
Ufo Design
#101
Posted 22 April 2003 - 08:17 AM
#102
Guest_drewid_*
Posted 22 April 2003 - 08:33 AM
I reckon it's pretty much time to crate it up and send it to the paint shop.
What do you reckon everybody?
Don't worry about the double skin thing for the craft , we'll get that effect with environment mapping, which is cheap on most cards.
#103
Posted 22 April 2003 - 08:52 AM
As to texturing, what about an olive green or cammo upper section, and a sheet metal/silver look to the bottom? Then there's the various notes, like 'exhaust hot' and 'not a step' that can be pasted around various spots for detail. What about painting the nose cone with the P40 "flying tiger" mouth? For those who are not familiar with it, here's a shot of one:
Attached Files
#104
Posted 22 April 2003 - 09:58 AM


Attached Files
#105
Posted 22 April 2003 - 03:55 PM
Greetings
Red Knight
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.
#106
Posted 22 April 2003 - 05:34 PM
I think the size of the craft is going to be a similar size to a C4 transport (maybe smaller) so it's going to need the extra wheels. I guess operational weight would be in tha range of the C4 even if the size isn't, after all it's carrying the weight of the plane, fuel and a squad of fully armed and armoured troops not to mention its capability to carry HWPs which aren't going to be lightIn reply to mikker's question of 8 wheels in back, I wanted it to look like it could support a lot of weight back there. However, I could combine the wheel pairs and then use a texture to make it look like seperate wheels, that would cut 192 polys out. It's currently about 1400 polys. The thrust nozzles are another high-poly group. I'm not sure how many, but savings from the use of textures can be made there as well, probably over 100.
As to texturing, what about an olive green or cammo upper section, and a sheet metal/silver look to the bottom? Then there's the various notes, like 'exhaust hot' and 'not a step' that can be pasted around various spots for detail. What about painting the nose cone with the P40 "flying tiger" mouth? For those who are not familiar with it, here's a shot of one:

The texturing I think should represent its operational parameters so yeah a camo pattern on the top side would be a good idea. As for the underside I don't think it should be reflective as its a military aircraft. I've been reading a lot about 'black project' aircraft recently (for the designs of the Avenger and Lightining) and its probably beyond the scope of the game but there is a 'stealth paint' that chamelonizes the craft to match the colour of the sky. Very cool stuff but I think we should adopt a light grey or blueish grey for the underside. Just my opinion. The camo pattern should be as neutral as possible so it 'fits in' with most environments.
If you like send me a fullscreen render of the ship and I'll have a play with paint schemes. Once everyone's happy unwrap the UV and we can paint on the skin all the extra details like the 'no step', 'danger hot exhaust' and all the other markings. I'm currently working on some identification markers for the craft which I'll post for evaluation soon.
#107
Posted 23 April 2003 - 12:22 PM

As we were discussing making versions for the various continenets, what should this one go to? Since it's Deimos' design, I think he should get first say as to where. I'm thinking about making another one based off of the US marines' Osprey design, using jet engines rather than turbo props. It could be the north american version I guess. As to the XC1/interceptor, I think it should be north american since it's design is based off of one. I'm begging a 3D modelling friend of mine who lives near Tokyo to make some asian versions, but so far he hasn't had the time or interest to do so.
#108
Posted 24 April 2003 - 01:56 AM
As we are going for different craft for each continent, should there be an option to import different craft from other continents in the buy menu? Ok so the first craft you get as a freebie with your base should come from the continent you have your base in but I think the player should get the option to choose which craft they want.
#109
Posted 24 April 2003 - 07:52 AM
I like to see X-com/xENOCIDE, as an interplanetaric battle on aliens, devloping stuff for the X-corps, not diffrent countrys supporting a anti-alien group with vehicles.If you're planning on having the Osprey design for North America then we could use the XC11 for Europe if no one has any complaints about that.
As we are going for different craft for each continent, should there be an option to import different craft from other continents in the buy menu? Ok so the first craft you get as a freebie with your base should come from the continent you have your base in but I think the player should get the option to choose which craft they want.
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#110
Posted 24 April 2003 - 11:10 AM
That's what we're doing, but as with any business they'll find the cheapest/easiest resources they can find. So weapons, soldiers, equipment and anything else theat a player has to buy would initially come from the continent they have their base set up in.I like to see X-com/xENOCIDE, as an interplanetaric battle on aliens, devloping stuff for the X-corps, not diffrent countrys supporting a anti-alien group with vehicles.
I understand where you're coming from, Xenocide should be seperate from every other military organisation in the world and in the case of uniforms and SOP they will, it just makes sense to outsource for equipment or the costs involved for developing weapons and aircraft just for one top secret project would be astronomical and none of the governments would run to that kind of funding.
Even though the original had skyrangers and interceptors they were leased from the governments of the world in the Xcom universe. If you look at the interceptor there is a similarity to a Mig 29, and if you squint the skyrangr does look like a transport plane albeit with jet engines instead of props.
#111
Posted 24 April 2003 - 10:23 PM

