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XCOMUFO & Xenocide

2d&3d References: merged topics


Crix Dorius

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Guest stewart
Hmm? I'll have to dig through my old linear algebra texts. My gut feeling is "Tri's" but there may be some advantage to using properly maintained "quad's".
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[quote name='Crix Dorius' date='Mar 10 2003, 01:50 PM']What kind of Poly's we use ?!?

Tri-Poly's or Quad-Poly's ?!?  :blink:[/quote]
Its mostly the same... prefer Tris cause they are easier to implement, and Milkshape already stored them as tris, but its the same provided that can be exported to a format milkshape can load...

Greetings
Red Knight
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I thought it might be agood idea to have a page to external links relating to the art side of the project.

[url="http://gw.marketingden.com/planets/planets.html"]http://gw.marketingden.com/planets/planets.html[/url]
This is a map page with all the planets. Some have specularity and heghtmaps on. There are some nice earth maps here.

[url="http://www.3dlinks.com/"]http://www.3dlinks.com/[/url]
Loads of links and reviews to some professional software and models.

[url="http://www.lightwaveworld.com/textures.html"]http://www.lightwaveworld.com/textures.html[/url]
Lots of interesting textures, especially a tileable ashpalt texture. There are other sections too.

I'll add more when I find them. If anyone else has useful links pop em in here :)
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[url="http://www.fas.org/man/index.html"]Real Weapon page[/url]

It got grrrrreat pics of real weapons. There are more pics on the site, but thos is the needed ones.
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I'm posting the screenshots I've been using as a reference base for the new art on the geoscape. It isn't complete as there are a heck of a lot of screens in Xcom but these are the ones I've made use of. If anyone needs something specfic, put up a request and I'll post those pics too. All images used are the copyright of Microprose and used without permission. They do not represent xenocide in any way.

Pic 1
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Guest drewid
This is a link to a site about "aliens" colonial marines weapons and equipment.

mmmmmm big guns.........:-)

[url="http://www.tassie.net.au/~jaherne/alienhost/uscmarines/weapons/weapons.html"]http://www.tassie.net.au/~jaherne/alienhos...ns/weapons.html[/url]
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  • 2 weeks later...
Guest drewid
I'm starting to look for a pipeline for our animated stuff in conjunction with RK.
So here are some questions for any of you good people out there with animator hats on.

What package would you prefer to animate in?

I'll look at Gmax/Max, I have had a brief look at Milkshape. I'll also see whether Maya PLE can export something useful.

I'm thinking that we should use an existing export format of some kind rather than write our own plugins/exporters, something like half-life or Unreal Tournament or maybe plain old Ascii.
So any ideas on that would be useful as well. (something with multiple influences per vertex would be nice.)

We could do with something that exports an easily usable format.

Discuss :D

regards
-Drewid
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IIRC Gmax is locked into the .gmax format. There are import plugins around on the net that allow .3ds. I think there are developer packs available from Discreet but they're targetted at companies and aren't free.

Blender 2.25 had some sort of game support but I didn't know exactly what it had in it.

Milkshape is probably the base as it can export quite a few different game model formats. If we are using the last hope models which are going to be half life models it might be a good idea to stick with HL models.

I've no idea about Maya ple as I haven't played around with it.

There was some discussion about using .3ds for models before but I haven't kept up to date on the requirements of the 3d side.
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Guest drewid
The 3ds format doesn't cover bones and vertex influences.

I have to say I'd rather not use Milkshape myself, I'm not keen on the animation workflow. But I'm having some trouble getting the half-life exporter working with Max. so I might end up using Milkshape after all.
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What is the diffrence? do you mean i have to chop all the polys in 2? boy, that would raise polycount a tad or 2!
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[quote name='mikker' date='Apr 19 2003, 06:31 PM']What is the diffrence? do you mean i have to chop all the polys in 2? boy, that would raise polycount a tad or 2![/quote]
The video card will do it anyways...

Greetings
Red Knight
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I originally used Rhinocerous for 3D modelling, and it could be set to use quads. It was used because Total Annihilation models had to be quads, I guess the engine it used preferred them. What program are you using mikker? It sounds like it defaults to quads?
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3Ds maxi. It always uses quads...Or atleast does not show it to me. Unless you chop, connect corners, or changes to entire thing to editable patch, then it chops automaticly, i see it as quads.

