OpenXcom Forum
Modding => Resources => Topic started by: NeoWorm on August 02, 2014, 11:22:03 pm
-
I am making this thread to collect feedback on stuff I am making and later to release final sprites. Nailing the X-Com style is quite tricky, but I think I am starting to get it.
(https://i.imgur.com/Fqr7C4W.gif)
Now all the animations and than cutting into parts...
Items are little better, but I have to figure out making of HANDOBJ
(https://i.imgur.com/qLwsWp4.png)
-
that guy would be a really good fit for the "thin man" enemy from xcom 2012.
and are those marine pulse rifles from alien?! and a riot shield?? this stuff looks awesome. props.
-
Yeah, the guy is more or less realistic in proportions (though I wish I were this thin), while the original game graphics are definitely more chubby than real people, or I dare say chibi. That's why this character looks even thinner than he is, and certainly inhuman. Whether it's good or bad depends on context.
And the bigobs are nice and crispy!
-
It is supossed to be Thinman. I made him as tall as the sprite dimensions allow. Still I would like to make him little more inhuman. Maybe diferent skin color.
-
A pale green skin color might work well on him.
Dig the sprites!
-
that guy would be a really good fit for the "thin man" enemy from xcom 2012.
and are those marine pulse rifles from alien?! and a riot shield?? this stuff looks awesome. props.
This was the first thing that came to my mind as well. :)
Great work.
-
(https://i.imgur.com/CTRF9b5.gif)
WIP
Figuring out the parts of a X-Com soldier's battlescape graphics is pain.
Also few variants of a Thinman
(https://i.imgur.com/hogUaDt.gif)(https://i.imgur.com/uH9n367.gif)
-
This X-Com outfit... (https://focusowners-social.com/forum/images/smilies/drooling.gif)
-
100% swag
-
And they are alive.
(https://i.imgur.com/SwARetv.png)
And just a curious question - how the hell is recoloring of skin and hair handled? It just work fine with my new sprites, things like that just doesn't happen.
-
Nice work!
-
And just a curious question - how the hell is recoloring of skin and hair handled? It just work fine with my new sprites, things like that just doesn't happen.
Looks great!
I think the recoloring is hardcoded at the moment, so you have to avoid certain colors or the game will recolor your suits. This happened to me too - I've recolored Power Suits and some of the guys and gals had those weird colors and I sat there, scratching my head, wondering what the heck was going on. They were all wearing the same armor, weren't they, so why did some of them look different?
But maybe the code has changed since.
-
Recoloring take color group 6 (0x60 to 0x6F index) for face and 9 (0x90 to 0x9F index) for hair.
This two colors are replace by different value depend on solder nationality. If you do sprite based on original male personal armor hair will get wrong hair colors because it have same color group for hair and face (instead of group 9 it use group 6, same like face but different shade).
In original personal armor I fix hair by replacing it by correct colors similar to solder without armor.
-
looking forward to seeing this armor set in game :3
-
And they are alive.
(https://i.imgur.com/SwARetv.png)
I'm going to start naming my first base as the "X-Mansion" and the Skyranger as Blackbird :D
-
I'm going to start naming my first base as the "X-Mansion" and the Skyranger as Blackbird :D
shhhh that was my plan
-
Sounds like some sort of reference I'm supposed to understand. :P
X-Men maybe? But I can't confirm it via Google...
-
Some concepts of alien variants I made for fun. Some should be kinda easy to make.
(https://i.imgur.com/RqLebcV.png)
-
BUMP. Moderators, forgive me.
I've been sitting on this long enough without doing anything with it, so here is Stealth armor with all the necessary stuff. I made some ruleset way back. Don't know if it works. I will dig through my stuff if there is something else somebody could use.
-
Hmmm, can you perhaps show some graphics? :)
-
Hmmm, can you perhaps show some graphics? :)
It's the armor from one page before :D. This one:
(https://i.imgur.com/SwARetv.png)
-
BUMP. Moderators, forgive me.
I've been sitting on this long enough without doing anything with it, so here is Stealth armor with all the necessary stuff. I made some ruleset way back. Don't know if it works. I will dig through my stuff if there is something else somebody could use.
