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#451 Darkhomb

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Posted 20 November 2009 - 03:08 PM

Easiest was to keep up with all new dev is to install Visual Studio 2008 Express (It's free) and compile it.

However I believe Mad has a nightly build which you can download.

#452 Mad

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Posted 21 November 2009 - 04:38 AM

Easiest was to keep up with all new dev is to install Visual Studio 2008 Express (It's free) and compile it.

However I believe Mad has a nightly build which you can download.


Yes, he has, but the thing is, for some - probably very good - reason dteviot has not included the "save game options"-patch in trunk. This is why I held back this build. Anyway, it can be found here - you have been warned...
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#453 dteviot

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Posted 21 November 2009 - 01:48 PM

Easiest was to keep up with all new dev is to install Visual Studio 2008 Express (It's free) and compile it.

However I believe Mad has a nightly build which you can download.


Yes, he has, but the thing is, for some - probably very good - reason dteviot has not included the "save game options"-patch in trunk. This is why I held back this build. Anyway, it can be found here - you have been warned...

I'm afraid it's not a very good reason. I was going to do it, but it slipped my mind. I'll try and get it done today.
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#454 dteviot

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Posted 21 November 2009 - 07:20 PM

I'm afraid it's not a very good reason. I was going to do it, but it slipped my mind. I'll try and get it done today.

Fixed and checked in SaveGamesOptions patch supplied by PezzA.
FWIW, the problem was putting a binary version into the structure and then using the binary reader to read the struct doesn't work. Because if the struct changes (by adding or removing fields) the binary reader can't read the struct, to get the version info to tell if it's able to read the struct or not.
Revised version uses direct XML parsing.
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#455 Mad

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Posted 22 November 2009 - 04:27 AM

I'm afraid it's not a very good reason. I was going to do it, but it slipped my mind. I'll try and get it done today.

Fixed and checked in SaveGamesOptions patch supplied by PezzA.
FWIW, the problem was putting a binary version into the structure and then using the binary reader to read the struct doesn't work. Because if the struct changes (by adding or removing fields) the binary reader can't read the struct, to get the version info to tell if it's able to read the struct or not.
Revised version uses direct XML parsing.

Ah, great, thank you! :) In this case I'll be so frank and will ask if there is any chance the bump mapping and the progressive/fuzzy day/night border will make it to trunk soon? Anyhow, here's the most recent trunk build.
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#456 dteviot

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Posted 22 November 2009 - 01:24 PM

In this case I'll be so frank and will ask if there is any chance the bump mapping and the progressive/fuzzy day/night border will make it to trunk soon? Anyhow, here's the most recent trunk build.

My apologies, I asked who wanted the older shader, and only Kafros replied, so I assumed he was the only one who wanted it, so didn't bother.
I've reverted to the shader from build 1797.
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#457 Mad

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Posted 22 November 2009 - 03:03 PM

In this case I'll be so frank and will ask if there is any chance the bump mapping and the progressive/fuzzy day/night border will make it to trunk soon? Anyhow, here's the most recent trunk build.

My apologies, I asked who wanted the older shader, and only Kafros replied, so I assumed he was the only one who wanted it, so didn't bother.
I've reverted to the shader from build 1797.

Sorry, it seems this question skipped my attention. I only remember the discussion about PezzA's shader and whether it was too much or not.
Thanks for reverting the shader! unfortunatly I have two comments:

1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional?
2) Could it be, that the new-old shader has another gamma setting than the one we used until 1798? I have the feeling that the night is much more light now, and the icons seem to be all pastel now. Edit: Maybe it's just me...?

Build can be found at http://www.projectxe...eTrunk_1880.exe

Edited by Mad, 22 November 2009 - 03:11 PM.

Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#458 dteviot

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Posted 22 November 2009 - 05:56 PM

1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional?


Yes, there's no bump mapping during night. (Because at night, there's no light source!) The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period, because the earth's surface is approaching parallel to the light direction. Which is one of the things I fixed in the shader that's been removed.

2) Could it be, that the new-old shader has another gamma setting than the one we used until 1798? I have the feeling that the night is much more light now, and the icons seem to be all pastel now. Edit: Maybe it's just me...?

Night should be the same with both shaders.
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#459 Mad

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Posted 23 November 2009 - 10:19 AM

1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional?


Yes, there's no bump mapping during night. (Because at night, there's no light source!) The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period, because the earth's surface is approaching parallel to the light direction. Which is one of the things I fixed in the shader that's been removed.

