project-navigation
Personal tools

Author Topic: Need a modeler?  (Read 158731 times)

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Need a modeler?
« on: June 01, 2008, 09:52:12 pm »
Heya people.

I just downloaded this game and gave it a try, and boy was I impressed. I have no idea how I haven't heard about it sooner, since I like strategic/tactical games like this and I'm moving around the modding/gaming circles a lot.

Anyway, I'm a long-time modeler/modder and I was wondering if you guys need a hand (Is pecialize in non-organic stuff :P )and wanted to ask some questions:

1. Are all items/weapons already decided or is there room for more? (and if so, how is it decided what goes in?)

2. What are the usual polygon ranges and texture specifics for creatures/weapons/ map objects?

3. If I were to help around, where tobegin? What's currently needed the most?

Oh, here's a link to my Homepage with images of my past work, in case someone is interested.
HOMEPAGE





Offline blondandy

  • Sergeant
  • *****
  • Posts: 391
    • View Profile
Re: Need a modeler?
« Reply #1 on: June 01, 2008, 11:25:52 pm »
yes, we really need more modellers.

have a look here for priorities
http://ufoai.ninex.info/wiki/index.php/TODO

not sure about polycounts.

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: Need a modeler?
« Reply #2 on: June 01, 2008, 11:26:31 pm »
We always need good modellers and texturers! All the technical information you want is available here.

There is a whole slew of needed models to be found here and a few more here. These lists haven't been updated in a while so please ask me before you start anything, but most of the items are still open.

If you're specifically interested in doing small arms, the alien needler gun would be a good place to start. However, we're more in need of armour models and redesigns (particularly the current Nanocomposite Armour model, it's absolutely terrible and only used because we haven't been able to get anyone to make a replacement). If you can animate them as well that would be pure gold, and we could even ask you to make some whole new aliens. If not, the models would still be excellent to have.

Regards,
Winter
« Last Edit: June 01, 2008, 11:33:15 pm by Winter »

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #3 on: June 01, 2008, 11:32:40 pm »
Hmmm...haven't animated anything using skeletal animation (7 years of modeling and I still haven't looked into that...realyl ougt to do that. Doesn't sound complicated).

Well, I'll look into it...can I get the current armor model in some format...I work in 3DMAx and Truespace, ...it's always useful to have a reference

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: Need a modeler?
« Reply #4 on: June 01, 2008, 11:37:23 pm »
Hmmm...haven't animated anything using skeletal animation (7 years of modeling and I still haven't looked into that...realyl ougt to do that. Doesn't sound complicated).

Well, I'll look into it...can I get the current armor model in some format...I work in 3DMAx and Truespace, ...it's always useful to have a reference

We use vertex animation, not skeletal animation. We can use a skeletal rig to convert to vertex animation, but we don't support skeletal animation itself because of the limits of the MD2 file format.

You can find all the models in SVN and even in your own game, particularly if you installed the source, although for some files like the Nanocomposite Armour we only have MD2s, because the source files were never made available to us (particularly old models from before the current team took over). Regardless, there should be MD2 import and export plugins available for your programs. Have a look around the interwebs.

Specific links to the Nanocomposite Armour:
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/models/soldiers/malemedium/
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/models/soldiers/femalemedium/

Regards,
Winter

Offline blondandy

  • Sergeant
  • *****
  • Posts: 391
    • View Profile
Re: Need a modeler?
« Reply #5 on: June 01, 2008, 11:41:51 pm »
I think they are all *.md2
do not know if conversion is possible.

svn checkout is the best way to get the models.
http://ufoai.ninex.info/wiki/index.php/Getting_the_source

they are in
trunk\base\models

If you do not want to use svn, or just want a quick look. the source came with the installer
UFOAI-2.2.1-dev\base\0models.pk3

rename the pk3 to zip. (or use 7zip, which just knows what a pk3 is).

extract
\models\soldiers\

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #6 on: June 02, 2008, 12:32:49 am »
A SVN checkout! Goodie, alltouhg I don't need it ATM.

First I'm gonna read a bit on some of the specifics and start with some simpler items to warm up....and make a concept sketch or two
Mind if I do a few weapons or static map items? (got a few neat ideas)

Oh, b.t.w. - I can do some research images too.