As it's getting very late, my brain is going to make me ramble on until I spit out that I'd like to see the Oscar Meyer weiner mobile as a drop ship, a huge flying hot dog lands at the terror site to save the day! (Yes, it's stupid, but I'm tired. Good night!)
#112
Posted 24 April 2003 - 11:20 PM

#113
Guest_drewid_*
Posted 25 April 2003 - 12:23 AM
#114
Posted 25 April 2003 - 07:58 AM
#115
Posted 25 April 2003 - 09:36 AM

Greetings
Red Knight
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.
#116
Guest_drewid_*
Posted 25 April 2003 - 10:23 AM
#117
Posted 25 April 2003 - 11:19 AM
#118
Guest_Jim69_*
Posted 15 September 2003 - 07:02 PM
Me and Fux have been thinking about the UFO floor plans, how to make them tactically challenging while still aestectically pleasing. Sorry for the double post, I'm sure the other posts will be either deleted or moved pretty soon so it shouldn't be a problem.
I know straight off Deimos didn't like it, but give me a chance to explain.
Basically we were thinking circles. Imagine a completly still lake. Now, drip a rain drop into it and waves go outwards, right? Now imagine two drops near each other. The waves intersect right? I think this is how rooms and corridors should be created. Apart from the obvious aestectic look think of the tactical challenge. How hard was it to assualt a battleship with regular terrestial rooms. Now imagine these rooms being translated into circles instead of squares, the centre of the droplet wave, with rooms leading outwards in a maze like fashion, vis a vis the waves leading out. As the room's corridors' intersect they make even more complex mazes to the structure. Get the idea?
I really think this is a system we could use, it would make sense on 2 different levels in terms of the game. Firstly shouldn't the aliens have stuff without right angles? I think so. Plus it is much easier to defend a winding road inwards to each room than a straight corridor. Imagine the tension knowing that a Chryssilid could be beyond any curve, and of cause you could reach the room and find 5 Muton's waiting with Heavy Plasmas! The acutal UFO designs would be completly customisable, we could have any radius of circles leading out from the room, any size rooms with any amount of rooms. PLus the doors could be anywhere. It would also make each UFO very different tactically.
Here's a rough first draft of what we are imagining, Fux did the actual room design and I fitted them together so that there are 3 rooms. Currently they are all Power Sources with Nav panels in the corridors but really the Nav panels should have their own rooms, plus the corridors don't intersect nearly enough.
Edit: D'oh! Forgot a key. Sorry
Red Square=Door
Blue Square=Nav Panel
Green Circle=Power Source
Attached Files
Edited by Jim69, 15 September 2003 - 07:05 PM.
#119
Posted 15 September 2003 - 07:06 PM

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#120
Guest_Jim69_*
Posted 15 September 2003 - 07:14 PM
#121
Posted 15 September 2003 - 07:49 PM
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#122
Posted 16 September 2003 - 11:30 AM

#123
Posted 16 September 2003 - 12:28 PM

"Soldier 1, move in - Roger, going in no-zap*aaaaaaarrgh*. Soldier 2, move in - Roger, going in no-zap*aaaaaaaaaaarrrrrrgh* Soldier 3, move in - Roger, going in no-zap*aaaaaaaaaaargggh*" (repeat 4 times)
"The mind is like an umbrella, it functions best when open" - Walter Gropius

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#124
Posted 16 September 2003 - 01:10 PM

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#125
Posted 16 September 2003 - 02:49 PM
#126
Posted 16 September 2003 - 06:55 PM
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#127
Posted 16 September 2003 - 06:57 PM
This new ufo layout would make motion trackers alot more useful.

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#128
Guest_Jim69_*
Posted 16 September 2003 - 07:17 PM
1. I think, at least in the design stage, that as has been done here, one room is created with it's corresponding corridors leading outwards and then fitted together in a satisfactory way. This doesn't mean all rooms should look identical in either size or corridor setup, everything should be customisable even from ship to ship. But on a battleship I think every power source room should look the same, remember that as the corridors intersect they create a more complex pattern so there will be plenty of variety in there.
2. I did see Breunor's designs on the UFO's and i think they could definatly work here. I think the general mood is that the UFO's shouldn't resemble a rounded rectangle, however if the rooms inside did then there would be a lot of questions reguarding why in some places there appears to be 2 to 3 metres of hull and in others only 1 metre. This would definatly solve this problem.
3. Yes, it would make the Motion Scanner absolutly essential, which means that you would need to send your men out in teams to be effective, which means that you the soldier carrying it would need it in his hand all the time to keep track of the aliens, and guess what? The pistols become an essential piece of kit. Everyones a winner.
Also, reguarding the concern that this would be a lot of work. Correct, but it comes down to is it worth it compared to the amount of time/effort required to both design them and build them? I'd say it very well could be, to my knowledge this has never been done in this fashion and would be a welcome surprise tactically. One of the strong points of UFO was that it required far more tactics than the RTS games "Build loads of men and rush their base" tactics. The more of a tactical challenge that users haven't encountered before makes it far more original and fun, all UFO tactics from X-Com1 would need to be re-evaluated.
#129
Posted 16 September 2003 - 07:26 PM

