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Messages - MFive

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31
@Fox105iwsp

this mod looks amazing, i greatly look forward to seeing it finished, i had thought a psionic armour would be cool

32
Work In Progress / Re: Help: make aliens melee consisntently
« on: April 03, 2014, 01:08:52 am »
honestly, i have no idea but i think their might be an AI 'weight ' that you can put on guns to make them more likely to attack stuff, and at very least you can use chryssalid AI, that should work

33
Resources / Re: My First Sprite
« on: April 03, 2014, 01:05:51 am »
When you get Photoshop to play around with the graphics (notice "when" as opposed to "if" :P), you can use this attached palette to make sure it will work.

yea, i should really get photoshop, but for now paint.net or gimp will have to work, and thanks a ton for the color palette, that will help alot :D

This thread might help: https://openxcom.org/forum/index.php?topic=1557.0

yes this thread has helped alot, thanks for the help

I need to do the hand sprites for this gun at some point too, basically just strap a scope on top of the original Laser Rifle and maybe add a pixel or 2 to lengthen the barrel... Huh I might even release it as a standalone mod so you can wait till I do that... or take the fight to the enemy and do it yourself :)

i might use yours if you don't mind, but i would like to figure out how to do this, i have plans for other sprites if i can get this to work for me, thanks for the offer

"blue laser" ??

What is the ruleset trick to manage laser beal color ?

erm, i am not sure what you mean by ruleset trick, but i had meant that i could't find a laser sniper rifle sprite that was blue and not red

thanks guys for all of your help and input on this

34
Resources / Re: My First Sprite
« on: April 02, 2014, 09:07:49 am »
you need to use PS or another program to set the color to 8 bit and  the custom palette. use the battlescape palette

regretibly i do not have photoshop(PS i assume), i do have paint.net and gimp iirc gimp can change the pallet and found instructions here
https://openxcommods.weebly.com/bb_tools.html
to do this, but i have no 'frame of referance' to get the pallet from i also noticed that paint.net can also change pallet, but again, i have no pallet

i converted the file via bomb blokes tools, which i fear has altered the pallet of all of the files that it converts

You're wrong Sir, I've made one long time ago :)



that looks awesome!(and similar to the one i kinda 'butchered') but even if i get the pallet fixed, i fear that i will be incapable of making the rotating sprites(their name escapes me) due to lack of skill, as most that i see look very different from the original

thanks to both of you guys for the input

35
Resources / My First Sprite
« on: April 02, 2014, 05:05:44 am »
i made (modified) this laser sniper rifle with the scope being Solarius Scorch's Item Levels more variability

this BigOb is based off of the laser sniper rifle, i made it because i could not find any blue laser sniper rifles, so i decided to try making my own

let me know if i got the color pallet right, and what you think about the spirit

EDIT: i noticed in my in-game use of the sprite, the color pallet does not seem to work, it looks like tye-dye any help or advice on this?

36
Work In Progress / Re: armour damage modifier help
« on: March 30, 2014, 06:40:00 am »
When in doubt, check the wik

i never knew OXC had its own section on the UFOpedia, thats awesome! i will have to study it, thanks a ton!

37
Work In Progress / armour damage modifier help
« on: March 30, 2014, 06:25:41 am »
what do all of these numbers represent? from what i gather they modify the damage your soldier takes, but are high numbers bad? i would assume that 1 is standard damage and that 0.0 is no damage taken, i.e, immune to that damage type

Quote from: Personal Armour
    damageModifier:
      - 1.0
      - 1.0
      - 0.8
      - 1.0
      - 1.0
      - 1.0
      - 0.9
      - 1.0
      - 1.1
      - 1.0

can someone help me with which damage types they represent and or weather i am wrong in my thinking in the way that the damage modification works?

38
Troubleshooting / Re: Battle Generator glich
« on: March 30, 2014, 05:56:04 am »
thats fixed it, thanks!

i also love the new UI, fantastic work!

39
Troubleshooting / Battle Generator glich
« on: March 30, 2014, 12:41:57 am »
When you generate a battle scape mission from the main menu, you cannot select armours for your soldiers, there is simply 'none' as option

let me know if you want save

Git: 2014-03-29 2329

EDIT: Additionally you cannot change the craft that you load your soldiers into

40
Work In Progress / Re: UFO upgrades
« on: March 26, 2014, 12:44:54 am »
@ Luke83

i don't know if you are still working on this mod or not, but i have some funny pics for you

https://i.imgur.com/J7R70nQ.png
https://i.imgur.com/gLSc97D.png

basicly, my skyranger landed INSIDE of a terror ship

it would be cool for this to be a feature, but i would prefer smoke and fire around the ship(we did just shoot it down after all :) )

41
Work In Progress / Re: UFOpedia questions
« on: March 24, 2014, 04:02:32 am »
i had forgot that i needed a picture for the ufopedia, that will probably fix it, thanks

42
Work In Progress / UFOpedia questions
« on: March 23, 2014, 10:52:52 pm »
I am working on my mod, and when i research my item, it crashes when i try to view the UFOpedia

UFOpedia part
Quote
ufopaedia:
  - id: STR_AI_Moduel
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_AI_Moduel_UFOPEDIA
    requires:
      - STR_AI_Moduel

extraStrings part
Quote
extraStrings:
  - type: en-US
    strings:
      STR_AI_Moduel: AI Moduel
      STR_AI_Moduel_UFOPEDIA: Designed to be similer to the Mind Probe, the AI moduel allows the user to controle a device at the other end of the connection.

i know there are typos in the entry but i will fix that later

let me know if there is any other info that you want about the mod

any help would be great

43
Work In Progress / Re: [HWP/BETA] X-COM Enforcer
« on: March 20, 2014, 06:53:10 am »
i have to say i am very, very impressed with this mod, the requirements are so high it fells very vanilla, which is a good thing  ;D

do you have full grafix for the other two versions? they could be used as variants

the one on the far left, the big one, i was thinking would make a good 'heavy' version and the one on the right would be cool for a flying one

can they use Psy-Amps? they are machines so i would think they should't be able to but i was wondering

i also ask your permission to incorporate into my mod-pack that i have been accumulating over time, intigrating and balancing the mod with the others in the pack

44
Work In Progress / Re: Better graphics guide
« on: March 19, 2014, 07:18:58 am »
SABR is nice, but i prefer the HQ4X shader, it seems to provide a 'crisper' image

45
Released Mods / Re: [WEAPON] Clips for laser weapons
« on: March 13, 2014, 05:33:19 am »
Well now it kinda works. But the ufopaedia is still wierd. I have no idea how to solve it.  :-\

how did you fix/change it? was it the UFOpaedia braking it?

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