Looks very nice!
I tried to fix the hair color in the attached sprite sheet (blondies are easier to recolor via ruleset).
-
Yep, it's pretty cool!
Do you happen to have the paperdolls and other graphics, or just the sprite? Because I totally could use them. ;)
-
Also few variants of a Thinman
(https://i.imgur.com/hogUaDt.gif)(https://i.imgur.com/uH9n367.gif)
Any chance of finishing the Thin Man sprites? I have them included on my Area 51 mod but I ended up using a different sprite because I couldnt use yours
-
Yep, it's pretty cool!
Do you happen to have the paperdolls and other graphics, or just the sprite? Because I totally could use them. ;)
Sprite, all paperdolls, corpse item and sprite.
Any chance of finishing the Thin Man sprites? I have them included on my Area 51 mod but I ended up using a different sprite because I couldnt use yours
I am thinking about it. Also I started flying drone back than, it should be quite easy.
--- posts merged - Solarius Scorch ---
I worked a little on Interceptor Battlescape sprites I started long time ago. I have to research tilesets to make it work properly.
-
Looks really good.
If you need help with MCDEdit, I would be happy give you a hand. The most problematic part is cutting the picture into tiles, but it's much easier with Bulletdesigner's tool: https://openxcom.org/forum/index.php/topic,5134.msg78580.html#msg78580
-
If you need help with MCDEdit, I would be happy give you a hand. The most problematic part is cutting the picture into tiles, but it's much easier with Bulletdesigner's tool: https://openxcom.org/forum/index.php/topic,5134.msg78580.html#msg78580
I think I have the cutting part already done. Mostly. Now I am experimenting with MCDEdit, it will take a while.
EDIT:
I went through cutting into pieces, exporting as sprite sheet, importing to MCDEdit, creating PCK file and right now I am stuck at map editing.
But exept for one simgle mistake, the tileset is ready and working well so far. I anybody else want to tackle it right now, you are welcome. I don't know when I will have time to mess with this again.
-
X-com flying drone. I wanted to do quadcopter originally, but coudn't get the rotors right, so I reduced them to two and it looks fine. Feel free to use. I may will eventually make a ruleset for it myself.
-
The plane, sorry but it looks wrong. Nice work overall, but ...
On a delta wing two vertical stabilizers just don't make sense.
-
The plane, sorry but it looks wrong. Nice work overall, but ...
On a delta wing two vertical stabilizers just don't make sense.
Tell it to the guy who designed X-Com interceptor
(https://www.ufopaedia.org/images/c/cf/Interceptor.png)
-
Love the flying drone, I may be stealing that.
-
Tell it to the guy who designed X-Com interceptor
(https://www.ufopaedia.org/images/c/cf/Interceptor.png)
Yeah, that didn't look right either.
Don't take me wrong, I'm not telling you or anyone how to do anything, but .. just saying it doesn't look right, is all.
-
Should someone inform the Soviet Union that they designed their planes wrong? ;)
(https://upload.wikimedia.org/wikipedia/commons/thumb/a/a4/Russian_Air_Force_MiG-25.jpg/800px-Russian_Air_Force_MiG-25.jpg)
-
Should someone inform the Soviet Union that they designed their planes wrong? ;)
That's a MiG-25PU, and you may notice the swept, not delta wing, the presense of stabilators and the vertical stabilizers being canted outwards, and also mounted behind the wing and as outwards as possible. Overall being quite beautiful.
-
That's a MiG-25PU, and you may notice the swept, not delta wing, the presense of stabilators and the vertical stabilizers being canted outwards, and also mounted behind the wing and as outwards as possible. Overall being quite beautiful.
True, that is swept, not delta. However, there are other delta wing aircraft with twin stabilizers. They aren't common, but they do exist:
(https://upload.wikimedia.org/wikipedia/commons/thumb/9/97/Lockheed_SR-71_Blackbird.jpg/800px-Lockheed_SR-71_Blackbird.jpg)
(https://fas.org/nuke/guide/usa/bomber/xb70-1_300-2.jpg)
-
You had me, esp with the Valkyrie :). Here I concede my defeat.
