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snowballrules

Project Alien

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@Uksubmariner

Well,I agree it doesn't have to be perfect.

But there's nothing wrong with doing the

best you can,is there?

Also,according to the CmTech manual,Ud-4ls

are often used in a "gunship" role.So they're

not necessarily limited to drop and cas type

situations.

And as Prodetar2 said,xenomorphs wouldn't

nescessarily be the only adversary the Marines

would have.Within the realms of the aliens

universe,there's a wealth of possible enemies

.All of whom have access to the same,similar

or better weaponry and vehicles.The colonies

for example,or the corporations.

And of course "crossover" characters,like the predator

species.

Anyway,thanks for the comments. smile_o.gif

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a possible scenario:

the maines are sieging a reasearch colony on LV999 (example) and after a while the colonists threaten to use a new kind of weapon, the marines ignore it and continue.

then all the colonists are gone the marines can go in the colony freely without any resistance... until they come across the HIVE and you can make up the rest... but you can see where im going with this?

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I think it's starting to look more familiar.

Working off plans,even if they're simple,

really help with shaping a model.

I might squeeze those forward skids in a bit though.

They look a little wide.Makes 'em seem more like snowshoes.

If you see what I mean?

smile_o.gif

dshiprender1ci7.jpg

dshiprender2cg3.jpg

If there's anyone out there with a good understanding of

configs and scripting,and you'd like to help out.Feel free to

let us know.

smile_o.gif

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if you read the manual

youll notice that the United Americas are at war with some Asian Country (not further specified) who are nicked Bebops.

the LV426 colony thing was a single inicdent form which weyland yutani promised a new bio-weapon.

apparently theyve failed.

from my point of view it would be pretty lame to replay such events in a clone theatre or some avp1/2 thing..

it wouldn be really innovative.

come out with something new smile_o.gif

the campaing i wanted to start should take place on helene 215 which is also mentioned in the manual.

all vegetation is yellow instead of green.

bebops set up bases there and attacked several colonies

uscm moves in and runs over.

i kinda imagined the planets surface as many smaller island groups

maybe 1/7 of kolguyev each island

lots of riffs and attols. some eye candy smile_o.gif

very lush and damp atmosphere.

anyway whatever floats the boat i guess

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Well,sounds good to me.It'd be easier to

identify with a human Vs human conflict I

suppose.If "identify" is the right word.

I remember seeing the screenshots of something

like that,on the old uscm thread.The jungle setting.

I assume that's what you were referring to.

Looked interesting.

Although,I still think a nod to the "bugs",

and other species would be good too.

smile_o.gif

Mind you,we've got to get some vehicles n

units together before any missions happen.

Nice ideas,Nephilim.Thanks.

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Mind you,we've got to get some vehicles n

units together before any missions happen.

not totally true wink_o.gif

ive been doing some test missions with der bastlers marines the zippyos dropship and the aliens and predators to see if the alien atmosphere is present and... it is

if our stuff is done and perfect itll be much better than it is now.

using some of the sounds from avp2 and some dark corridors with creepy sounds really makes it fun to play with!

offcourse it would be better to use your dropship (when its finished and animated)  with the apc in a cool cutscene

i mean... zippyos dropship is nice but it doesnt really have the ALIEN feel you know?

and with your apc instead of the BRDM it adds more atmosphere then i first thought.

so count on me when you want a campaign using our stuff smile_o.gif

i love doing something like that.

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Evenin Prodetar,

That's nice to hear.A good mission/campaign,

is always icing on the cake.

I'll see about finishing the "toys". wink_o.gif

Macser.

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hey guys on the subject of "toys" i built a custom rail gun tank thing the other night when i was board thinkig with the desing i use it could be another factions tank i will get sum screenies up soon (im moving house on friday so will be otta contact for a while). took a break from building the bas and started work on sum turrets (not sntry but much bigger pistols.gif ) and a few bits and bobs jsut getting skills up thats all

like i said i will get pics up asap....

for misshions i had an idea as the wars were over the USCM will be going after pirets, smugglers or terrorists then alies just an idea lol laters

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Have it in game atm.Flies like a house,but that's not

much of a problem to fix.

smile_o.gif

Anyway,see what you think of the scaling.

I put in the apc for reference.

dship1wp0.jpg

dship2zy7.jpg

Although it may look more complex than the apc,there's actually

only about half as much,in the way of geometry.

I haven't gotten 'round to animating parts yet.

Still have some lod work to do first.Then,obviously texturing.

Right,back to work.

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looking mighty impressive smile_o.gif

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@R0adKi11.

Thanks for the comment.

