project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - MCR

Pages: 1 2 3 [4] 5 6
46
... including stairs, so hopefully no alien is hiding upstairs  ;)
[There is already a bug report on sourceforge regarding that one...]

47
Mapping / [map] Country Street Harvester completely messed up
« on: June 22, 2010, 07:33:55 pm »
I don't know how it happened, but this is how the harvester trunk version currently looks like on map 'country street':

48
X3 Terran Conflict Demo...

Fantastic real-time GFX (really worth the 442MB download):

http://downloads.guru3d.com/X3-Terran-Conflict-Rolling-Demo-Benchmark-download-2115.html

(They also got some glowmaps  ;D).

49
Bugs prior to release 2.3 / Just some funny screenshots...
« on: May 13, 2010, 06:16:54 pm »
... this also can happen when developing stuff ...

50
Hey !

I am currently preparing a patch to upgrade the resolutions list & to enhance the comments with ratios & names for the different resolutions...

Initially my intention was just to upgrade the resolutions-list for me, because my desktop-resolution is 1920x1440@85Hz on a old 22" monitor & I wanted to run UFO:AI with the same resolution...
But then I realized that many very important 'mainstream' resolutions where missing, so I added those also ;)

I used this as reference:
http://en.wikipedia.org/wiki/File:Vector_Video_Standards2.svg

Okay. Enough talk. Here are some screens. If you find a important resolution missing, please post it here...

51
Will post screenshots here, but will also open a bug-tracker item on sourceforge for this:

Corrupter alien battery placement back of the left wing:

52
Artwork / Ortnok Upgrade
« on: May 05, 2010, 06:45:04 pm »
Some wip shots:

53
I am having problems to compile under Windows using MinGW & would like to know if I am the only one ?!

Everything works fine until:
Compiling: ..\..\src\client\renderer\r_light.c
C:\UfoAIBuildEnvironment_NEW\MinGW\ufoai\src\client\renderer\r_light.c:167: error: 'POINT' redeclared as different kind of symbol
C:/UfoAIBuildEnvironment_NEW/MinGW/include/windef.h:324: error: previous declaration of 'POINT' was here
Process terminated with status 1 (1 minutes, 4 seconds)
2 errors, 0 warnings
Endtime:   2010.05.02 16:02:37 1
Error 16
C::B returned an error during C:\UfoAIBuildEnvironment_NEW\MinGW\ufoai\build\projects\ufo.mod.cbp

Please Help.

54
Artwork / Hybrid Alien Armor Revival ?!
« on: April 28, 2010, 11:22:44 am »

55
Artwork / What about this piece of Artwork ?
« on: April 26, 2010, 05:03:06 pm »
During my work on the different skins & heads I discovered that we have some really cool looking armor textures, which are not used...
I do not know exactly why, as they seem to be made with high precision & look really nice & better than the stuff available @ the moment...

I had no time to test them in-game yet, the question here is, if we want to use those, or why they were not integrated in the first place ?!

If developers like, I am quite sure I could adjust those, make the different camouflage versions, modify the ufo-scripts & the md2s & then we could integrate those also...
I know that Destructavator is working hard on those new soldier models, but he also wrote they probably won't make it for 2.3 & maybe we should use those posted below (& modified to suit our needs) in the meantime...

So do we want those or modified versions of those to be used in-game or not ?

Do you remember what the problems were with these textures & why those were not used in the first place ?

Should I invest energy here & make them work for us ?

It would be nice if developers could answer those questions...
Thank you in advance.

56
Artwork / Additional Alien Textures To Enhance Variety There...
« on: April 25, 2010, 02:58:39 pm »
After understanding all this skinning, texture & team*.ufo stuff, I've started working on different versions of textures & also on upgrades there...

Here would be the place now to tell me your do it & don't do it stuff (what you would like to see) ... ;)

I personally think we could easily make 16 different combinations possible for the Taman without armor for example, I am also thinking about quadrupling the texture size there to the same standard the Ortnoks in light & medium armor use already, but I am not sure if I will easily succeed in completing this task perfectly (yet)...

What I mean by 16 versions is essentially to make 4 different body skin textures & also 4 different textures for the heads...
IMHO not every Taman should look exactly the same or are they clones ?
We could give them slightly different eye-colors, skin tones, coat patterns, insignia, ranks, different colors of suits...

What do you all think about that  ::) ?

Here some screens of (very early) wip (gave the Tamans new eyes from a cat, all md2 files correctly set up & modified, ufo file modified, additional head.md2s added for light & medium armored versions to avoid any file not found errors, first test versions of different skins): 

57
Newbie Coding / Help needed with ufo scripts...
« on: April 23, 2010, 09:57:42 am »
First I have to admit publicly here that I do not yet understand the syntax of the ufo files  ::), after reading those, I am not even 100% sure if there is a syntax to be used there...

1.)
I need some help  :-\.
I would need links where I can find the syntax of the ufo scripts or documentation on how exactly those scripts work...
Please do not give me this link: http://ufoai.ninex.info/wiki/index.php/UFO-Scripts#Scriptfiles
as I cannot find anything there...  :-[ :P ???

2.)
Maybe someone knowing stuff already could take a look @ that:
https://sourceforge.net/tracker/index.php?func=detail&aid=2991126&group_id=157793&atid=805245#

Take a look here also:
http://ufoai.ninex.info/forum/index.php?topic=4713.msg37203#msg37203

I want to see those great textures in-game  ;)!
Thank you in advance.


58
Bugs prior to release 2.3 / Texture Bug In Harvester U.F.O. [FIXED]
« on: April 22, 2010, 09:56:05 pm »
The 'wrong' texture is used on the 'right' side...  ;)

59
Forget the glowing eyes, it is just about those guys...
The question is:
Have you ever seen those freaks in-game in 2.3dev (One eyed Ortnok, Ortnok Light Armor, Ortnok Medium Armor) ?

60
Artwork / Normalmaps Updates [WIP]
« on: April 22, 2010, 03:47:54 am »
Here come the normalmaps...
Although they are not tested yet  ;)

Pages: 1 2 3 [4] 5 6