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Deimos

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Ok so I've got the first of the new designs into the computer. These are hand drawn (so the quality isn't going to be great). I've done so far the plasma pistol, rifle and Heavy plasma. I've also done the blaster bomb launcher (though it might fit as a heavy laser) and the pistol and rifle versions of the laser guns.

What I would like to know from you guys is what kind of style the projectile weaponry should follow. Do you guys want blocky big heavy looking guns as in UFO or do you want a more contempary styling ala Desert Eagle, FNP90 and so on. I'm still stuck as for what to base the Heavy cannon and Auto cannon on as I don't like and never did like the boxy styling of those two weapons.

Anyway here's the laser pistol.

I forgot the trigger guard, oops. Maybe it looks better without?
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I like that gun. I say go with the DE for the pistol, the rifle should be a "modified" version of the XM29

[url="http://www.globalsecurity.org/military/systems/ground/m29-oicw.htm"]http://www.globalsecurity.org/military/sys...nd/m29-oicw.htm[/url]

(scroll to the bottom of the page for a picture, the gun looks kinda like an MP5 on the bottom...separate that gun and make it an assault rifle and you have my opinion of the optimal rifle for starting out; assault rifle because you have the close range benefits of a small gun with the accuracy benefits of a rifle...plus that is supposed to be the lightest (and one of the fastest firing) fully auto weapons in the world.)

For the autocannon, take the top part of that gun (the part that looks like the aug) and draw it as a full gun. It shoots 20mm bullets and holds like 15, semi-auto firing. Basically a real live version of an autocannon (just no gatling turret)

for the heavy cannon, I suggest a 6 shot, revolver-style grenade launcher (kinda like the one in bond) because if you think about it, that will give merit to having a gun that blows up whole sections of the map with HE ammo.

Those are just my thoughts (I chose those because they are real...and yet we have creative license with them because they do and they don't exist...)

as for the P90...I'm not a big fan of using SMG's that aren't as powerful as the pistol.....
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you guys go to www.lasthopemod.com they already started some 3d version of the weapons in their design forums. For the ufopedia maybe we can show the 3d version roating in it's display box. Fact switching from wireframe mode to normal mode would be cool.. I think if you have a 3D model for it then you might as well use that model in the UFOPedia
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[quote name='Maverick' date='Jan 28 2003, 04:39 AM']I like that gun.  I say go with the DE for the pistol, the rifle should be a "modified" version of the XM29[/quote]
Thanks. I went with a semi DE styling with the laser series. But I think the projectile pistol would look good as a DE.

I looked at that site and that is one kick donkey gun. I think a rifle like it would look sweet. :) Same goes for the HC and AC too. I'll work on that basis.

How are you coming along with your 3d modelling?
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Right now I'm more of an animator. i'm learning how to do skeletons to keep the body in one piece (though before I figured that out I made a matrix style scene that took a while to make....maybe I'll post it somewhere on the net for people to look and laugh at) I have to figure out how to get the texture pack (that I got from the NVidia link RK posted) to load into my 3d studio max...it doesn't like those textures and I don't know what I'm doin wrong. I can't open them into a file and I can't copy them into a directory (don't know what directory they go in...) Anyway when i figure out some more of the details it will be a lot easier. As a general question to programmer types: what is our polygon limit per screen? (movies don't apply to that, but 3d models do...)
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[quote name='Maverick' date='Jan 28 2003, 08:16 PM']Right now I'm more of an animator.  i'm learning how to do skeletons to keep the body in one piece (though before I figured that out I made a matrix style scene that took a while to make....maybe I'll post it somewhere on the net for people to look and laugh at)  I have to figure out how to get the texture pack (that I got from the NVidia link RK posted) to load into my 3d studio max...it doesn't like those textures and I don't know what I'm doin wrong.  I can't open them into a file and I can't copy them into a directory (don't know what directory they go in...)  Anyway when i figure out some more of the details it will be a lot easier.  As a general question to programmer types: what is our polygon limit per screen?  (movies don't apply to that, but 3d models do...)[/quote]
Download from the same site the 3D Studio Max plugin for opening DXT Files... the same for photoshop users...