Still think that
a) twin verticals on a small delta-wing airframe don't make sense and look out of place
b) if they are there, they should be canted and placed significantly apart
-
a) twin verticals on a small delta-wing airframe don't make sense and look out of place
Since there aren't much examples other than those I posted, it's possible that aerodynamics makes this configuration only efficient in types of aircraft like the SR-71/XB-70, thus it wouldn't make sense to have it on X-Com's Interceptor.
-
Note that the shown aircraft are high-speed ones and therefore may benefit from twin stabilizers because of frame loads not normally present in other aircraft.
-
NeoWorm, any chance of seeing the actual MCD for the Interceptor? I'd appreciate the possibility of stealing it for X-Com Files. ;)
-
NeoWorm, any chance of seeing the actual MCD for the Interceptor? I'd appreciate the possibility of stealing it for X-Com Files. ;)
I am kinda confused by MCDs. I tried already, but it's far from finished and I kinda don't know how to try it in game. If you want to try, here it is.
-
I am kinda confused by MCDs. I tried already, but it's far from finished and I kinda don't know how to try it in game. If you want to try, here it is.
Thanks, I've started fiddling with them.
Can you please provide the map too (also the .rmp file, if it exists)? It should give me pointers about your intentions.
-
Thanks, I've started fiddling with them.
Can you please provide the map too (also the .rmp file, if it exists)? It should give me pointers about your intentions.
I didn't managed to get that far to make a map. Got stuck at the tileset. The map editor is another can of worms I wasn't able to get working yet.
I hope this helps:
(http://i.imgur.com/RrSbjYx.png)
wings as floor, so you can walk under. Stabilizers as walls. Rest as objects / full blocks pretty much. I dont know about the rockets, thought I will figure it out as I learn how to make the rest.
-
Here's what I built:
(http://i.imgur.com/BIDvEyk.gif)
There are still problems with this map. One is that there is no interior, so no place to spawn the pilot; I have solved it like my other X-Com Files vehicles, by adding a spawn point on the ground to symbolize access to the plane. Another is that some parts of the wing don't cast shadows, but it's a bit more involved.
-
I can make version with open cockpit later.
-
I can make version with open cockpit later.
It's up to you, I personally don't think it's as crucial. But it is a matter of opinion.
An open cockpit would also pose some problems with getting to it - would require adding a "lift" - looking like a ladder leading from the ground to the cockpit - with a special tile on the ground to make it work. I am sceptical if this can be done well, but hey, maybe it can.
-
Today I was playing with inventory paperdolls. Just for fun.
-
Very nice.
...umm, is it you, Kakashi...? :)
-
It's Avatar from XCOM 2 (spoilers). EU doesn't have propper neon purple colors, so I had to change the color of visor.
By the way, another one. And in fact a reason I made the muton previously. Since Muton skin is grafted on their original body I thought why not to try to use it. Here comes the Bio armor. I wanted to try how does it look and... Quite well but something is missing. Probably some tubes with nutrition or something, I will see later.
-
Just few more paperdolls, some Sectoids variants and Muton variants.
-
Beautiful artwork here :)
Wish I was as talented as some of you guys at drawing this stuff! I can only rip and import into the game.
-
Just few more paperdolls, some Sectoids variants and Muton variants.
Has anyone considered useing these in a mod to replace/fix all the Muton paperdolls from the base game.
I think your versions are a lot better than the hunched-over/hunchback look of the original graphics.
-
Has anyone considered useing these in a mod to replace/fix all the Muton paperdolls from the base game.
I think your versions are a lot better than the hunched-over/hunchback look of the original graphics.
I dont't know. I'm going to do it eventually myself but it will take some time. I want to do all of them first. But if you want you feel free to do so yourself.
-
Very cool man, compliments the original 90s style well, but fixes the muton's janky body. Hunched over with no core.
Your sectoids are cool as well, I like the psi(???)-tech you have hooked up on one of them
-
The lead vocalist of Massacration doesn't see anything wrong here.
