OpenXcom Forum

Modding => Resources => Topic started by: bulletdesigner on December 16, 2016, 09:50:57 pm

Title: Bulletdesigner shipyard
Post by: bulletdesigner on December 16, 2016, 09:50:57 pm
Greetings friends, i just fall in love with some craft , and so i decided to open a shipyard for all,
are some images from the crafts that will be available for download in ask
Reworked this post so newcomer´s can also use this resources ( most images got excluded from service)
Title: Re: Bulletdesigner shipyard
Post by: ohartenstein23 on December 16, 2016, 10:08:35 pm
Wow, those are some good looking jets!  Keep this coming!
Title: Re: Bulletdesigner shipyard
Post by: Yankes on December 16, 2016, 10:39:34 pm
random thought: made tile set that represents opened cockpit?
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on December 16, 2016, 11:54:52 pm
Great work man, and quite useful too!
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on December 19, 2016, 05:14:55 pm

random thought: made tile set that represents opened cockpit?
challenge accepted with floor tile so solider can spawn

jet
(https://s27.postimg.org/wpy7l1673/PLANE7.gif) (https://postimg.org/image/wpy7l1673/)

predator
(https://s27.postimg.org/s5c163mhr/PLANE59.gif) (https://postimg.org/image/s5c163mhr/)

18+ troop variant
(https://s27.postimg.org/ub6c0lpy7/PLANE469.gif) (https://postimg.org/image/ub6c0lpy7/)
Title: Re: Bulletdesigner shipyard
Post by: Yankes on December 19, 2016, 08:48:03 pm
Great :)

one small nick piking, last step of ladder look bit strange, it would probably look better without it.
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on December 20, 2016, 10:22:04 pm
latest models ready to fly
plane2
(https://s29.postimg.org/9m673e2xf/PLANE2.gif) (https://postimg.org/image/9m673e2xf/)
plane3
(https://s29.postimg.org/6tczjd2kz/PLANE3.gif) (https://postimg.org/image/6tczjd2kz/)
plane4
(https://s29.postimg.org/a1hgweour/PLANE4.gif) (https://postimg.org/image/a1hgweour/)
plane5
(https://s29.postimg.org/fe6bajcr7/PLANE5.gif) (https://postimg.org/image/fe6bajcr7/)

Troop deployment only for 3 units on transports / 1 unit on jets no tank

mod with those four
https://drive.google.com/file/d/0B3EJsib7nOiIZTAzdlhNTkJHbVE/view?usp=sharing
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on December 20, 2016, 11:29:17 pm
You're so good with this...

Hey, so why not also make a truck?

We already have a car and a van (by Hobbes), but no truck or bus! They would add a lot to the cities. And it would be cool if you could get inside from the back.
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on December 21, 2016, 12:19:55 pm
You're so good with this...

Hey, so why not also make a truck?

We already have a car and a van (by Hobbes), but no truck or bus! They would add a lot to the cities. And it would be cool if you could get inside from the back.

whats the mcd names of the van and the car? i probably have it around in some mod already downloaded. easy to start with something than from scratch
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on December 21, 2016, 03:34:19 pm
Here they are, see the attachment.

They are recoloured by me, but otherwise it's the original Hobbes' design. I added the green tiles too.
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on December 21, 2016, 04:42:51 pm
instructions unclear on making a truck end up with a bulldozer!
(https://s30.postimg.org/51zogkwdp/bull.png) (https://postimg.org/image/51zogkwdp/)
Title: Re: Bulletdesigner shipyard
Post by: ohartenstein23 on December 21, 2016, 04:45:26 pm
It's a kind of truck, right?
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on December 21, 2016, 04:53:07 pm
It's a great Leman Bulldozer all right!
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on December 21, 2016, 10:34:07 pm
bulletdesigner construction yard! ;D
(https://s23.postimg.org/5hb32i01j/truck.png) (https://postimg.org/image/5hb32i01j/)
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on December 21, 2016, 11:30:34 pm
Wow... Do as many as you want, I'll take them all!
Title: Re: Bulletdesigner shipyard
Post by: Dioxine on December 21, 2016, 11:31:46 pm
Rhino Bulldozer pattern for the win! Can you make one with Cult of the Machine iconography? :)
Title: Re: Bulletdesigner shipyard
Post by: Hobbes on December 22, 2016, 03:12:54 am
whats the mcd names of the van and the car? i probably have it around in some mod already downloaded. easy to start with something than from scratch