Was wonderin if anyone was still

lookin in.

smile_o.gif

@D@nte

Thanks for that link.Very informative.As to

whether or not I need it,I'm always learning.

So every little helps.

When you say "colormap",do you mean a generic

"flat" colour?I'd just rather give it a more

weathered look.Flat colours tend to look a little bland.

Btw,your own project(Unicon) is lookin impressive.

smile_o.gif

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Quote[/b] ]When you say "colormap",do you mean a generic

"flat" colour?I'd just rather give it a more

weathered look.Flat colours tend to look a little bland.

in fact, in the tut, you have 3 parts:

- the color map (good for ofp) + you can add "bevel and emboss"

- the specular map ( ofp doesn't support that)

- the normal map (ofp doesn't support that).

sorry i didn't have precised banghead.gif

Quote[/b] ]Btw,your own project(Unicon) is lookin impressive.

thx smile_o.gif

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Hey no problem,I should've picked up

on that myself.

smile_o.gif

Yeah,I definately use bevel and

emboss when I want some nice

relief work.

As a matter of fact I'm reading the

tutorial now.This guy knows his stuff.

He should get used to using layer masking

though.

smile_o.gif

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Hello ardvarkdb,

That's actually where I get some

reference from.Jan's work

is excellent,as he likes to get into

the details.

So I work with a combination of

that,and pics of the actual model

used in the film.

I appreciate your comments,btw. smile_o.gif

Thanks.

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I like what I see... this is soo looking good. Now if only someone would finish the HALO mod... biggrin_o.gif

Good work guys... I can't wait to start making some missions for these units... I've still got a text doc on the 'drive full of ideas for MP games..

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nice macs, scaling is good its not too big and not too small biggrin_o.gif

cockpit looks great too!

as of mission ideas im also full of it biggrin_o.gif i even started a mission with the stuff we have now smile_o.gif

i use some of the quotes from avp2 but that adds a lil more atmosphere then plain letters and no sounds smile_o.gif

(if i know how ill make a movie biggrin_o.gif)

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hey guys i have been a very busy boy latley and i have pics too i have been working on the human enemys the marines will face and taking what neph said bout asian factions i called them the asian coalition here are the pics of the tanks and aircraft i have done right first one

astral class gunship with rockets and turreted chain guns

http://img219.imageshack.us/my.php?image=astralgunshiplg4.jpg

nxt an orian class fighter

http://img219.imageshack.us/my.php?image=orianclassfighterof7.jpg

the knight class rail tank

http://img214.imageshack.us/my.php?image=knightbattletankep7.jpg

right the AA tank i havent got a name for it so you guys name it if you want ok

http://img214.imageshack.us/my.php?image=acaapu4.png

oh before i forget prodter2 the bas i sent you delete the armory and you can view it in bull dozer ok

mascar i love the project alien sig i wnat it lol

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Makin a little progress as you can see.

Started adding weapons loadout as per

the CM tech Manual.

Pods,ramp and gear are animating.

The 25mm GAU(Nose cannon) is also functioning.

I'll most likely have to use SetObjectexture and

"dummy" missile models,in order to have the pods

work correctly.It looks to be the best way to tackle

it.As you may or may not know,proxies can't be

included in custom animations.

For the moment the player has manual control

over weapons,gear and ramp deployment.Which is

not as cluttered as it sounds.The ramp action only

shows up below a certain height and speed.While

the weapon pod action pops up over a certain height.

Gear functions are up to the player still.But I may also

limit them to height too.

I know the AI won't access the actions automatically,

but that could always be triggered within a mission,

without too much hassle.Of course,any ideas on improving

my approach to the above,are very welcome.

smile_o.gif

dshipgame1xu2.jpg

dshipgame2dv0.jpg

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so cool Macser, i'm loving ur baby !! inlove.gif

Quote[/b] ]I know the AI won't access the actions automatically,

but that could always be triggered within a mission,

without too much hassle.Of course,any ideas on improving

my approach to the above,are very welcome.

class UR_Animated_Class

{

...

condition="";

...

};

};

/* condition="This!=Player"; action only to be available via the command menu (6)*/

/* condition="This==Player"; action available to the player (and not the AI via the command menu)*/

/*condition="True"; available to the AI via the command menu (6) and the player via the action menu*/

wink_o.gif

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Nice of you to say so,AT smile_o.gif

And I've taken note of those lines.

I'll get to experimenting with them soon.

Much appreciated.

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wow thats perfect smile_o.gif couldnt have done it better myself wink_o.gif

people at the start of this thread i lied... i said nothing fancy... it turned out to be fancy biggrin_o.gif great job Macser!

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