Deimos: The 3D model looks good, can you post a polygonal (not wireframe) version without the textures to check on the polygon detail??? render it with spot light...

Greetings
Red Knight
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[quote name='Deimos' date='Jan 31 2003, 04:13 PM']Update time, the laser pistol is coming along and I thought you all should see it. While I'm posting this I might as well ask, are the ufopaedia pictures going to static ans therfore really high detail or are they going to be low poly 3d models?[/quote]
well the lasthopemod group is working on waspons models too so it probably will be whatever polygon count they use. anyway don't know if they have a laser pistol done yet so you might want to check in their modeling and skinning forum to see.
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[quote name='red knight' date='Jan 31 2003, 10:57 PM']Deimos: The 3D model looks good, can you post a polygonal (not wireframe) version without the textures to check on the polygon detail??? render it with spot light...

Greetings
Red Knight[/quote]
That isn't a 3d model ("Its a space station" :D) That is a hand drawn and textured 2d drawing. I'm currently in the process of learning to use a prog called milkshape, which is a model maker for Half life, it also imports from other models too. [url="http://www.swissquake.ch/chumbalum-soft/ms3d/index.html"]http://www.swissquake.ch/chumbalum-soft/ms...ms3d/index.html[/url] It's dead easy to skin for and get really high quality skins from. I'll post something when I've built it. I will render it with spotlighting too :)

I did try using blender but I didn't like it (and no manuals :( ) and 3dsmax is way too expensive to be an option, Gmax is a locked file format so that isn't any good either, though I do like the power and functionality of it.
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I' sorry I didn't make myself clear before, doh. :blink: I should have explained better, this is the concept art for the weapons. Anyway next up, Blaster launcher. :D

Please pay special attention to the LCD panel and the writing contained within :)

Red Knight would you repost the url for the Nvidia dxt extension as I can't find where it is.
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[quote name='LordT' date='Feb 1 2003, 02:11 PM']Sorry but it looks more like a vacuum cleaner to me... :P[/quote]
you must have a strange vacuum then, but hey you've got a spaceship that lookslike a small moon so why am I suprised :)

Anyway don't blame me for the looks of it, go look in the orginal game's ufopaedia. <_<
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Guest stewart
Can you make the Blaster Launcher look more . . . . alien. I can't discribe how though. Unless we're gonna Aliens Blaster Launchers and the ones human build after research.
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whoopee ...finally found a 3d prog to match my skills and needs :D

heres a pre-pre-preview of desert eagle :) it aint got no lil details yet that make 3d art so fascinating but hey ive worked on it like only 4 hours :)

i call it the "brick desert eagle" :devilsmile: oh and its only flat shaded to all who know what it means :)
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[quote name='Fatal_Error' date='Feb 1 2003, 06:30 PM']whoopee ...finally found a 3d prog to match my skills and needs :D

heres a pre-pre-preview of desert eagle :) it aint got no lil details yet that make 3d art so fascinating but hey ive worked on it like only 4 hours :)

i call it the "brick desert eagle" :devilsmile:  oh and its only flat shaded to all who know what it means :)[/quote]
That was a pretty low polygon count... :P you can waste a lot more :D

Greetings
Red Knight
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[quote name='red knight' date='Feb 1 2003, 11:58 PM']That was a pretty low polygon count... :P you can waste a lot more  :D

Greetings
Red Knight[/quote]
darn now i know what gangsta meant by confusing those edit and quote buttons :angry:

anyways i know i can wast MUCH mo ...coz it has only like about 90 polygons (triangles actually :)) but i have worked on it only 4 hours and half of that time didnt even count coz i started all over coz i disagreed with the polygon placement and then i couldnt get it right and ...blah blah :D