The original van and car (original sprites by Nachtwolf to use in UFO2000) can be found in the DAWNURBAN tileset (there's also a black van version on the AREA51A4 tileset), which can be found either on my Terrain Pack or Area 51 mods. 

bulletdesigner construction yard! ;D
(https://s23.postimg.org/5hb32i01j/truck.png) (https://postimg.org/image/5hb32i01j/)

I've been looking for a military vehicle for Area 51 terrain for a long time... :)
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on December 22, 2016, 11:04:08 pm
Thanks for the info Hobbes, I'll credit Nachtwolf.

EDIT:

Bullet Designer, I checked these shiny planes and they have faulty RMP files - at least my mapView says so. If you want, I can fix it for you.
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on December 23, 2016, 12:58:45 am
the convey almost done !

(https://s29.postimg.org/fnmmlo437/CONS.gif) (https://postimg.org/image/fnmmlo437/)


EDIT:

Bullet Designer, I checked these shiny planes and they have faulty RMP files - at least my mapView says so. If you want, I can fix it for you.

(https://s29.postimg.org/vknm22ysj/screen014.png) (https://postimg.org/image/vknm22ysj/)
STR_map_gen_error
Fix it if you can! the planes are for everyone
i pay´d no attention to the Rmp files  :P i used the lightning one for all , same metric 10x20, but yeah xcom reported a bug on map but it work for the test
Title: Re: Bulletdesigner shipyard
Post by: Yankes on December 23, 2016, 01:19:48 am
Some thing is wrong with tires, they look like they were not orthogonal to ground.

Aside from that rest look very good.
Title: Re: Bulletdesigner shipyard
Post by: HelmetHair on December 23, 2016, 01:49:25 am
Can we have a Semi or a panel truck  that fits like 10-12 dudes?

Or an extended cab pick up that has two on the ground and four in the bed? 6 dudes

Or a motor cycle ? 1 dude
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on December 23, 2016, 02:58:40 am
Bullet, I started working on the routes, but I don't really understand your intentions... The nodes you had are just random, inside walls, etc. Not sure how they're supposed to be. I made one, please tell me if it's correct.
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on December 23, 2016, 12:42:01 pm
Bullet, I started working on the routes, but I don't really understand your intentions... The nodes you had are just random, inside walls, etc. Not sure how they're supposed to be. I made one, please tell me if it's correct.
i had no intentions they were on place of lightning (i just copy pasted the RMP for the test).. your´s is correct

Some thing is wrong with tires, they look like they were not orthogonal to ground.
true i will look into it

Can we have a Semi or a panel truck  that fits like 10-12 dudes?
Or an extended cab pick up that has two on the ground and four in the bed? 6 dudes
Or a motor cycle ? 1 dude

i will see what i can do, i will do some more vehicles.. but the panel truck is kind of hard because its a small vehicles, does not have the scale to fit a guy like in the Nachtwolf van (i think its a panel truck)

Rhino Bulldozer pattern for the win! Can you make one with Cult of the Machine iconography? :)
sure
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on December 23, 2016, 09:21:05 pm
Merry cristmas everyone
(https://s27.postimg.org/ck1devr8f/CONS.gif) (https://postimg.org/image/ck1devr8f/)
Title: Re: Bulletdesigner shipyard
Post by: davide on December 23, 2016, 10:40:50 pm
+10
 ;D

Please, take a look at
https://openxcom.org/forum/index.php/topic,5097.msg76597.html#msg76597 (https://openxcom.org/forum/index.php/topic,5097.msg76597.html#msg76597)

Some cars concept from JA 2:
Title: concept cars
Post by: davide on December 23, 2016, 11:12:27 pm
other cars
Title: Re: concept cars
Post by: Solarius Scorch on December 23, 2016, 11:21:24 pm
other cars

What game are these from?
Title: Re: Bulletdesigner shipyard
Post by: davide on December 23, 2016, 11:27:31 pm
All images come from  Jagged Alliance 2

Title: Re: Bulletdesigner shipyard
Post by: davide on December 23, 2016, 11:32:28 pm
Bulletdesigner I apologize for put all these images into your thread ...