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQxurRY5baeh2pS_K8hCmDPIbOhE-ZdvSaXIiboOhx7beOOeOA8Jg)
(http://geekvox.com.br/wp-content/uploads/2014/02/detonator-do-massacration-posa-para-fotos-com-as-musas-do-metal-ao-chegar-no-vmb-2012-20912-1348200307694_956x500-600x313.jpg)
-
The lead vocalist of Massacration doesn't see anything wrong here.
Haha lol. Hilarious guys, thanks for sharing.
-
We clearly need to distinguish between a Muton Soldier and a Muton Massacrator. :)
And yeah, these Mutons are indeed better. I think they were never intended as hulking brutes (that's nuXCOM for ya), but more like hard to kill predators - heightened senses, agile moves, high vitality. I think Dude's designs convey it better than the original ones.
-
Don't forget mutons did not look quite that squat on VGA monitors back then.
More like this:
(https://s17.postimg.org/orarbtgrf/muton.jpg) (https://postimg.org/image/orarbtgrf/)
Otherwise I agree.
-
An astute observation, Stoddard!
-
Curious how the ufopaedia is made to look like this interface :) is this part of OXCE or a nightly build or something?
Aren't the buttons normally in the top left of the screen?
-
looking at the text i'd guess amiga, but it's possible to mod it to look like that in openxcom
-
(https://dl.dropboxusercontent.com/u/63152810/n/xcom/f/ech/b/neoMuton2b.gif) (https://dl.dropboxusercontent.com/u/63152810/n/xcom/f/ech/b/neoMuton3.gif)(https://dl.dropboxusercontent.com/u/63152810/n/xcom/f/ech/b/neoMuton3c.gif)(https://dl.dropboxusercontent.com/u/63152810/n/xcom/f/ech/b/neoMuton3d.gif)(https://dl.dropboxusercontent.com/u/63152810/n/xcom/f/ech/b/neomuton4a2.gif)
a wizard has cast a curse upon your stash !!
(https://dl.dropboxusercontent.com/u/63152810/n/xcom/f/ech/b/neomuton4EVIL2b.gif) (https://dl.dropboxusercontent.com/u/63152810/n/xcom/f/ech/b/neomuton5b.gif)
HAIL MUTONMAN, DESTROYER OF WORLDS! (and beware his ninja henchmen!!)
-
I know that they are not meant to be mustaches but every time I look at the paper dolls, they look more to me like a certain 1980's B-movie actor instead of Mutons. With the exception of the ninja, which is awesome :)
-
These are cool bloax, look like comic-book action figures, I like the look of the cape on a muton general, would be interesting to see someone mod that in
-
I know that they are not meant to be mustaches but every time I look at the paper dolls, they look more to me like a certain 1980's B-movie actor instead of Mutons. With the exception of the ninja, which is awesome :)
Lol, this is (almost) exactly what I said on Discord too :P
-
Yep, me too. First impression - some dude wearing a suit. His eyes, nose and "mustache" looks too human.
-
Yep, me too. First impression - some dude wearing a suit. His eyes, nose and "mustache" looks too human.
Well, from the description, it's MutonMAN :)
-
Well, from the description, it's MutonMAN :)
You mean Tom Selleck? :P
(http://cdn.chud.com/c/c9/238x374px-LL-c949990d_tom-selleck-runaway-poster.jpeg)
-
Now I know what my sprites were missing all the time - epic moustaches!
Nontheless, I like these designs, but the shiny backlit style don't work in X-Com for me. I will stick to my versions.
-
All three of these are instant classics, sir.
-
The Muton Commander one reminds me of Ming the Merciless, lol
-
This the Reticulan Elder we were looking for!
-
The Muton Commander one reminds me of Ming the Merciless, lol
Completely agree :)
-
Sectoid should appear during vanilla alien-infiltration mission
-
The crazy style is certainly a bit too hi-fi for vanilla XCOM1, yes.
Can't do much about the B-Actor face (isn't that a good thing if anything), there's not much to a Stone Cold Killer expression if the face wearing it is a LUL ABEMAN :---DDD
The mustaches were most definitely missing.
-
The Muton Commander one reminds me of Ming the Merciless, lol
Yep, that's deliberate.
-
Just some guns designs
(http://i.imgur.com/Yhi0yWn.png)
-
Now those are some quality weapons. Got handobs for them too?