well what can i say i just started with that prog :) oh and RK could u plz tell me in what format should the 3d models be :D
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a mo detailed version of desert eagle but still work in progress :)
ok i wont upload a new version after every 4 hours or so but just wanted to ask if i should do this at all coz if u dont need it then why waste my time when i could be doing something else :D
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The XM29 looks pretty weak. HK's OICW looks much more manly.
Everyone uses the Desert Eagle. The SOCOM is just as beefy. I drew a cross between it and a USP Match (like in Tomb Raider the movie):
[url="http://members.iinet.net.au/~vannevar/pistol.gif"]http://members.iinet.net.au/~vannevar/pistol.gif[/url]
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The SOCOM is a decent gun, it can replace the DEagle if we were so inclined. The big reason the DEagle was the highest in the running (imo, of course) is that it was designed for long range accuracy. I don't know how the SOCOM stacks up in distance firing, but I'm not really worried about it since we aren't going into that much detail with the trajectories, etc. I think that in the final version of the game we should just call it a pistol regardless of what it looks like so that I don't feel like I'm playing counter strike...

As for the OICW, it is basically the same as the other gun, but a bigger round, the 5.56 mm, which is a piece of crap. I would be pissed if that's the round I was sent with to fight aliens, but that's just my opinion.

(by the way, this stuff could probably move into a new thread in a different part of the forum)
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[quote name='CannonFodder' date='Feb 2 2003, 10:13 PM']What program are you using to do that in?  I need a good, free, modelling program that doesn't have might watermarks all over it (ala Maya Personel Learning edition)[/quote]
im using milkshape 3d :D but its not free its shareware and costs about $20 or so though i could get you a discount *wink wink*

edit: oh and i have already a better version of DE but im not gonna upload it till its finished :D though one question - [b]will we include DE or na?[/b]
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Hmm, not sure if this has been mentioned before, but if the objects in the ufopedia are done in complete 3d, maybe you could add the ability to rotate them, so you can look at it from different angles and zoom in/out etc.
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[quote name='Darkon' date='Feb 8 2003, 03:33 AM']Hmm, not sure if this has been mentioned before, but if the objects in the ufopedia are done in complete 3d, maybe you could add the ability to rotate them, so you can look at it from different angles and zoom in/out etc.[/quote]
right back at ya!!! :D

:link: FE present tha one and only DEb a.k.a. Desert Eagle beta v1.0!!

okay okay enuff bs this is actually ... naah i betta not tell ya coz maybe ya dont notice :devilsmile:

[url="http://home.delfi.ee/~reismaa/xenocide/DE_beta1.jpg"]DE picture 1[/url]
[url="http://home.delfi.ee/~reismaa/xenocide/DE_beta2.jpg"]DE picture 2[/url]
[url="http://home.delfi.ee/~reismaa/xenocide/DE_beta3.jpg"]DE picture 3[/url]
[url="http://home.delfi.ee/~reismaa/xenocide/DE_beta4.jpg"]DE picture 4[/url]
[url="http://home.delfi.ee/~reismaa/xenocide/DE_beta5.jpg"]DE picture 5[/url]
[url="http://home.delfi.ee/~reismaa/xenocide/DE_beta.avi"]rotating DE clip[/url]

enjoy! :D
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out of curiosity fatal, did you animate that by rotating the deagle or by rotating the camera around it? I suggest you learn both :P It is a very impressive model. I would suggest you start working on some texturing to learn that process.
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that dang milkshape doesnt allow recording camera movement :( ...it only accepts skeleton movement thus if u like id give u the raw model so that u can skin it and animate it as u see fit coz im reall ynot into skinning :D just dontlike it and i dunno why :huh?:
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Fatal try to assign it a grey plastic material and render it with gouraud shading or ray tracing instead in phong... in that way you can find out if the poligonal detail is enough and it is right...

Take a look at this picture:
[img]http://www.gamasutra.com/features/20020903/fig_03.gif[/img]

It more or less show the diference... It is not exactly that, but the general idea.

Greetings
Red Knight
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[quote name='red knight' date='Feb 10 2003, 02:07 AM']Fatal try to assign it a grey plastic material and render it with gouraud shading or ray tracing instead in phong... in that way you can find out if the poligonal detail is enough and it is right...[/quote]
argh i cannot do this unless i install 3dmax *now that could be complicated for reasons that i wont utter here* ....this milkshape 3d is meant fo modelling only and it sux at everything else :(
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I think RK is referring to the final state that the model would need to be in for the opengl engine, or something like that. Since we're still in the concept stage, the current state of the models is probably fine. Don't worry, you probably won't need to install 3dmax for a little while yet :)
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[quote name='Micah' date='Feb 12 2003, 11:48 AM']I think RK is referring to the final state that the model would need to be in for the opengl engine, or something like that. Since we're still in the concept stage, the current state of the models is probably fine. Don't worry, you probably won't need to install 3dmax for a little while yet :)[/quote]
In fact i am planning to add MS3D file format (Milkshape...) support in the engine before i give it out, cause it has bone animation and other stuff in it. When i got my box running again that would be the first thing i will do...

