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Topics - MCR

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Newbie Coding / New Ufopedia Suggestion Screenshots
« on: August 16, 2010, 11:02:18 am »
Just some size-changes to allow bigger models, tech-pictures & to have more place for text...
I hope you like it.

Artwork / Screenshot Thread Of v2.4 Artwork In Action
« on: August 06, 2010, 01:39:26 pm »
Excavation Outdoor Lamp Animated Ofc.:

Artwork / Particles
« on: August 03, 2010, 01:35:35 pm »
Hello Crystan & A Big Welcome To The Forums  :)

Great work you did so far, beside your soundfx stuff I also like your particle system animation improvements...
We should upgrade the explosion & other animation frames in pics/sfx also...

Do you know Lord Havoc's Fire (lhfire) ?

Mapping / [FIXED] Maybe this one is just taking the curve too fast...
« on: August 02, 2010, 05:08:06 pm »
... but I think not ;)

Oh, this is city_train...

Mapping / [FIXED] Floating cars on subway map
« on: August 02, 2010, 05:04:50 pm »
I do not know know if those are supposed to be hovering ?!
I mean, it's the year 2084 after all  ;)

Artwork / Tractor Upgraded
« on: July 31, 2010, 11:18:54 pm »
Hope you like the upgraded tractor model textures, here the one used on farm map with additional glow & normalmap applied:

Mapping / [FIXED] Wrong levelflags for some trees on spedition map...
« on: July 31, 2010, 09:27:17 pm »
I am really sorry for reporting a mapping bug again, but I noticed 2 other problems on spedition map :-[  :-\

Mapping / Volunteer UFORadiant expert for cooperation needed !
« on: July 22, 2010, 05:32:14 pm »

I would like to replace many of the game's map textures with higher resolution, better quality, normalmapped ones, but this task requires to exchange all the textures on the respective maps also (because of the higher resolution).

A cooperation with a experienced mapper would be motivating & very helpful for me, because I am no mapping expert (yet).

I know now, how to best find out on which map a certain texture is used & how often it is used there, but I am not sure if there is a coder's way to exchange & scale those accordingly (maybe there even is)...

Question: Who volunteers & wants to help me with that (exchanging textures with UFORadiant) ?

Coding / Next major upgrade for the options menu [W.I.P., paused]
« on: July 17, 2010, 02:38:37 pm »
I am having some troubles integrating tabs for the submenus in options.ufo.
Maybe someone could take a look at the WIP options.ufo & tell me why I cannot get navigation for the tabs in gameplay...

I am sure it is just a small bug somewhere, but I do not have no energy for search anymore & there are so many menu professionals around here, so I decided to simply ask...

Please help.

If I get the tabs done for one menu, it should be relatively easy to do the same for the rest...
Then there will be enough place for structuring & upgrading our submenus with other important cvars...

Thanks in advance for helping here, here is the new WIP options.ufo, just renamed to options.ufo.txt:

Mapping / [FIXED] Wrong levelflag for bomber texture on farm map...
« on: July 15, 2010, 12:40:17 pm »
It should be a rather fast fix:

You can watch the new (old) texture of the liftingcart model here in full beauty, but I am pretty sure it is not intended that way  ;)

Mapping / [FIXED] Weird crash on military_convoy map ;)
« on: July 15, 2010, 11:29:50 am »
This looks as it was not intended this way  :D

Glow is working perfectly when making models' textures glow, but there are still glow-shine-through issues & other gfx-errors when using a glowmap for a 'normal' Radiant-mesh-texture.

Also the usage of glow via material system is unusable @ the moment.
In first tests having several frames doubled (v1 for usage as frame & v2 for the glowmap) just 1 animation played with glow, the others didn't.
Also this system is not suited perfectly as we would have to use double the amount of texture-slots (we have just 1024) for glow-animations...
We now have 'glowmaplink'. But still the alpha channel of the animation frame overwrites the base texture with black color. (see below)

It would be nice if you could take a look @ that, Arisian  :)

A minor bug  ;), but the main console in the upper floor also has somehow shifted I think, at least my animations do not play where they should ?!
I will open a ticket.

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