-
Not yet, just design brainstorm now. I don't even have an idea what kind of guns they will be. Except the biogun.
-
That's a MiG-25PU, and you may notice the swept, not delta wing, the presense of stabilators and the vertical stabilizers being canted outwards, and also mounted behind the wing and as outwards as possible. Overall being quite beautiful.
What you're missing is that the provided interceptor map sprite has delta wings, while the original interceptor UFOPedia image has swept wings.
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=30826;image)(https://www.ufopaedia.org/images/c/cf/Interceptor.png)
-
Pilot suits paperdolls
(https://i.imgur.com/nh7Irwl.png)
-
Very cool. Or should I say hot?
-
And Spacesuit design:
(https://i.imgur.com/2zbponx.png)
This will replace standard jumpsuit when going to Cydonia in my Zero content mod that under no circumstances adds any new content...
Now all the variant, battlescape sprites, corpses for this and the pilot suit.
-
And Spacesuit design:
So beautiful.
-
I am thinking about remaking Skyranger and Avenger to be more interesting. I made sketches inspired by hangar sprites of the aircrafts and I think it's a way to go. Now just to make the tileset and modify the maps.
(https://i.imgur.com/KBqBdP9.png)
-
Please! Please do it, NeoWorm! Although I consider myself a "purist" when it comes to sprites for X-Com, that Skyranger is to die for!
-
I also agree with the skyranger redesigned
-
WOW, both are amazing, also nice drawing that makes it a lot easier to make it in tileset
-
The new cockpit of the Skyranger reminds me of WW2's Horsa gliders:
(https://ww2aircraft.net/forum/attachments/405966106-jpg.435067/)
-
4 new Males and 4 new Females:
(https://i.imgur.com/cOCQTFV.png)
And Pilot suit for all variants:
(https://i.imgur.com/69A2x63.png)
-
your new faces look amazing, can i use it in the 40k mod?
-
your new faces look amazing, can i use it in the 40k mod?
Same here, I'm always in need of new faces. :)
-
Feel free to do so. This spplies to pretty much anything in this thread.
-
Tried if it would fit X-Com... and it kinda does. 8 rotations, 4 frames of animation + dead sprite. Inventory and Ufopedia will be easy. So another thing to finish later.
(https://i.imgur.com/PER7qwd.png)
By the way can we have an animated 2x2 unit with rotations?
-
y, DR of ciberdisk is animated 2x2 unit with rotations
-
Cyberdiscs' drawing routine just animates the particle effect underneath, but there's a TFTD drawing routine you can use for constant animation of the entire sprite - I don't remember the number, but check under Falko's HWP editor (https://falkooxc2.pythonanywhere.com), there are some examples there.
-
X-com flying drone. I wanted to do quadcopter originally, but coudn't get the rotors right, so I reduced them to two and it looks fine. Feel free to use. I may will eventually make a ruleset for it myself.
Does anyone know an easy way to code the linked resource into game? I tried putting it into a mod and it just came out all corrupted.
-
It's not in a proper spritesheet as drawn, so it has to be edited a bit. However, it's already used in X-Com Files, so you can check that mod to see how Solarius Scorch uses it.
-
Thanks!
-
Floaters paperdolls. Blue one will be the floater scientist/medic inspired by Ufopedia image.. And X-Com Engineer also inspired by Ufopedia image.
(https://i.imgur.com/XdX5YRg.png)
There is also weird alien on UFO navigation Ufopedia image, but he have underminate race. So I didn't decided yet how to use him, but he will come one day.
I also started Tank paperdoll but I am not liking it so far. It will probably need some different approach.
(https://i.imgur.com/2dy9LC6.png)
-
I like that floater "medic".
The human in the alien alloys UFOPedia image looks to me like a scientist using a borescope or other NDI instrument to peer into the internal structure of the meta-material, perhaps to glean information as to how it is constructed. Even if he is an engineer, I don't think they wear those goggles most of the time. Just a hunch.
-
That X-Com engineer is really crispy, I like it.
As for the tank, your paperdoll looks like it's going in the right direction. But if you are interested in a finished sprite, Bloax made a really nice tank inventory pic; it can be found in Piratez.
