mamutas Posted February 16, 2004 Report Share Posted February 16, 2004 Grade A! Looks very nice! And if you are a reaper don't expect 5 stars accomodations on X-Com expenses. Link to comment Share on other sites More sharing options...
Breunor Posted February 16, 2004 Report Share Posted February 16, 2004 People will not see the aliens inside the tubes in a dynamic fashion, meaning if you capture a Raptor or Grey it won't suddenly appear in the tubes during a base attack. So it doesn't matter if it technically fits. They would be put into cryo state IMO while in tubes, then thawed for study as needed. So you can fold the Raptor up to fit it inside there, obviously it wouldn't be in its normal stance. Nice job on the texturing Drewid, looking nice. I haven't worked through the new posts yet, are the other facilities attached to a post yet? Link to comment Share on other sites More sharing options...
Guest drewid Posted February 16, 2004 Report Share Posted February 16, 2004 (edited) no, fraid not. First thing on my list is getting the untextured facilities converted to .3ds for Marquis. After that is redoing the originals in line with the Ogre texture guidelines. I don't think it would be too hard fitting a reaper in a tube, They fold up pretty small if you push hard enough. If it's really big then you could just take it to pieces with a small charge Edited February 16, 2004 by drewid Link to comment Share on other sites More sharing options...
Cpl. Facehugger Posted February 16, 2004 Report Share Posted February 16, 2004 Eh, we can always say that Xcom has economy sized tubes in storage.Other than that, Looking great! Link to comment Share on other sites More sharing options...
Guest drewid Posted February 17, 2004 Report Share Posted February 17, 2004 Bigger render for MIcah Link to comment Share on other sites More sharing options...
[[Micah]] Posted February 18, 2004 Report Share Posted February 18, 2004 Thanks! Link to comment Share on other sites More sharing options...
red knight Posted February 20, 2004 Report Share Posted February 20, 2004 Looking very cool Drew.. GreetingsRed Knight Link to comment Share on other sites More sharing options...
SupSuper Posted January 26, 2005 Report Share Posted January 26, 2005 This thread is for the development of the textures and imagesets for the Basescape GUI. Textures should be have a size that's a power of 2 and be as few as possible. For GUI it's better to use few big textures which contain as many elements (backgrounds, buttons, etc.) as they can instead of having many textures each for different elements. One texture per screen is fine. And they shouldn't be bigger than 512x512 (or 1024x1024 for backgrounds).By the way, don't put text in the GUI textures. Text have to be separate elements so they can change with, for example, different languages or for displaying info. Also, you have to make imagesets for each separate texture. Imagesets are pretty simple XML files which define the different images inside a texture (like i said, a texture isn't used as a whole, but as several separate images) for CEGUI to use.As an example here's the imageset for the Planetview to show you how it's done:<?xml version="1.0" ?> <Imageset Name="Planetview" Imagefile="ui/planetview/planetview.png" NativeHorzRes="800" NativeVertRes="600" AutoScaled="true"> <Image Name="Sidebar" XPos="53" YPos="424" Width="203" Height="600" /> <Image Name="ButtonNormal" XPos="0" YPos="364" Width="182" Height="26" /> <Image Name="ButtonPushed" XPos="0" YPos="397" Width="182" Height="26" /> <Image Name="TimerBtnNormal" XPos="187" YPos="305" Width="32" Height="17" /> <Image Name="TimerBtnPushed" XPos="187" YPos="274" Width="32" Height="17" /> <Image Name="ZoomInNormal" XPos="111" YPos="314" Width="20" Height="22" /> <Image Name="ZoomInPushed" XPos="111" YPos="255" Width="20" Height="22" /> <Image Name="ZoomOutNormal" XPos="83" YPos="333" Width="17" Height="24" /> <Image Name="ZoomOutPushed" XPos="83" YPos="274" Width="17" Height="24" /> <Image Name="PanLeftNormal" XPos="10" YPos="325" Width="20" Height="16" /> <Image Name="PanLeftPushed" XPos="10" YPos="266" Width="20" Height="16" /> <Image Name="PanRightNormal" XPos="45" YPos="325" Width="20" Height="16" /> <Image Name="PanRightPushed" XPos="45" YPos="266" Width="20" Height="16" /> <Image Name="PanUpNormal" XPos="29" YPos="305" Width="16" Height="21" /> <Image Name="PanUpPushed" XPos="29" YPos="246" Width="16" Height="21" /> <Image Name="PanDownNormal" XPos="29" YPos="340" Width="16" Height="21" /> <Image Name="PanDownPushed" XPos="29" YPos="281" Width="16" Height="21" /> <Image Name="ArrowUp" XPos="230" YPos="388" Width="12" Height="21" /> <Image Name="ArrowDown" XPos="201" YPos="388" Width="12" Height="21" /> </Imageset>the first line defines it as an XML file.the second one defines imageset name (usually the screen name) and imagefile (texture), as well as the base resolution they're used on but that remains changed as all GUI graphics are made for 800x600 and then sized appropriately for different resolutions.the other lines define each of the individual images in the texture with their X/Y position and width / height in the texture. for example, if you have a button at X:10 Y:20 and with width 50 and height 20, you'd type this:you can have as many images as you want and name them whatever you want, but you should keep names clear and short the final line ends the imageset. ummm... well, i think that's everything. if you don't understand something feel free to ask. and you can always look at the already existing GUI textures / imagesets in the latest release for examples. Link to comment Share on other sites More sharing options...
