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Author Topic: Hi, few questions about modding Ufo:AI  (Read 23387 times)

Offline H-Hour

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Re: Hi, few questions about modding Ufo:AI
« Reply #30 on: April 10, 2012, 04:09:26 pm »
Animation is really tricky and we don't have anyone who can do that at the moment. But the models are a definite step forward. Looking forward to it.

Offline Kahvipannu84

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Re: Hi, few questions about modding Ufo:AI
« Reply #31 on: April 10, 2012, 05:09:30 pm »
I did quick changes to the model, is this more to the direction you pointed? Didn't add the "weaponry" yet tought.

EDIT:
I added the md2 file, converted from MilkShape, I have no idea if it will work, but you can check it if it goes uncorrupted through the exporting process.
« Last Edit: April 10, 2012, 05:23:24 pm by Kahvipannu84 »

Offline H-Hour

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Re: Hi, few questions about modding Ufo:AI
« Reply #32 on: April 10, 2012, 05:51:12 pm »
For some reason, I get all the vertices but none of the planes when I import the MD2 into my 3DSM. Are you able to export in OBJ format? That is pretty widely supported and then anyone who comes to animate it, whether they use 3DSM or Blender or whatever, should be able to load it.

I did notice the UVW map came through, showing the planes.

Offline Kahvipannu84

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Re: Hi, few questions about modding Ufo:AI
« Reply #33 on: April 10, 2012, 06:06:31 pm »
Ok, I hope this works:

Offline H-Hour

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Re: Hi, few questions about modding Ufo:AI
« Reply #34 on: April 10, 2012, 06:14:29 pm »
Worked great. Do you have a finished skin or still working on it?

Offline Kahvipannu84

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Re: Hi, few questions about modding Ufo:AI
« Reply #35 on: April 10, 2012, 06:44:27 pm »
Good news  :D I will skin it once I know your happy with the model. It's easier to finish the model, then uv it, and then skin, that skin I just throwed there to give it something else than grey surface. So if you have any request how to work on with the model, I'm happy to implement them.

Here's the raw skin:

Offline homunculus

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Re: Hi, few questions about modding Ufo:AI
« Reply #36 on: April 12, 2012, 09:02:46 pm »
Floating gas-bag monster, with longer tentacles, makes me think it might end up looking a lot like a jellyfish that floats in air.
Could be filled with flammable gas (hydrogen perhaps).
Could glow like the halogen (tungsten) lamp, and maybe even have some glowing patterns.
Could have some lightning animations in and on the body, or instead of some tentacles.

Offline Kahvipannu84

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Re: Hi, few questions about modding Ufo:AI
« Reply #37 on: April 12, 2012, 10:23:54 pm »
I will try something like that too.
« Last Edit: April 12, 2012, 10:27:05 pm by Kahvipannu84 »

Offline H-Hour

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Re: Hi, few questions about modding Ufo:AI
« Reply #38 on: April 12, 2012, 10:32:20 pm »
We don't support animations on model skins yet.

Offline TrashMan

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Re: Hi, few questions about modding Ufo:AI
« Reply #39 on: May 15, 2012, 07:58:00 pm »
Not being able to use skeletal animations for models is one of the biggest hurdles this project has apprently.

Offline bayo

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Re: Hi, few questions about modding Ufo:AI
« Reply #40 on: May 15, 2012, 10:41:36 pm »
I think they talk about texture animation.

Plus, you can model with skeletal animation, and you should do that, else your work will be lost. And the game can still use key framing or what ever... then what is the problem? Or what are you talking about?

Offline MtTriglav

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Re: Hi, few questions about modding Ufo:AI
« Reply #41 on: October 04, 2012, 01:18:39 am »
Didn't want to start a new topic so I'm just putting my question here.

I unpacked the 0models.pk3, edited the .png textures of the faces of soldiers in models/soldiers, repacked the pk3, launched the game, but the soldiers still had the same faces as before.

So...if these png's don't determine what texture a soldier's face uses, what does and what are they for then?

Thanks for your answer.

Offline DarkRain

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Re: Hi, few questions about modding Ufo:AI
« Reply #42 on: October 04, 2012, 01:28:06 am »
Those png's *are* the face textures, maybe you left the old versions in the game directories and they are overriding the ones in the new .pk3?

Offline MtTriglav

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Re: Hi, few questions about modding Ufo:AI
« Reply #43 on: October 04, 2012, 11:59:56 pm »
Ahh...found it. I renamed original 0models to _orig_0models, but kept it with the other pk3's in the folder, and the game still read and initialised it.

Thanks for the help.
« Last Edit: October 05, 2012, 12:46:47 am by MtTriglav »

Offline DarkRain

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Re: Hi, few questions about modding Ufo:AI
« Reply #44 on: October 05, 2012, 12:48:50 am »
If you have the uncompressed files alongside the pk3 the game will use the uncompressed ones instead of the pk3, in this case it means that if you left the models directory along with the pk3 the files in models will override the ones in the pk3, the game also read file from other locations (like the one where it stores you saves), but I doubt that's the problem.
if it isn't old files left that are overriding the pk3, then I don't know what the problem could be.