No, I think you got me wrong. i got the impression that there was no bumpmap during day...
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#460 dteviot

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Posted 23 November 2009 - 12:42 PM

1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional?


Yes, there's no bump mapping during night. (Because at night, there's no light source!) The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period, because the earth's surface is approaching parallel to the light direction. Which is one of the things I fixed in the shader that's been removed.

No, I think you got me wrong. i got the impression that there was no bumpmap during day...

The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period. Shadows are longest at dusk and dawn, and amost invisible at midday.
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#461 Mad

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Posted 23 November 2009 - 01:24 PM

1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional?


Yes, there's no bump mapping during night. (Because at night, there's no light source!) The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period, because the earth's surface is approaching parallel to the light direction. Which is one of the things I fixed in the shader that's been removed.

No, I think you got me wrong. i got the impression that there was no bumpmap during day...

The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period. Shadows are longest at dusk and dawn, and amost invisible at midday.

Thanks for clarifying. I just had the feeling the transition was really harsh... But I guess it is more accurate this way.
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#462 PezzA

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Posted 26 November 2009 - 01:48 PM

1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional?


Yes, there's no bump mapping during night. (Because at night, there's no light source!) The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period, because the earth's surface is approaching parallel to the light direction. Which is one of the things I fixed in the shader that's been removed.

No, I think you got me wrong. i got the impression that there was no bumpmap during day...

The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period. Shadows are longest at dusk and dawn, and amost invisible at midday.

Thanks for clarifying. I just had the feeling the transition was really harsh... But I guess it is more accurate this way.

I like the day/night transition, it's got the nice effect whilst still having a visible day/dusk/night boundary. The only thing that might not be right is that the UK is in total night (which to be honest, it feels like sometimes).

#463 gu35s

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Posted 30 November 2009 - 09:40 AM

Sigh. haven't had the time nor the inspiration to make the interception window. And since the merging with Colonisation is highly possible, I suppose the point is moot for making it now. Depending on which would be the main "theme" of the engine if it's as swapable as dteviot suggested in the other thread, then I suppose it could go either way. Either the development of Colonisation would be prioritized first and Xenocide would be in a stall, again, or vice versa.

I may not be able to contribute much, but I can do some CTD proofread probably. My grammar is not the best, but I am not too bad with spelling. Ignoring shortcut typing, of course.
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====================

#464 kafros

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Posted 30 November 2009 - 11:15 AM

Whatever you feel like :).
We could indeed wait and see what the code developers prefer, and act accordingly.

#465 gu35s

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Posted 16 December 2009 - 03:04 AM

firstly, sorry for plagerism. then see attachment.

Attached Files


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#466 kafros

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Posted 16 December 2009 - 05:06 AM

Aaah, poor santa in the sac ^_^

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Posted 17 December 2009 - 09:01 AM

firstly, sorry for plagerism. then see attachment.

You draw that?
Excellent! :D

#468 PezzA

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Posted 17 December 2009 - 03:57 PM

Nice! I'd love to see CTD's Santa autopsy text!

#469 dteviot

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Posted 20 December 2009 - 12:57 PM

firstly, sorry for plagerism. then see attachment.

And a belated "that's very cool", from me.

Edited by dteviot, 20 December 2009 - 01:04 PM.
changed "pretty" to "very"

Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#470 gu35s

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Posted 21 December 2009 - 10:28 AM

++++++++++++++
Booting... done
Automated detection successfully intercepted tachyon transmission...
Language matching in progress...
Language found. Category: Grey
Translating from Grey...

To: Collective of Xeno Studies
Subject: Santa Claus
Content: Santa Claus (here on will be referred as Santa) is a mythical creature created by human (homo sapiens, see attachment) for much unknown reason. Many of our scientists studying this creature find that Santa maybe a kind of hostile creature created to apply fear toward their younglings. In their story, Santa came once of thier year and sneak stealthily into their homes via a primitive heating device called chimney. Santa would enter their dwellings by chimney to rob them of precious food and would leave many offensive colored packaging. The packaging appear to have no consistency of contents. It is also believed that Santa is accompanied by four legged mammals called Raindeers (see attachments for more detail on specie mentioned), which have developed the ability to fly without proper support such as wings nor propulsion units. It is suspected that these particular Raindeers may have been implanted with anti-gravity devices much like the SatyrianS-xz9adsalfj;lj;2301-512l4kj1-124lasfnf23095-21,...