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: Need a modeler?
« Reply #7 on: June 02, 2008, 12:52:05 am »
A SVN checkout! Goodie, alltouhg I don't need it ATM.

First I'm gonna read a bit on some of the specifics and start with some simpler items to warm up....and make a concept sketch or two
Mind if I do a few weapons or static map items? (got a few neat ideas)

Oh, b.t.w. - I can do some research images too.

Do all of it, we're happy to receive. Anything that isn't on the list, however, you should run by me first. We don't want anything that doesn't fit with the tone of the game and we'd rather save you from wasting your time and effort making stuff we're not going to use.

Also, please post screenshots before texturing so that the design team can make suggestions on the shape.

Regards,
Winter

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #8 on: June 02, 2008, 11:23:47 am »
What's the size, format and color depth for those research images?

Oh, and as far as the weapon ideas go, I got "just" 3:

1. Coligun sniper - a.k.a. Obliderator

Railguns are efficient for assualt rifles (Bolter), but the constant strain the EM forces put on the rails causes them to vibrate and eventually pull apart, wearing them down and requireing regular replacements.
Coligun uses several ring shaped accelerators. While it requires more fine electronis and more capacitors (each ring has it's own), thus making it more power hungry, the EM force is distributed evenly, so no vibrations or deformations of the ring occur. As a result, the colgun is more accurate and capable of achieving greater muzzle velocity, but it's re-fire rate is slower.

*IMAGE PENDING*


2. Gattling assult hybrid - a.k.a. Vindicator

The bastard child of a minigun and assault rifle. Uses either caseless ammo or is energy-based. Lightweight and expensive as hell, but enables obscene ammounts of firepower.
the 3 rotating barrels can be locked in single-fire mode, or can rotate freeley to achive a full speed gattling burst.

concept:



3. High-powered pistol of DOOM

Desert Eagle 99, Automag X, whatever you want to call it - this is the epitome of conventional sidearm deadliness. A huge gun with a huge catridge and a even bigger punch. When you positively, absolutely, definately wan your opposition deader than dead...or when you jsut want to show off!

concept:
something like this, alltough a bit more high-techy:
http://upload.wikimedia.org/wikipedia/en/4/4e/AMT_Automag_V.jpeg



[attachment deleted by admin]
« Last Edit: June 17, 2008, 04:46:29 pm by Mattn »

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: Need a modeler?
« Reply #9 on: June 02, 2008, 12:03:57 pm »
1. Coligun sniper - a.k.a. Obliderator

Railguns are efficient for assualt rifles (Bolter), but the constant strain the EM forces put on the rails causes them to vibrate and eventually pull apart, wearing them down and requireing regular replacements.
Coligun uses several ring shaped accelerators. While it requires more fine electronis and more capacitors (each ring has it's own), thus making it more power hungry, the EM force is distributed evenly, so no vibrations or deformations of the ring occur. As a result, the colgun is more accurate and capable of achieving greater muzzle velocity, but it's re-fire rate is slower.

*IMAGE PENDING*

No objections to this one, if you make a model I'll write it up. It'll go in the research tree as a follow-up proposal after the Bolter is researched.


Quote
2. Gattling assult hybrid - a.k.a. Vindicator

The bastard child of a minigun and assault rifle. Uses either caseless ammo or is energy-based. Lightweight and expensive as hell, but enables obscene ammounts of firepower.
the 3 rotating barrels can be locked in single-fire mode, or can rotate freeley to achive a full speed gattling burst.

concept:

All my arguments against a workable infantry gatling gun still stand, and this idea is even more complicated and unworkable since the barrels would take far too much time to spin up to speed to be effective as a rifle and there would still be no way to carry a decent amount of worthwhile ammo.


Quote
3. High-powered pistol of DOOM

Desert Eagle 99, Automag X, whatever you want to call it - this is the epitome of conventional sidearm deadliness. A huge gun with a huge catridge and a even bigger punch. When you positively, absolutely, definately wan your opposition deader than dead...or when you jsut want to show off!

concept:
something like this, alltough a bit more high-techy:
http://upload.wikimedia.org/wikipedia/en/4/4e/AMT_Automag_V.jpeg

Hand cannons are strictly out. Any harsh words here are not directed at you but at the general tendency for poorly-researched gun wank in video games these days.