-
That X-Com engineer is really crispy, I like it.
As for the tank, your paperdoll looks like it's going in the right direction. But if you are interested in a finished sprite, Bloax made a really nice tank inventory pic; it can be found in Piratez.
Imo this tank paper dool looks more correct front, side view for all, also i like more the less contrast pallet more vanilla feel
-
I like the goggles if only due to the anime aesthetic.
And the pilots are awesome on a similar note.
That GITS dude. Reminds me of him.
-
the navigator looks like a cybernetically augmented sectoid with a skin condition
-
Hovertanks are fine, but the normal tanks needs more work.
(https://i.imgur.com/WK3uJCv.png)
EDIT:
I am now trying to add these into the game and... Is there a way to make all the types of tanks have different inventory images? I never before even attempted to modify 2x2 units and especially ones with a turret. What I know is that the hull is defined as an armor and turred type is determined by item. Can't find if there can be more turrets defined and how will the item determine which hull it uses.
-
You need to create more than one tank armors with same spritesheet and different inventory images.
-
I was thinking of a similar thing recently and I strongly suspect it can't be implemented without a new feature being added to OXCE+. My idea was to have weapons change appearance based on which ammo is on them. You're trying to make soldiers change appearance based on which weapon they have. I think these two things could both be done using a similar design feature.
At current, as you already know I'm sure, the tank turret displays separately from the tank chassis on the battlescape. So here's an alternative idea: put the tank's inventory slot on the part where you see the turret, and have its inventory item actually cover the turret so that it looks like it's the turret in place. Possible problem: turret image is too wide to fit in the 2x3 slot, important in order to display in the 2x3 UI slot. Possible solution: shrink the x-axis of the tank to 1/2 size, so that it is vertically elongated in appearance. This distorted tank will look funny but will fit better into the screen space normally occupied by a soldier. The actual turret you see should then fit within the 2x3 inventory slot. Then all you need to do is give tanks a special inventory layout. I think there's already functionality available to have inventory layout dependent on armor.
-
You can't have separate layouts for each armor, but you can fill slots that you don't want to use with useless 'items' that are just black images (the trick used in XCF and Piratez). However, changing an item's or unit's sprite/color based on ammo loaded is definitely possible with scripts - I've written a few to do exactly that.
-
I don't need to change the paperdoll based on used weapon - I am not crazy and I know I have only limited time. I just wanted to change tank inventory images and found out that the tanks are defined in some really crazy way that I hardly understand. Because the inventory image is defined by armor, but all tanks and all hovertanks share the same armor. So making the multiple armors with just different inventory images as was suggested before. But I still don't know how is the chassis determined in the item ruleset.
-
The chassis (armor) is not defined in the item ruleset. The name of the item in the ruleset (e.g. STR_TANK_CANNON) is used to find a unit in the units ruleset with the same name and race; this is the unit that is spawned in the battlescape, using the weapon from the items ruleset. You can therefore change the armor for each type of tank in the units ruleset.
-
The chassis (armor) is not defined in the item ruleset. The name of the item in the ruleset (e.g. STR_TANK_CANNON) is used to find a unit in the units ruleset with the same name and race; this is the unit that is spawned in the battlescape, using the weapon from the items ruleset. You can therefore change the armor for each type of tank in the units ruleset.
Okey, that's the missing piece of information, thanks.
-
Tried if it would fit X-Com... and it kinda does. 8 rotations, 4 frames of animation + dead sprite. Inventory and Ufopedia will be easy. So another thing to finish later.
(https://i.imgur.com/PER7qwd.png)
Alright I did what I could about correcting the palette for use with X-Com: Enemy Unknown.
Unsplit version: (This will not work in OpenXcom, you need the below split one.)
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=45071)
Split version that should be ready for use: (Use: drawing routine 12)
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=45073)
Considering I started with these corrupted images I don't think it turned out too bad.
Corrupted unsplit version:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=45074)
Corrupted split version:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=45076)
-
Looks pretty nice!
-
Some concepts of alien variants I made for fun. Some should be kinda easy to make.