Translation Stopped.
Message corrupted due to silly factor.
Please check Tachyon Emissions Detector for faults. Maintenance may be required.
Shutting down...
++++++++++++++
====================

Gu35sing is a big part of life...

====================

#471 PezzA

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Posted 21 December 2009 - 06:33 PM

++++++++++++++
Booting... done
Automated detection successfully intercepted tachyon transmission...
Language matching in progress...
Language found. Category: Grey
Translating from Grey...

To: Collective of Xeno Studies
Subject: Santa Claus
Content: Santa Claus (here on will be referred as Santa) is a mythical creature created by human (homo sapiens, see attachment) for much unknown reason. Many of our scientists studying this creature find that Santa maybe a kind of hostile creature created to apply fear toward their younglings. In their story, Santa came once of thier year and sneak stealthily into their homes via a primitive heating device called chimney. Santa would enter their dwellings by chimney to rob them of precious food and would leave many offensive colored packaging. The packaging appear to have no consistency of contents. It is also believed that Santa is accompanied by four legged mammals called Raindeers (see attachments for more detail on specie mentioned), which have developed the ability to fly without proper support such as wings nor propulsion units. It is suspected that these particular Raindeers may have been implanted with anti-gravity devices much like the SatyrianS-xz9adsalfj;lj;2301-512l4kj1-124lasfnf23095-21,...

Translation Stopped.
Message corrupted due to silly factor.
Please check Tachyon Emissions Detector for faults. Maintenance may be required.
Shutting down...
++++++++++++++

I like the reindeer! ^_^ There's an easter egg in there!

#472 kafros

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Posted 21 December 2009 - 07:55 PM

Hahahaha :D

#473 gu35s

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Posted 06 January 2010 - 01:40 AM

thanks. maybe I should just join CTD or something. anyway, what's going on? the forum was alive for a while then plummeted to cold again. heat it up. people, drop more fan art. draw something and post it. make something up. viper eating rats, grey shooting water pistols, antropods swimming with squids, cyberdisk around clamshells. something.
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#474 kafros

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Posted 07 January 2010 - 10:22 AM

I'd like to draw/sketch, but my skills are those of a child (well, just a bit better than that xP).

Right now I'm coding for my university assignments, would you like to see some C code? :P

#475 godo

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Posted 24 January 2010 - 06:35 PM

missile room paintovers
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#476 Darkhomb

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Posted 24 January 2010 - 09:31 PM

Looking good,

2 Things, First, are the outside walls missing? Or did you hide them to show. I'll try and open the regular to look at it tomorrow.

Second, if they are there we have a almost standard image for the outside look. Which you can glance at here
http://projectxenoci...oratory-800.jpg
and here
http://www.xcomufo.c...c...ost&id=9174
I will locate the texture and post tomorrow.

Edit - Just checked the MAX, it is there so I am just guessing you hide it.

Edit 2- Here is the texture you can look at, Again I'm only talking about the outside wall.

http://www.xcomufo.c...c...ost&id=9770

Attached Files

  • Attached File  md.png   77.15K   14 downloads

Edited by Darkhomb, 24 January 2010 - 09:45 PM.


#477 godo

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Posted 24 January 2010 - 11:51 PM

Yea its hidden
I'm thinking - the walls would probably be the same for each room no? - just share the texture for all and save some space there.

First thing I had to do with that model was break it apart and fix a couple errors and clean up some unnecessary geometry and n-gons.
Now that i have a good idea of where I'm going, texturing is coming along. The lab looks great. Access lift, not so much. That could use some love - and normals.

#478 Mad

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Posted 25 January 2010 - 03:01 AM

Wonderful work! Looks great!
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#479 kafros

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Posted 25 January 2010 - 03:14 AM

Indeed! Keep up the good work godo ^_^

#480 Darkhomb

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Posted 25 January 2010 - 09:36 AM

Yea its hidden
I'm thinking - the walls would probably be the same for each room no? - just share the texture for all and save some space there.
The lab looks great. Access lift, not so much. That could use some love - and normals.



Well if you look at the 2 models, Access Lift and Lab, they each have their own label and color. I can't remember the standard off the top of my head - blue Science related etc. But I'd leave the red and just change it to Missile Lvl1.

As for the Access lift, I have the texture but do not have the model. I will message the creator to see if they can send it to me. If you want to throw normal?s on it, by all means :) It?s just nice to have someone texturing again.