PHALANX is a military organisation, its weapons were hand-picked for quality and effectiveness against the alien forces, and it would never use weapons that are all but useless on a real battlefield. No soldier worth his salt would ever use one of these tiny-magazined, unreliable pieces of arse and recoil over a good rifle or SMG. They wouldn't even choose those things over a half-decent 9mm pistol, which is why there is no military in the world that employs them as a sidearm. Quoting from the Wikipedia page:

Quote
Despite being featured in many video games and action movies as the weapon of choice for some members of elite military and law enforcement units, the .50 caliber pistols' combination of heavy recoil and relatively low magazine capacity make these weapons a poor choice for tactical use.

Regards,
Winter
« Last Edit: June 02, 2008, 12:06:59 pm by Winter »

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Need a modeler?
« Reply #10 on: June 02, 2008, 12:54:32 pm »
Can I just point out that I think we do quite have enough human weapons already? There really isn't much point expanding the arsenal, because weapons would just end up being better versions of old weapons, and frankly that's what alien weaponry is supposed to be for.

I strongly suggest modeling and design effort goes into more alien weaponry, not human weaponry.

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #11 on: June 02, 2008, 01:13:37 pm »
No objections to this one, if you make a model I'll write it up. It'll go in the research tree as a follow-up proposal after the Bolter is researched.

I'll whip up a model in no-time. Stay tuned.


Quote
All my arguments against a workable infantry gattling gun still stand, and this idea is even more complicated and unworkable since the barrels would take far too much time to spin up to speed to be effective as a rifle and there would still be no way to carry a decent amount of worthwhile ammo.

Hm...wouldn't the time needed for the barrels to spin up depends on the way they spin? In other words, the acceleration and max RPM the engine that's spinning them can produce. Alternatively, the barrels can be put on "constant spin" during a mission, so the gun always fires at maximum rate.

Ammo is (and is suposed to be) the biggest problem. As far as I know, modeling the ammo backpack and animating it might be too much work.

If it's caseless or energy based, then that can explain how you can fit a lot of ammo in a single, large clip. It would still require controled bursts (like the Avenger cannon on the A10), probably electronicly controlled safeguards so you dont' spend too much ammo.



Quote
PHALANX is a military organisation, its weapons were hand-picked for quality and effectiveness against the alien forces, and it would never use weapons that are all but useless on a real battlefield. No soldier worth his salt would ever use one of these tiny-magazined, unreliable pieces of arse and recoil over a good rifle or SMG. They wouldn't even choose those things over a half-decent 9mm pistol, which is why there is no military in the world that employs them as a sidearm. Quoting from the Wikipedia page:

Thought as much. I know they arne't very realistic, but they are cool.
Of course, if you can somehow get around the huge recoil (a air coushin system like the one used in the VHS rifle could work. That rifle is almost recoil-less) and ammo storage (caseless ammo? bigger magazine?) problems, then it doesn't sounds as unrealistic anymore.
The game is supposed to take place in the future, so some advancements in already existing tech + miniaturization should be feasable. Just saying.

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: Need a modeler?
« Reply #12 on: June 02, 2008, 01:17:09 pm »
Can I just point out that I think we do quite have enough human weapons already? There really isn't much point expanding the arsenal, because weapons would just end up being better versions of old weapons, and frankly that's what alien weaponry is supposed to be for.

I strongly suggest modeling and design effort goes into more alien weaponry, not human weaponry.

Yes, we really need more alien weaponry, and the human arsenal is just about full. Except for the coilgun sniper, we should declare a moratorium on all human weapons.

Regards,
Winter

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #13 on: June 02, 2008, 01:34:41 pm »
Just FYI - I got a md2 exporter, but I haven't found a importer yet...anyone got a .3ds file of max scene of the body armor?

Oh, I still need to know the size, format and color depth of the research images.
« Last Edit: June 02, 2008, 01:36:14 pm by TrashMan »

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Need a modeler?
« Reply #14 on: June 02, 2008, 01:55:27 pm »
For our model sources, check out the data_source branch in our SVN repository.

Concerning image format, I think we can work with jpg and tif, and maybe png too. You might want to store the source image (in psd or gimp format, whatever) in the data_source branch.

Color depth would be 24/32 bits, but I don't know about the size, sorry.