If i chop enything in two, then it raises polycount from 1246, to 2746 :wacko:
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[url="http://www.aleinn.com/black_projects/aircraft.htm"]http://www.aleinn.com/black_projects/aircraft.htm[/url] This is one link I suggest anyone working on aircraft designs go take a look at. Some very interesting stuff contained within.

[url="http://www.voodoo.cz/yf23/info.html"]http://www.voodoo.cz/yf23/info.html[/url] Is about the YF23. The site has a lot more planes.
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Guest drewid
Max shows 'hard edges' as solid lines, it defaults to displaying them as quads but they are actually two tris anyhow. I bet if you make all the soft edges visible it won't change the poly count.
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[quote name='drewid' date='Apr 2 2003, 04:42 PM']This is a link to a site about "aliens" colonial marines weapons and equipment.

mmmmmm big guns.........:-)

[url="http://www.tassie.net.au/~jaherne/alienhost/uscmarines/weapons/weapons.html"]http://www.tassie.net.au/~jaherne/alienhos...ns/weapons.html[/url][/quote]
[img]http://www.tassie.net.au/~jaherne/alienhost/uscmarines/weapons/pulserifle.jpg[/img]

Hehe....I have this on as a custom skin for counter-strike. It has already been modeled.
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  • 4 weeks later...
Guest drewid
This is a texture for use on the human craft that dont use the alien niobium texture.

For scale this 256x256 texture works out at about 10cm per pixel
or roughly 2.5m square. It tiles in both directions.

have camoflaged fun
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That will work very well as a camo texture. It should look very nice. Hopefully we can swap out textures if they're designed to match each other in scale. I'll tack this one into the asset list.
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Assetlist is updated. Can't wait to see that Osprey textured up. So nice! :rock:
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  • 2 weeks later...
Could you add all the Ufopedia pics of the aliens? It would be really useful for the modelers who hasn't gotten that far into the game :P. Not that we could use them right from the game, but they could serve as inspiration.
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  • 2 weeks later...
hi guys, i'm just popping in because i have found a nice font that MAY be useful for you...
it generates an alien head with every letter you type. i used it in photoshop7 to create an alien head with some blend fx for a test - i like it.
i got it from [url="http://www.fontasy.de"]Fontasy.de[/url] - there are a LOT more for free uncommercial use.

just a suggestion Edited by zwn
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Firstly before anyone complains about the subject material, don't. RK asked me to post this as an example of how our animatable models should look.

The wireframe view of this soldier is rigged up in a way to make matrix skinning not only possible but easier. Take a look at the joints area and you'll see that all the polys are roughly the same size. This makes them easier to deform without tearing and showing faults. If you can make sure your models have a similar system in place so we can animate them easier.

There are some more pics [url="http://halo.bungie.net/site/halo/features/gallery_10.html"]here[/url] of the process.
The pic is [url="http://halo.bungie.net/images/site/halo/gallery/halo2/mc_wireframe.jpg"]here[/url] Edited by Deimos
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[url="http://users.hol.gr/~sternas/Cosmos4D/cosmos4d_IDE.htm"]This site[/url] has Cosmos4D IDE, which allows you to import 3D models and manipulate them in a variety of ways. One of the options is for animations, perhaps this tool could be used for making the X-Net animations? I haven't used the software, just came across it, so if it makes your PC explode and shoots glass shards into your eyes, it's your fault -_- If somebody wanted to animate models but didn't have a 3D app to use, this could be an option I guess.

There's also GaiaCad for planet manipulation, but I expect those bases are covered by RK already.

Has anybody had any experience with these apps?
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  • 2 weeks later...
Guest drewid
can you fiddle with the anti-aliasing settings to render with anti-aliasing, but not get any effect. like setting the filter size to 0.000001 or something??
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Exellent suggestion, drewid. The problem is that the lines still gets noticeably smoothend by the AA effect. Do you have any more ideas? I'm getting desparate here. Edited by Cubik
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