SupSuper Posted January 30, 2005 Report Share Posted January 30, 2005 ummm... any updates on this? Link to comment Share on other sites More sharing options...
Vaaish Posted January 30, 2005 Report Share Posted January 30, 2005 it's coming... I'm finishing up the stats screen then I'll move on to this, Link to comment Share on other sites More sharing options...
Beetle Posted April 8, 2005 Report Share Posted April 8, 2005 Hi I need object of garage facility, if i'm right it's not completed yet, but imho it's better to use in code not completed object then a big yellow box (i can handle ogre mesh files, .3ds, maya and .obj) Greetings,Beetle Link to comment Share on other sites More sharing options...
Vaaish Posted April 8, 2005 Report Share Posted April 8, 2005 garage facility? do you mean the hanger? Link to comment Share on other sites More sharing options...
Beetle Posted April 8, 2005 Report Share Posted April 8, 2005 Sorry i mean Lunch Pad (hanger form xcom) Beetle Link to comment Share on other sites More sharing options...
Vaaish Posted April 8, 2005 Report Share Posted April 8, 2005 the hanger model is done.... just no textures Link to comment Share on other sites More sharing options...
Beetle Posted April 10, 2005 Report Share Posted April 10, 2005 great, where can i download it? Beetle Link to comment Share on other sites More sharing options...
Vaaish Posted April 10, 2005 Report Share Posted April 10, 2005 here it is.hanger.zip Link to comment Share on other sites More sharing options...
bountyhunter2211 Posted May 5, 2005 Report Share Posted May 5, 2005 What rooms are left for basescape? I might have concept ideas for it.Just looking to help out. Link to comment Share on other sites More sharing options...
Vaaish Posted May 5, 2005 Report Share Posted May 5, 2005 all the models are complete, just no textures. Link to comment Share on other sites More sharing options...
bountyhunter2211 Posted May 5, 2005 Report Share Posted May 5, 2005 ok, thx for letting me know. Link to comment Share on other sites More sharing options...
Beetle Posted May 8, 2005 Report Share Posted May 8, 2005 Hi What about base GUI's are there some ready now? In short time we will need: base base GUI (i mean this first and most importent one), building facililty GUI and base statistic GUI Greetings,Beetle Link to comment Share on other sites More sharing options...
Vaaish Posted May 8, 2005 Report Share Posted May 8, 2005 The baseview gui is prettymuch complete, Deimos had it done, just a few things that needed to be fixed up (names of menu options, placement of a few things) the rest of the gui are dialogue boxes which I've not checked their completion. Link to comment Share on other sites More sharing options...
Exo2000 Posted May 13, 2005 Report Share Posted May 13, 2005 Looking classy (glassy?) Keep 'em comin`. Link to comment Share on other sites More sharing options...
red knight Posted May 13, 2005 Report Share Posted May 13, 2005 Please Exo, dont resurrect old finished topics... GreetingsRed Knight Link to comment Share on other sites More sharing options...
Beetle Posted July 19, 2005 Report Share Posted July 19, 2005 Hi Anybody know, why in new baseview GUI there are only 8 buttons? In X-Com there was 11 buttons, and currently i don't know how can we pack all baseview functionality in that buttons. GreetingsBeetle Link to comment Share on other sites More sharing options...
bpuk Posted July 19, 2005 Report Share Posted July 19, 2005 (edited) Hi Anybody know, why in new baseview GUI there are only 8 buttons? In X-Com there was 11 buttons, and currently i don't know how can we pack all baseview functionality in that buttons. GreetingsBeetle<{POST_SNAPBACK}> Don't know why... but purchase/recruit and sell/sack are on the planetscape (as one button) Presumably the soldiers button will be moved under base info? EDIT: Manufacturing is also on planetscape TaBen P.S. @Beetle I'll get a progress update on buy/sell to you soon Edited July 19, 2005 by bpuk Link to comment Share on other sites More sharing options...
Vaaish Posted July 19, 2005 Report Share Posted July 19, 2005 Hi Anybody know, why in new baseview GUI there are only 8 buttons? In X-Com there was 11 buttons, and currently i don't know how can we pack all baseview functionality in that buttons. GreetingsBeetle Don't know why... but purchase/recruit and sell/sack are on the planetscape (as one button) Presumably the soldiers button will be moved under base info? EDIT: Manufacturing is also on planetscape TaBen P.S. @Beetle I'll get a progress update on buy/sell to you soon Several of the buttons were moved out to the planetview window to streamline operations a bit. Link to comment Share on other sites More sharing options...
Recommended Posts