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#130
Guest_Jim69_*
Posted 16 September 2003 - 07:38 PM
#131
Posted 17 September 2003 - 08:08 AM

My point with the aliens in the ufo was not that they all run inside and wait, but that they wouldn't see 6 soldiers aiming at the door and decide to walk out anyways. They know they're trapped, so they'll stay inside and engage 1 at a time. I think every ufo should have an air lock represented by a small room with just 1 interior door, and from that door there are several hallways leading away. It would make the ufo easier to walk around in as an alien, but also creates a natural choke point. Opening the outer hull door and having line of sight into half the ufo doesn't make sense, if that hatch failed half your ufo would be exposed to space. And humans could lay waste as well...
#132
Guest_Jim69_*
Posted 17 September 2003 - 11:40 AM
I can draw a sketch if anyone was interesting.
Another point: What if there are no doors? What if their system is to have the curves make sure you can't see straight down the length of the UFO, with mere archways instead of doors? How many animals create doors when they build nests etc? The build an entrance which is a hole and try to hide it. We assume the best way to not be able to see what is in a room is to have a door, why not use the natural curves of the corridors for this? Just a suggestion. We should try to think outside the box when it comes to UFO design rather than something that humans would create if we had their technology. Which is what struck me about the UFO's in X-Com1.
Edited by Jim69, 17 September 2003 - 11:41 AM.
#133
Posted 17 September 2003 - 11:57 AM
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#134
Guest_Jim69_*
Posted 17 September 2003 - 11:58 AM
#135
Posted 17 September 2003 - 12:24 PM
#136
Posted 17 September 2003 - 12:26 PM
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#137
Posted 17 September 2003 - 01:27 PM
#138
Guest_Jim69_*
Posted 17 September 2003 - 01:39 PM
#139
Posted 17 September 2003 - 01:44 PM

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#140
Guest_Jim69_*
Posted 17 September 2003 - 01:45 PM
#141
Posted 17 September 2003 - 04:11 PM


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#142
Posted 17 September 2003 - 04:17 PM
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#143
Guest_Jim69_*
Posted 17 September 2003 - 04:26 PM
Attached Files
#144
Posted 17 September 2003 - 05:10 PM
Currently the sphincter is closed
Attached Files
Edited by Cpl. Facehugger, 17 September 2003 - 05:11 PM.

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#145
Guest_Jim69_*
Posted 17 September 2003 - 06:52 PM
Here's a pic that does better justice to Fux's original concept:
Attached Files
Edited by Jim69, 18 September 2003 - 05:01 AM.
#146
Guest_drewid_*
Posted 18 September 2003 - 06:29 AM
We'd need different wall sections for each radius, but that's not a problem there would probably only be a few.
If there are concerns about changing things too much we may even be able to reproduce layouts very similar to the original, since the strategy is mainly about doorways and line of sight down corridors rather than the shape of the rooms as such.
I really like this direction
#147
Posted 18 September 2003 - 06:43 AM
#148
Guest_Jim69_*
Posted 18 September 2003 - 12:50 PM
I also worked out that for the different radii the segments would need to be at different angles ( hense why none of the rooms are complete circles in this image ) so a lot of the work would be prior to ever doing the first stage of modelling. I think it is a bit big at the moment but this is just a style so things like that are for actual plans.
#149
Posted 18 September 2003 - 01:10 PM
Irt to your question jim, there are nvgs in the game, but they look like crap. And the game is meant to be dark, that is the lightest example of that particular door I could find.

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#150
Guest_Jim69_*
Posted 18 September 2003 - 06:41 PM
What I have done to make creating the overall UFO floor plan design in this manner a heck of a lot easier is to create a wall block, around about 1m but this is questionable because of the shape so it could be a little out, and created an angle to create the circular design from. Basically it is now easy to make different sized circular patterns from this shape because all that needs doing is fiddling with the angle of the one wall to make the diameter longer or shorter. This is the base, it's eventual diameter is 9.25 metres.
Attached Files
Edited by Jim69, 18 September 2003 - 06:42 PM.