The enthusiasm led me to overdo it :o

Probably the other topic "Graphic Galley" could be better.

Solarious if you prefer to delete/move mine posts I understand perfectly

Sorry again
 :-[
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on December 23, 2016, 11:35:01 pm
All images come from  Jagged Alliance 2

OK, thanks.
There's so much good, useful stuff in here. Not just nice sprites, but sprites that'd actually fit XCom.

Bulletdesigner I apologize for put all these images into your thread ...

The enthusiasm led me to overdo it :o

Probably the other topic "Graphic Galley" could be better.

Solarious if you prefer to delete/move mine posts I understand perfectly

Sorry again
 :-[

It's fine, these pics are on topic here. And also, the gallery is for X-Com graphics, and these aren't X-com graphics yet.
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on December 24, 2016, 09:51:38 pm
ok now that i have several sprites i have a serious question ! why no one do this?
(https://s27.postimg.org/7ldb5zp8v/5d7f60b37a035fa9e3247322236c1fb0.png) (https://postimg.org/image/7ldb5zp8v/)
convert to xcom pallet take a hummer
(https://s27.postimg.org/l3k7ia1e7/process_1.jpg) (https://postimg.org/image/l3k7ia1e7/)
do process 1 resizing hummer to grid and  copy  paste to sprite sheet

(https://s27.postimg.org/ks2r5iky7/process_2.jpg) (https://postimg.org/image/ks2r5iky7/)
do process 2

why no one do this? or someone is doing it and not telling the secret!total process time 5 minutes with the grid in place
also i know that this sprites help and there are many more
https://www.kgdesigns.ru/posts/illustrations/pixel-art-1/
Title: Re: Bulletdesigner shipyard
Post by: Dioxine on December 24, 2016, 11:43:24 pm
There was always something more pressing to do :)

Also, this still needs some extra work, to add insides in case one of tiles gets destroyed.

Great stuff you're doing here!
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on December 25, 2016, 12:48:50 am
Can you explain the last step more? I can see you have a grid made for this, can you perhaps share it?

I remember wanting to do something like this in the past, but couldn't come up with a working method.
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on December 25, 2016, 02:55:03 pm

Also, this still needs some extra work, to add insides in case one of tiles gets destroyed.


 That´s true but having the model helps a lot , or do it like the original just one color and we are good to go

well but im not lazy so here is hummer anatomy
(https://s30.postimg.org/qtn390tzh/HUMMER.jpg) (https://postimg.org/image/qtn390tzh/)

(https://s30.postimg.org/b9fpihjv1/HUMMER2.jpg) (https://postimg.org/image/b9fpihjv1/)

the grid .psd downlad
https://drive.google.com/open?id=0B3EJsib7nOiITGdwYU5Oc0EyUFk

just select the color and copy past the body part to sprite sheet , i have put there some model´s on scale
i will do that striker :D soon enough

(https://s30.postimg.org/k1wo664zx/HOW_IT_WORKS.jpg) (https://postimg.org/image/k1wo664zx/)



Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on December 25, 2016, 03:07:59 pm
So you pick the colour you want, select it, then toggle its visibility off and use it as a mask to copy the content? That's clever!

Many thanks BD, this is invaluable.
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on December 25, 2016, 09:41:36 pm
No shadow ingame makes it a bit dull, also need retouch on all limits 
(https://s23.postimg.org/uqs2q0h6v/screen015.png) (https://postimg.org/image/uqs2q0h6v/)

(https://s23.postimg.org/xywk323gn/striker.jpg) (https://postimg.org/image/xywk323gn/)
striker bowls
Title: Re: Bulletdesigner shipyard
Post by: HelmetHair on January 01, 2017, 02:13:51 pm
Oh this is great!
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 02, 2017, 01:32:52 am
a tractor a porche and some bikes
(https://s27.postimg.org/kgouhlvnj/screen018.png) (https://postimg.org/image/kgouhlvnj/)
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on January 02, 2017, 02:40:46 pm
Whoa, looks great. I'm totally ditching my boring sedan when Porsche is released. :)
Title: Re: Bulletdesigner shipyard
Post by: stepbystep on January 02, 2017, 05:10:37 pm
That's incredibly cool bulletdesigner. Top notch!

