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nephilim

Us colonial marines

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Cool, thanks!

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Well, now I've figured out how to create a new face, but now how do you group it?

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Stomper1.jpg

Stomper2.jpg

Getting somewhere.....  I still have to tweak it (the second shot doesn't look too good at the bottom). Unfortunately I don't have the original PSD or I would improve the look better, but good for just show.

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Well, now I've figured out how to create a new face, but now how do you group it?

In O2 there should be a small window shoing "Named selections". If a selection has been made for the moving parts than you can see it (just browse through the slections). If you found it, you just click it (so it select the points in the O2 modeling windows) and than with <Crtl> you select the face you want to add to this selection. When you've done that, you go back to the Named Selections and you right-click on the slection and redefine it.

I strongly suggest going through some basic O2 tuts when you want to go on with this;

http://www.ofp.ino/brsseb

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I really admire what you're doing with the USCM mod.

This will be the first Aliens mod/videogame based squarely on the Colonial Marines Technical Manual, which IMO is the best realisation of Syd Mead/Ron Cobbs' original vision.

The AvP and Aliens extended universe comics are smart, interesting and fun but the Technical Manual, with it's military sci-fact approach, is where it's really at IMO wink_o.gif  

Any attempt to get this vision into videogames would be worthy, but with the care, innovation and professionalism you guys/gals are pouring into the project, it could be really influential.

So, in short, tks & keep it up biggrin_o.gif

Cheers,

CH

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No problem bro, it's also other people helping out that helps out too, thanks!

And I figured on how to get the faces to move with the appropriate parts. Now one show stopper (for me I guess) is that the "01" that's on the side is being very problematic. I managed to find the actual font, and got it applied, but I used the olive drab color as a backround, because the white wouldn't show (it would be part of the transparency). I'm contemplating using a layer to slightly darken it, but I see other alpha textures (I think the "B4" is a transparent texture?) working find. Is there a special setting with the PAA tool that I am missing? Because we have several colorschemes planned (the Air Superiority Blue and Flying Bananas, as well as a few others) and want to have this as a transparent texture so I can apply camo, and not have to worry about having to readjust each and every one for each camo (being lazy, but if it comes down to it, I will). And another thing. Can anybody get the images from the Aliens Special Edition? there is a great shot of the pods, and it has the warning stickers that I used for an initial reference, but I can't transfer it from a DVD image to a JPEG. Is there those shots somewhere I can find?

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a2_52.jpg

( will send another PM asap , doing other stuff atm smile_o.gif )

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Thanks, that helps alot smile_o.gif

@cornhelium

I agree, the CMTM is what got me excited to do a model myself, though it never approached the quality that nephilim did with it.. It was too blocky, and not smooth as it should be.

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Put in context the pic is from this site , seems to be part of an original colection of props and stuff from the films

http://assall.de/movie-prop/aliens/index_a2_05.htm

Perhaps if you contact them they could supply some better pics or at least a detailed description of the markings on the pod .  smile_o.gif

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Well, more shots:

ds01.jpg

ds02.jpg

ds03.jpg

http://562.50megs.com/OFP/ds/dspanel.jpg

Main thing is the "01" present, though I think neph may have a script for custom numbers in mind (don't know, just speculating) in the works, or if not, it's an idea to think about. And I repositioned the "Bug Stomper" insignias to what's been seen. I've been looking for a better way to texture this thing. Honestly I'm used to LOMAC, which was simple. You figure out what goes where, edit, etc. This stuff is kludged together, or it may just be inexperience, and I've got alot of personal stuff on the mind. But eventually I'll get this crap right.

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great work eric tounge_o.gif   this is looking cool

yay u put the badge on smile_o.gif  eric which alien are u guys making the one from the first film with the clear dome or the one with the opaque dome from the second, or both tounge_o.gif

pics for u'r alien\/

06.jpg

growl.jpg

more pics\/

http://rhapody2000.free.fr/images....%5D.jpg

<a href="http://images.tvnz.co.nz/entertainment/film/10_aliensalien_d.jpg" target="_blank">

http://images.tvnz.co.nz/entertainment/film/10_aliensalien_d.jpg[/url]

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Yeah, I don't do people texture-wise, my specialty is aircraft, though I'm working on the APC as well. It's just that the progress on the APC is slower due to a new model as well.

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More stuff:

http://562.50megs.com/OFP/ds/ds15.jpg

http://562.50megs.com/OFP/ds/ds16.jpg

As you can see I added more of the "01" stuff to the other spots where they need to go and readjusted the "Bug Stomper" down a little bit.  I need someone to help me out though.  After trying to get the warning stickers so that I can have an alpha layer, I gave up after two hours.  So if anybody can help, either PM me, or email me (flanker56(at)hotmail(dot)com) and the best I can offer is an honorable mention...

As for the Alien heads... best I could do is put it where the Bug Stomper is.... smile_o.gif

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man htis dropship and apc are gonan be 5\/\/337 }{311

(sweet as hell for those of the none 1337 speaking ppl) tounge_o.gif

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@Dr Strangelove and USCG_Pilot:

Thanks!

Also, I got a working sound for the dropship right now that isn't too bad, but is there some sound guru's who could possibly either get one off the movie or recommend a good sound?

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leave all markings eric

basic hull texture only (dirt etc)

net access limited will talk later

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Gotcha, though I'll either start Monday or Tuesday (I accidentally left all my PSDs in Germany) as I will be back in Germany on Monday. Plus you get that model updated? I'm thinking of redoing the layout anyways... BTW ])rStrangelove's engine sound is good for the ds smile_o.gif

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New Skin job

Okay, I redid the UV layouts considerably (though some is still WIP) and now have three 1024 x 1024 maps for the dropship.  Hopefully that will allow some more detail I have yet to add to it.  There's some recoloration of the nozzles and some other stuff (would have shown more but there was a slight bug I had to correct first).

And yes, I know neph, no markings, but I couldn't get rid of them just yet.  Whenever you want me to send it over, I'll remove them first.

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More work. It seems my PC makes the images darker than when I take the shot. But if you can see it, I've added highlights in various patterns to add to the look. I also need to adjust the "burn" effect near the nozzles, as well as you can see the new texture for them (the other one was unsatisfactorily light). I found a site where a guy made an excellent scratchbuilt model, and trying to achieve the same effect. Also below is the ramp texture.

ds19.jpg

ds20.jpg

ds21.jpg

ds22.jpg

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Thanks, but I'm trying to find a better way for the textures to show up. Right now I'm still not too happy, as they have too much noise. I'm gonna hunt around until I can find something I can work with..

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ds23.jpg

ds24.jpg

ds25.jpg

ds26.jpg

ds27.jpg

ds28.jpg

Work from this morning.  I talked with DeadMeat and he gave some good advice in using the PAA tool, and right now I'm happy with the effects......  

What do you all think?

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A little tip for people who think these picsa are too dark;

Start up your OFP and alt-tab out of the game and watch the pictures. If you're using DXDLL this won't help though.

In that case start up O2 with Bulldozer to archieve the desired result.

@Eric;

Next time please edit your pictures to make them brighter.

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