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Topics - MCR

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61
Artwork / Unknown License Textures Update Thread
« on: April 20, 2010, 08:37:39 pm »
Hello !

We want to exchange all the remaining textures with unknown licenses.
See here: http://static.ufo.ludwigf.org/html/textures/696b031073e74bf2cb98e5ef201d4aa3.html

So Mattn decided it would be best to start a new thread here, where people can post new textures, which in case of updated higher resolution versions would also have to be exchanged on the maps which use them (info available & will be posted here also).

If someone wants to help here, it would be appreciated as you can be sure that there is enough work left for everyone...  ;)
So if you decide you want to take on some of those, just post the info here which ones you chose, so others will know & will not work on those same textures.


& do not forget: You can get it if you really want...

62
Offtopic / Some Other Alien Invasion...
« on: April 12, 2010, 10:37:40 am »
Check thiz one out  ;):

http://www.sosnewyork.com/

63
FAQ / Normalmapping Questions...
« on: April 10, 2010, 06:04:03 pm »
Okay, I think I have checked now how to make great detailed normalmaps. But as I understand UFO:AI needs the height to be encoded in the alpha channel. With the normal 'overlay' method of normalmap creation (2nd normalmap tutorial in the wiki) I get the texture attached as 1st picture.

When I do transfer color to transparency afterwards I get the second attached picture.

Is this the correct way for encoding the height into the alpha channel so parallax mapping will work correctly in UFO:AI ?
If not, how do I get the height correctly encoded into the alpha channel of the normalmap ?

64
Hello !
I have decided to start a new thread with complete descriptions of tasks where folks could easily become involved in contributing.

This is meant for those who thought before that they lack the skills to help this project out.

So people, if your skills for these tasks here are lacking, I really cannot help you anymore  ;)...

65
Mapping / Another mapping bug (Corrupter, tropic bigufo) [FIXED]
« on: April 07, 2010, 01:10:57 pm »
We can see through walls here  ;):

66
Design / U.F.O. Color Code ?
« on: April 07, 2010, 12:51:42 pm »
Would it be okay to have different colored FX for the U.F.O.s or shall the FX be always green ?
I think it would be quite nice for the player to see some variations on the U.F.O.s:

For example: redFX:

67
I did some experiments regarding the soundtrack of the game:
@ present all files are encoded using ogg, but many of them used different bitrates when encoding.
Most of the files are encoded using CBR (constant bit rate).
During some tests I managed to reduce the filesize needed massively, without reducing the quality.

Here one example:
Reencoding the music from CBR to VBR, when using ABR-quality -1, that means reencoding files with 128 CBR to 112 VBR for example, with a upper limit of 160 VBR reduced the filesize for the music from 219 MB to 189 MB (!).
But we could do even better reduction, when we define the upper limit with 128 VBR.

Reducing the filesize of the tracks would also help in reducing loading-speed a little bit & would help us to optimize the way content of the game is stored.
Backups of the original encodings should be made in case the original is needed again.

If developers want I can optimize the reencoding & prepare a patch.

Do not misunderstand me: I do not want to trade quality against size here, but keep the quality as high as possible, but the filesize reasonable & optimized...
Why should we use 300Kilobit per second for silence ?

Additional Info (2010-04-16): When I am talking about upper limits here, I am meaning the upper limits for the average bitrate, not for the highest bitrate, so upper limit of 128 VBR means:

32 KBit Minimum, 128 KBit Average, 224 KBit Maximum


[FYI, to avoid misunderstandings]

69
... saved by UFO:AI ???
There should be an option hidden somewhere to change them to pngs...
Also I would like to enhance the resolution, because max resolution saved is 1280x1024...

The answer is: Type 'set r_screenshot_format png' into the console of UFO:AI & press enter

70
FAQ / Best place for stuff - sourceforge or forum ?
« on: March 19, 2010, 09:27:15 pm »
 ???
There is a feature-request-tracker on sourceforge.
There is a feature-request-section on the forum here. ::)

There is a bug-tracker on sourceforge.
There is a bug-section on the forum here. ::)

Which place is best for advancing things here & how can I prevent unnecessary double-posts ?

71
I want to take a look @ the textures, but do not want to mess with other peoples work, so I

1. need a easy way how to find out in which maps a certain texture is used.

2. want to know if the mappers would need certain textures I could try to create for them.

3. need to know which textures should be replaced anyway, because of licensing questions.

When I know this stuff I can start working on that if you like me to.

Greetinx to all UFO:AI mappers out there, great levels are made already. RESPECT.

72
Bug Description:

The game hangs on win32 xpsp3 after loading the battlescape when setting the resolution higher than 1024x768.
1024x768 always worx. Higher resolutions never work.

 8) Workaround by markhawrylak:

1. load the game
2. set the resolution you want
3. exit the game
4. open the game and load the campaign

Thanx once again, mark !!!  ;D

74
Artwork / New Level-Loading-Pictures [WIP, Paused]
« on: March 15, 2010, 04:58:01 pm »
Hey !

I have made the missing loading pictures & also made new ones for those which had the cursor prominently displayed in the screenshot...

Here is the list:

africa.jpg (new pic without cursor)
bomber_city.jpg (new pic without cursor)
community_centre.jpg
country.jpg
estate.jpg (new pic without cursor)
ferry.jpg
forest.jpg
frozen.jpg (new pic with smoke & snow)
harbour.jpg
ice.jpg (new pic without cursor)
italy.jpg (new pic without cursor)
laboratory.jpg
mart (new pic without cursor)
military_convoy.jpg (new pic with bumped textures)
pipes_const.jpg
resort (new pic without cursor)
scout_crash (new pic without cursor)
shelter.jpg
stadium.jpg (new pic without cursor)
spedition.jpg (new pic without cursor)
ufocrash.jpg
wilderness.jpg

But Sourceforge says the file is too big !?  ???
It is 8Mb.
Can somebody tell me how to get a 8MB zip file for review to Mattn ?  ::)
I do not want to add them here one-by-one  :P

75
Artwork / Animated Hi-Res Textures for models ?
« on: March 14, 2010, 03:29:56 pm »
I was wondering if it is possible to animate the modeltextures the same way we did with the textures used in UFORadiant  ::) ?
This would allow us to create great fx for the ships, weapons & other models...

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