Now all we need is to be able to jump in the porsche mid-mission and then run down units with it.

Combine with the zombie urban maps in xpiratez.

BOOM!

 ;D

p.s. ( "BOOM!" is the sound of a mind exploding )
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 03, 2017, 08:08:00 pm
I got a bit carried away

(https://s30.postimg.org/4ygd94fq5/screen020.png) (https://postimg.org/image/4ygd94fq5/)

(https://s30.postimg.org/tgd2ar7od/XARMY.gif) (https://postimg.org/image/tgd2ar7od/)

well now we can have a hightway map
also made the grid file more correct so the job becomes more ez, the main reason for the mass produced cars
https://drive.google.com/open?id=0B3EJsib7nOiITGdwYU5Oc0EyUFk
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 12, 2017, 10:17:20 pm
New ship on the works

(https://s23.postimg.org/ytoul88t3/OSPREY.gif) (https://postimg.org/image/ytoul88t3/)

(https://s23.postimg.org/yuysenamv/SHOT.png) (https://postimg.org/image/yuysenamv/)

the only prob it requires a 20x20 map haven´t tested yet
Title: Re: Bulletdesigner shipyard
Post by: Hobbes on January 13, 2017, 12:24:36 am
the only prob it requires a 20x20 map haven´t tested yet

This is not that much of a problem - it will take more space when landed than vanilla craft but otherwise there shouldn't be any major issues. Great work btw
Title: Re: Bulletdesigner shipyard
Post by: davide on January 13, 2017, 12:26:24 am
New ship on the works

the only prob it requires a 20x20 map haven´t tested yet

In general, there are not issue on 20x20 craft map.

It cannot landing only on specific maps such as TFTD Cruise/Cargo ship maps
Title: Re: Bulletdesigner shipyard
Post by: Hobbes on January 13, 2017, 03:53:44 am
In general, there are not issue on 20x20 craft map.

It cannot landing only on specific maps such as TFTD Cruise/Cargo ship maps

Another issue is that with a 20x20 craft will occupy 1/4 of the available map area in a 40x40 battlescape and it will be easier to determine the UFO's location or land right new to it. Some modded terrains might have issues if they were designed for 20x10 or 20x10 craft. This is something that the modder can solve through map generation rules or terrain redesign though.
Title: Re: Bulletdesigner shipyard
Post by: davide on January 13, 2017, 08:35:31 am
Another issue is that with a 20x20 craft will occupy 1/4 of the available map area in a 40x40 battlescape and it will be easier to determine the UFO's location or land right new to it. Some modded terrains might have issues if they were designed for 20x10 or 20x10 craft. This is something that the modder can solve through map generation rules or terrain redesign though.

Yes, you explain it better then me. :-[

I suppose that you use the APC pseudo-craft to solve similar contraint on special terrains
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 17, 2017, 11:00:40 pm
OSPREY almost done , final polish details

(https://s24.postimg.org/n4em0oik1/screen021.png) (https://postimg.org/image/n4em0oik1/)

(https://s24.postimg.org/aeadnlalt/screen022.png) (https://postimg.org/image/aeadnlalt/)

Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on January 18, 2017, 01:32:55 am
So cool! Does it carry people?
Title: Re: Bulletdesigner shipyard
Post by: MKSheppard on January 18, 2017, 02:49:13 am
Actually, this would make a great *starting* transport for XCOM.

V-22 is 1988~ era technology; and it cruises at 550 km/h; compared to the Skyranger's 760 km/h.
Title: Re: Bulletdesigner shipyard
Post by: Hobbes on January 18, 2017, 03:34:06 am
Actually, this would make a great *starting* transport for XCOM.

V-22 is 1988~ era technology; and it cruises at 550 km/h; compared to the Skyranger's 760 km/h.