Greetings
Red Knight
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please tell me it has .3ds support!!! For me it is much easier to work with .3ds than the milkshape format because 1) i can't export to milkshape from 3d studio -- so I'd have to open everything in milkshape and save it in their format and 2) i don't know how to use milkshape!!!
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Ok, decide what tool do you want to use and then i will implement support for it... 3ds and ms3d are the easiest, but 3DS support for bones its not as straight forward.... 3ds for static models is not an issue...

Greetings
Red Knight
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can't speak for other 3d studio programs, but 5 comes with character studio which makes traditional bone animation look silly. I can make a "biped" choose his features like he was a cube and attach him to a skin -- character completed.
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[quote name='Maverick' date='Feb 27 2003, 12:35 PM']can't speak for other 3d studio programs, but 5 comes with character studio which makes traditional bone animation look silly.  I can make a "biped" choose his features like he was a cube and attach him to a skin -- character completed.[/quote]
The problem is load those bones structures into the application. I had sample code and a nice spec of ms3d but not of max... and 3ds is still not well understood (after a lot of years)... The other solution is design our own format and implement exporters from the common applications... (not a small effort either)...

Greetings
Red Knight
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Well, RK I trust your judgement. I can take the little bit of extra effort to put them in the other format if it makes life easier for the guys who already have the really tough jobs. Let me know what format you need it in and I'll take care of it.

NOTE TO ARTISTS: Don't worry about this right now, continue using the standards outlined in the art design doc -- if you don't have a copy PM me. When we have a series of models done or need them in the game we'll convert everything.
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A note to hopefully help answer a question here- Milkshape can import and export .3ds files. It saves the scene in .ms3d format, but at any time you can select objects in that scene and export to .3ds. I'm saving my 'building blocks' for environmental models in .3ds format, but plan to create each building using .ms3d format. So for a farm shed, each wall section is a seperate 3ds object that can be destroyed, but the program could load everything in the right positions via the milkshape ms3d format. Hopefully this will work for the programmers. Milkshape has done a fine job for me in applying textures to the objects, although it's taken some practice while learning the program. My experience is limited with Milkshape, and I have no other experience, so maybe I'm wrong as to its ease of use. But for about $20 to register it, it's the tool of choice for me. (And no, I'm not a salesman for Milkshape! :D )
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Milkshape is a really cool program to use -- i've just spent a lot of time working with 3d studio in the last two months and I don't want to switch boats mid-stream ya know? So if I have to I'll get milkshape and do the conversions for the files to go into the game -- it'll be easier for me to do that than for the programmers to write code for 3d studio to export to that format.
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i vote for milkshape but mav u can still continue using 3dmax or whateva u are using :) coz milkshape can export to formats that are supported by 3dmax and others :D. anyways im not gone anywhere ive just been really busy the last week but soon things should get betta again like tomorrow i think nad heres a teaser that many have seen ...i actually have mo already but im gon do some mo before updateing this image: [url="http://www.tbgames.net/images/female.jpg"]female mannequin torso[/url] :D and i DID NOT use a p0rn star as a reference and YES its gon be smoother for the movies and cut-scenes if we're gon have those and YES i know there are prolly free models available but so what i DONT CARE!!! :D

can u see my EGO? :devilsmile:
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I'm guessing that you're single, FE? I could see my wife's reaction if I was working on a model like that! :bash: Good work btw.
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I have 3dmax, and know how to use it....sort of....some of tutorial are very hard, but i got the basics.

If you need a moddeler, just say so. I have a kind of good imagenation.

PS. I have not modeled before, so it could be a good start.
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