
Thanks sandro its not urgent at the moment was thinking more of the glib fix/workround so I (and others) could compile my own but if you have a working copy then that would be good too

27
FAQ / Re: Save in tactics
« on: August 14, 2014, 04:22:11 pm »
No saving is possible during ground missions.

28
Discussion / Re: Some general remarks/questions & bugs
« on: August 09, 2014, 03:09:42 pm »
Ah ok thanks for the tip. Look forward to the solution I'm currently using a very old Radiant that doesnt recognise camera entities so be nice to compile the newest version

29
Discussion / Re: Some general remarks/questions & bugs
« on: August 09, 2014, 12:14:37 pm »
Yep I used exactly the same method as you although I should of said I can compile both the game.cbp , ufo.cbp and the ufo2map.cbp correctly (and all work). Just tried in XP compatability and no different. Anyway here is the report file

30
Discussion / Re: Some general remarks/questions & bugs
« on: August 09, 2014, 01:53:42 am »
Odd..what compile method are you using Sandro just tried to compile from todays master using codeblocks under Vista64 fails with 10 errors and 8478 warnings

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