#481 Mad

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Posted 25 January 2010 - 10:16 AM

You can message The Creator? Wow... ;)

Edited by Mad, 25 January 2010 - 10:17 AM.

Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#482 Darkhomb

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Posted 25 January 2010 - 03:16 PM

I was at work and didn't have time to look, I couldn't remember how to spell Shinzon's name :)

#483 Mad

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Posted 26 January 2010 - 01:49 AM

I didn't mean Shinzon. NVM it was waaay off topic. :)
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#484 kafros

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Posted 26 January 2010 - 07:12 AM

You humorous man :P

#485 Darkhomb

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Posted 26 January 2010 - 06:56 PM

I understood, it was funny, I was just explaining myself :)

#486 Mad

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Posted 27 January 2010 - 02:56 AM

@kafros: Yes, well, you know me... ;)

@Darkhomb: I ssseeeeee... :) Thank you for assuring me that it was funny. Now I almost certainly know it wasn't :P

@Mad: Back on topic. :)

Edited by Mad, 27 January 2010 - 02:57 AM.

Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

Posted Image

#487 Darkhomb

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Posted 10 February 2010 - 05:36 PM

Well I got a reply back, looks like his files are lost for ever on a bad hard drive. I wasn't too worried about the skin but the model isn't in the SVN so i hope we can find a copy of that somewhere.

#488 Darkhomb

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Posted 11 February 2010 - 04:12 PM

In the SVN we have the old Maya unconverted file. So atleast we have something, Will have to reconvert it and remap it.

#489 Mad

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Posted 12 February 2010 - 01:25 AM

It's a start. Thanks for searching for it!
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#490 gu35s

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Posted 25 March 2010 - 09:51 AM

i found this: http://androidarts.com/xcom/

(if you are the owner of this site and would like it to be taken down, please let me know or post a message here so an admin can remove the site).

look at those chibi x-coms... i especially like the power armors and chrysallids.
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Gu35sing is a big part of life...

====================

#491 kafros

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Posted 25 March 2010 - 11:10 AM

Kawaii! ^_^

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Posted 07 April 2010 - 09:24 PM

Hawaii

#493 gu35s

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Posted 12 April 2010 - 09:03 PM

i think your brain is too much in vacation mode. or at least asking for one.

/me can't post/reply in the warehouse.... so here's an input to Shinzon's latest artwork. I prefer the original (first post) rather than the one with iridium sheen stuff. i think it's best to make it look kind of grey-ish, hence the name. i would think they'd make their armors less shiny. i mean if human could think to use matted materials with dark colors so you don't easily get spotted in battlefields, i don't see why the aliens wouldn't as well. maybe it would have that iridium sheen gfx when it get shot, but otherwise i think it should be more like dolphin color.
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#494 Sgt Jones

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Posted 13 April 2010 - 03:15 AM

Here are some 3D sectoid concepts for the different classes

Sectoid

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Sectoid Navigator

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Sectoid Soldier

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#495 Sgt Jones

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Posted 13 April 2010 - 06:48 PM

and human soldiers with heavy armor and quarrantine protection

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#496 misiek

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Posted 14 April 2010 - 08:56 AM

Nice art, maybe you would like to help ufo: ai team? They surely could use such talent as yours.

Edited by misiek, 14 April 2010 - 08:57 AM.


#497 Sgt Jones

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Posted 14 April 2010 - 09:53 AM

as i said i would love to contribute for models and any intor outro animations that are needed. that is if this project is still going because i noticed the most up to date build was released in 2008

#498 Mad

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Posted 14 April 2010 - 01:55 PM

as i said i would love to contribute for models and any intor outro animations that are needed. that is if this project is still going because i noticed the most up to date build was released in 2008

Yes and no. It is true, the last major build was released 2008, but we have continued to work on this, and actualy new builds were created and ("secretly") uploaded as the 2008 build. We just felt that the smaller changes didn't warrant a full release.

These are great models. We should definetly include them. I'll speak to dteviot about this.

Edited by Mad, 14 April 2010 - 01:56 PM.

Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#499 Mad

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Posted 15 April 2010 - 12:01 AM

Sgt Jones, could you provide these models as FBX? This way we could use them most easily.
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

Posted Image

#500 Sgt Jones

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Posted 15 April 2010 - 03:20 AM

Sgt Jones, could you provide these models as FBX? This way we could use them most easily.


I will see what i can do. They are in 3ds max 2009 format at the moment. max does have an fbx conversion option i dont actually know how stable that makes them afterwards though, and they are rigged too.