Macser_old 0 Posted April 21, 2007 @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. Share this post Link to post Share on other sites
prodetar2 0 Posted April 21, 2007 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? Share this post Link to post Share on other sites
Macser_old 0 Posted April 22, 2007 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? 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. Share this post Link to post Share on other sites
nephilim 0 Posted April 22, 2007 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 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 very lush and damp atmosphere. anyway whatever floats the boat i guess Share this post Link to post Share on other sites
Macser_old 0 Posted April 22, 2007 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. Mind you,we've got to get some vehicles n units together before any missions happen. Nice ideas,Nephilim.Thanks. Share this post Link to post Share on other sites
prodetar2 0 Posted April 22, 2007 Mind you,we've got to get some vehicles nunits together before any missions happen. not totally true 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) Â 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 i love doing something like that. Share this post Link to post Share on other sites
Macser_old 0 Posted April 22, 2007 Evenin Prodetar, That's nice to hear.A good mission/campaign, is always icing on the cake. I'll see about finishing the "toys". Macser. Share this post Link to post Share on other sites
snowballrules 0 Posted April 23, 2007 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 ) 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 Share this post Link to post Share on other sites
Macser_old 0 Posted April 26, 2007 Have it in game atm.Flies like a house,but that's not much of a problem to fix. Anyway,see what you think of the scaling. I put in the apc for reference. 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. Share this post Link to post Share on other sites
R0adki11 3945 Posted April 26, 2007 looking mighty impressive Share this post Link to post Share on other sites
Sennacherib 0 Posted April 26, 2007 really nice if you need some tips for the texturing (if needed): only the color map is needed for ofp. http://forums.cgsociety.org/showthread.php?f=46&t=373024 Share this post Link to post Share on other sites
Macser_old 0 Posted April 26, 2007 @R0adKi11. Thanks for the comment. Was wonderin if anyone was still lookin in. @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. Share this post Link to post Share on other sites
Sennacherib 0 Posted April 26, 2007 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 Quote[/b] ]Btw,your own project(Unicon) is lookin impressive. thx Share this post Link to post Share on other sites
Macser_old 0 Posted April 27, 2007 Hey no problem,I should've picked up on that myself. 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. Share this post Link to post Share on other sites
ardvarkdb 104 Posted April 27, 2007 If you are looking for some quick textures or some pretty clear references, check out these paper models http://aliens.humlak.cz/aliens....gb.html Your models are looking good. Can't wait for a release Share this post Link to post Share on other sites
Macser_old 0 Posted April 27, 2007 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. Thanks. Share this post Link to post Share on other sites
UKSubmariner 0 Posted April 27, 2007 I like what I see... this is soo looking good. Now if only someone would finish the HALO mod... 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.. Share this post Link to post Share on other sites
prodetar2 0 Posted April 27, 2007 nice macs, scaling is good its not too big and not too small cockpit looks great too! as of mission ideas im also full of it i even started a mission with the stuff we have now i use some of the quotes from avp2 but that adds a lil more atmosphere then plain letters and no sounds (if i know how ill make a movie ) Share this post Link to post Share on other sites
snowballrules 0 Posted April 27, 2007 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 Share this post Link to post Share on other sites
prodetar2 0 Posted April 27, 2007 OMG i want that sig too plz send it got it as you can see Share this post Link to post Share on other sites
Macser_old 0 Posted April 29, 2007 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. Share this post Link to post Share on other sites
AtStWalker 0 Posted April 29, 2007 so cool Macser, i'm loving ur baby !! 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*/ Share this post Link to post Share on other sites
Macser_old 0 Posted April 29, 2007 Nice of you to say so,AT And I've taken note of those lines. I'll get to experimenting with them soon. Much appreciated. Share this post Link to post Share on other sites
prodetar2 0 Posted April 29, 2007 wow thats perfect couldnt have done it better myself people at the start of this thread i lied... i said nothing fancy... it turned out to be fancy great job Macser! Share this post Link to post Share on other sites
iguanapl 0 Posted April 30, 2007 Alien stuff for ArmA Just noticed some stuff from aliens movies made for ArmA by Vilas Share this post Link to post Share on other sites