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Messages - MCR

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Mapping / Re: UFORadiant Newbie has some questions, please help !
« on: February 28, 2010, 08:43:48 pm »
Thanx mattn, getting wiser  ;D

Artwork / Re: Another try at a (muscular) new soldier model
« on: February 28, 2010, 08:08:49 pm »
Hey Destructavator !
Great work !
Have you looked at the makehuman nightly builds (latest versions) lately ?

The models generated are naked as you know & have too much detail, but can be easily imported in blender using a python script which then adds an import-function for *.mhx (MakeHuman file format) into the import-menu of blender & you get the model imported fully textured & with all the stuff for easy posing & animating the model...

I know that these models are to detailed to be used in-game, but I am quite sure that the different head-models could be designed with makehuman, maybe then reduced in polycount & edited in Blender ?!

& their roadmap is quite interesting too:

especially 1.0 Beta3 where they want to integrate clothes (maybe a way to get the different armors in a more convenient way) & 1.0.1 Alpha scheduled for the end of 2010 which will integrate 'Fantasy Creatures'  ;D

Mapping / Re: Tutorials
« on: February 28, 2010, 05:33:57 pm »
I think a direct link to the video-tutorials for UFORadiant would also be useful for beginners:

Download the radiant videos to learn the mapping-basics for UFO:AI. Very useful ! Many thanks for this one  ;)

Mapping / Re: UFORadiant Newbie has some questions, please help !
« on: February 28, 2010, 05:28:55 pm »
Another UFORadiant question:

As I understand the difference between the models-database & the prefabs-database is that prefabs are not only in*.map format & have a static preview picture, but they also can have different features attached like func_breakable ?! Is this correct ?

Also I should be able to import a model & then mark the brush as being destroyable. But when I select the brush (red) & then doubleclick on func_breakable in the entity-inspector window the error message: 'Unable to create entity "func_breakable", no brushes selected' appears & the brush disappears  >:( I think this is not the way it should be. What am I doing wrong ?

Mapping / UFORadiant Newbie has some questions, please help !
« on: February 28, 2010, 04:55:40 pm »
When starting UFORadiant a window says that it cannot start because libgcc_s_dw2-1.dll is missing (Screenshot 1), after clicking ok UFORadiant starts eventually (Screenshot 2).
Maybe someone could help me eliminate this error  ::)

Artwork / Re: New models
« on: February 28, 2010, 04:16:15 pm »
Please, be on-topic, your questions not for this topic.
I will ask my question about UFORadiant somewhere else, sorry 'bout that !

You don`t need to use prefabs only, you can add models manually via RMB in sideviews.

Thanks for the information, I thought this was possible only through misc_model. Seems you are a real mapping-expert, Kildor 8)

Mapping / Re: Mapeditor for UFO:AI
« on: February 28, 2010, 02:35:54 pm »
Here you can find video-tutorials on how to work with UFORadiant:
This was very helpful for me. Check it out  :o

Windows / Re: Win32 Development Binary Installer Links
« on: February 28, 2010, 02:30:25 pm »
I am not sure also if I got the latest UFORadiant Build & where to get it ?!
Maybe one of the developers could open a new Topic here, where the latest UFORadiant-builds could be downloaded ?!
That would be  8)

Artwork / Re: New models
« on: February 28, 2010, 02:08:23 pm »
Okay, I see that there is no time for stupid questions to get answered here, I understand that  ;)
The red color in UFORadiant shows the selected brush of course  :P - I am still a newbie here  :-[

Still do not know why UFORadiant complains about libgcc_s_dw2-1.dll missing - Can anyone help here ???

Other question: Wouldn't it be nice for the leveldesigners & mappers to expand the prefabs database in UFORadiant & to build a new UFORadiant-package !? Sitters models are awesome & there should be more of them integrated in the mapping tool !!!  ;D

I am not suggesting more work for the developers here, but would be pleased to integrate sitters models into UFORadiant if the developers agree that this would be helpful for the project ?! What do the developers & mappers think about that ?

Windows / Re: quick question.
« on: February 27, 2010, 02:33:36 pm »
Had the same problem with dev-28684, but other people had this problem also with later revisions...
Maybe you have to wait for a new build  ::)

Mapping / Re: City street grid
« on: February 26, 2010, 01:07:48 am »
Great tile  :D
I am looking forward to making some long-range shots there  ;D

Tested ufoai-2.3-dev-28692 & the bug regarding the stairs is gone  :D

A map-maker's conceit, perhaps, but I'm all for the removal of first-person view! It's enough work designing for the top-down view, and lets me spend time on the details that will matter from that view.

When I'm playing UFO:AI, the first thing for me to do is change the perspective with 'del' when the battlefield is opened, this looks & feels much better for me than the view from top-down...

Maps are optimized for top-down view, so many bottom and even vertical planes is not seen in isometric was marked as nodraw and is not drown at all. So first-view will be just ugly.

I understand that, but I am still imagining pressing 'v' & the camera flying into the head of my soldier who sees the alien standing in front of him - eye-to-eye  8)
For me the big benefit of 3d graphics are moving, zooming, turning cameras & many different viewpoints...
But I understand the problems from a designer's perspective also...

Sorry, do not know the name of the map  ::), but it happened in other maps too, like in Base-Defend for example...
I think it has nothing to do with the maps themselves, but with other changes !?

Thanks, mattn !
I was searching in the ufo:ai folder for the screenshots...
So here they come :

P.S.: Why is First-Person-View removed, I think it would be a nice feature & different viewpoints are the great benefit of designing something in 3d ?! I think this feature should be enabled again !!!

Sounds and Music / Re: [WANTED] Soldiers and civilians death sounds needed.
« on: February 24, 2010, 12:20:39 pm »
Did some experiments with sampling stuff, but unfortunately my microphone is very bad & the recording-quality is not quite as good as I would like to have it & as this game deserves  :'(
I am trying to organize a good microphone & will start again from scratch, maybe we also could use some gpl or cc samples also, but I did not find good resources on the net yet...

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