(https://i.imgur.com/RqLebcV.png)
I made an attempt at creating a sprite sheet for one of NeoWorm's interesting units.
Here are three versions of this Cyber Sphere:
Original:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=46081)
With fading light death animation:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=46082)
Animated circular red light motion with final pulse death animation:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=46083)
And here is the FloorOb for the unit's corpse item:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=46084)
If I've done this correctly the death animation should flow into the FloorOb's image position which is 2 pixels below the image in the last frame on the unit's sprite sheet.
The unit sprite sheet should be configured for drawingRoutine 8. (Silacoid (https://www.ufopaedia.org/index.php/Silacoid))
As the Cyberdisc (https://www.ufopaedia.org/index.php/Cyberdisc)'s FloorOb looks a bit more wrecked up on death than this Cyber Sphere does, perhaps it may have a sturdier external hull protecting its delicate alien electronics?
Then again maybe the greater visible damage seen on the Cyberdisc (https://www.ufopaedia.org/index.php/Cyberdisc) is from its own explosive self destruction.
-
Here are an additional three versions that use the drawingRoutine's looping animation to make the Cyber Sphere bob up and down slightly while the unit is not moving.
(Original)
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=46085)
(With death animation)
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=46086)
(With rotating light animation)
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=46087)
That may breath a bit more life into it than just having it hang motionless in the air.
-
Very good work, TheMartian! :o
-
Here are a few images that could potentially be used for the Cyber Sphere's BigOb image.
These are modified images based on The_Funktasm's Blaster Seeker BigOb image that can be found here:
The_Funktasm's Crap-U-Copia (https://openxcom.org/forum/index.php/topic,4983.msg74194.html#msg74194)
For reference here is The_Funktasm's original Blaster Seeker image:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=46117)
Cyber Sphere BigOb Set:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=46119)
Personally I think version 8 looks the most like a downed Cyber Sphere:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=46118)
All 8 versions are included in the Cyber_Sphere_BigObs.zip file attached to this post.
-
Provided some bigobs attached here from the first post, but the sprites on the sixth page are superultracool! (https://openxcom.org/forum/index.php/topic,2732.msg84737.html#msg84737)
Edit: merged the handguns and even created a shotgun, attached
-
Hi everybody, I kinda never released some sprites I was hogging for far too long.
So here you go, feel free to use anything.
Fireman axe, flare (unused and burning), combat hatchet, breach hammer have only inventory sprites
Bow should have all it's sprites (I am not sure if didn't posted it already somewhere else)
Combat drugs, first aid kit, big stimpack and small stimpack have inventory and floor sprites.
I think I had working mod for those but I can't find it.
Flechette guns are kinda meh, but somebody may find use for them.
-
An improved Snakeman and Floater paperdolls. Modified Floater battlescape sprites, corpse and floorob.
-
Flechette guns are kinda meh, but somebody may find use for them.
I think your Flechette Rifle is pretty cool.
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=53013)
An improved Snakeman and Floater paperdolls. Modified Floater battlescape sprites, corpse and floorob.
Excellent inventory paperdolls! (https://openxcom.org/forum/Themes/InsidiousV1-k/images/post/thumbup.gif)
I also like that the Floater now has eyes on its Unit Sheet:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2732.0;attach=53014)
-
Some concepts of alien variants I made for fun. Some should be kinda easy to make.
(https://i.imgur.com/RqLebcV.png)
That sectoid in power armor looks really awsome!
What would you say about making it with vanilla sectoid inside?
-
That is a vanilla sectoid inside it.
-
Yep. Would be a very interesting unit - high armored melee sectoid with psionic =)
-
I had idea of having second Sectoid race that would appear later in game and would be on level of Ethereals. Some kind of variour caste of sectoids compared to scouts from the begining. All their soldiers would be these mechs. If you destroy it, out jumps armed Sectoid soldier so you have to kill each unit effectively twice. Medics and Engineers would be buffed too and they would have both Leader and Commander with psionics on level of Ethereals. Only the Navigators would be kinda weak. Also intead of cyberdisc, they would have those cyberspheres that would work similarly to cyberdiscs, only smaller and faster. Maybe armed with blaster :-)