I wanted an V-22 to replace the Skyranger as the starting craft for the Terminator total conversion that I've been putting together. This is just what I needed :)
Title: Re: Bulletdesigner shipyard
Post by: davide on January 18, 2017, 10:15:24 pm
I wanted an V-22 to replace the Skyranger as the starting craft for the Terminator total conversion that I've been putting together. This is just what I needed :)

that good news!!! :P

Unity is strength!!! ;)
Title: Re: Bulletdesigner shipyard
Post by: Dioxine on January 18, 2017, 11:53:01 pm
Top-notch work as always, already made a variety of fighters from the PLANE2 tileset for Piratez, all look great. And Osprey was sorely needed - many people dreamt about a X-Com helicopter, and Osprey is just as good.
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on January 18, 2017, 11:54:26 pm
many people dreamt about a X-Com helicopter, and Osprey is just as good.

Yeah, that's what I've wanted too... I stole X-Ops' unused Dragonfly instead, but this is something much closer to my initial ideas!
Title: Re: Bulletdesigner shipyard
Post by: Testbox360 on January 19, 2017, 08:22:47 pm
I'd seriously love a mod that adds more craft types. Like one that can fit 20+ guys. I like yuuuge battles.
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 20, 2017, 05:06:20 pm
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE

Hangar file updated with the V22 / 4 planes / xarmy ( urban and combat veicules)

enjoy
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on January 20, 2017, 05:25:13 pm
Thanks!

We're in for a wild night...
Title: Re: Bulletdesigner shipyard
Post by: Hobbes on January 20, 2017, 08:36:20 pm
Hangar file updated with the V22 / 4 planes / xarmy ( urban and combat veicules)

enjoy

Sweet!!!!  ;D

(https://dl.dropboxusercontent.com/u/18824603/Area%2051/AREA51_34.png)

You read my mind and even added the wheels... :)

I was considering adding them myself, although I was going to try something different to see if they could only be 4-6 pixels high by tweaking the values on the MCD files.

This is a V-22 pic already converted to use on the UFOPaedia

(https://dl.dropboxusercontent.com/u/18824603/Area%2051/V-22_Osprey.png)
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on January 20, 2017, 08:42:51 pm
Thanks Hobbes, that's nice.
Title: Re: Bulletdesigner shipyard
Post by: Hobbes on January 20, 2017, 09:19:01 pm
Line of fire/sight bug. The soldier inside the cockpit was reaction fired and hit by the MIB guy on the left and neither soldier can see the MIB

(https://dl.dropboxusercontent.com/u/18824603/Area%2051/screen190.png)

And the aliens can spot all the units inside the V-22 through the cockpit...

(https://dl.dropboxusercontent.com/u/18824603/Area%2051/screen191.png)

...while XCom can't see a thing :)

(https://dl.dropboxusercontent.com/u/18824603/Area%2051/screen193.png)

Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 20, 2017, 09:30:48 pm
usualy if that happens it´s because i miss someting on the pink brick MCD  and  the LOS of xcom is on the head , let me explain with paint

(https://s29.postimg.org/ikqr04fgz/what_happens.png) (https://postimg.org/image/ikqr04fgz/)

i got to use the LOS screenshot  from enemy POV to see what brick is missing
Title: Re: Bulletdesigner shipyard
Post by: Hobbes on January 20, 2017, 10:03:00 pm
(https://dl.dropboxusercontent.com/u/18824603/Area%2051/fpslook002.png)

And this is the alien looking at the Osprey

(https://dl.dropboxusercontent.com/u/18824603/Area%2051/screen195.png)
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 21, 2017, 03:24:33 pm
yeah mcd 39 slip by unoticed   :P and a lot of those
(https://s28.postimg.org/9stmsk1xl/mcd_39.png) (https://postimg.org/image/9stmsk1xl/)

Thks for the shot, i will reaupload corrected asap

(https://s28.postimg.org/t7mhlzqbd/fpslook000.png) (https://postimg.org/image/t7mhlzqbd/)

(https://s28.postimg.org/7mheydtkp/fpslook001.png) (https://postimg.org/image/7mheydtkp/)

(https://s28.postimg.org/e1gfv20ah/fpslook002.png) (https://postimg.org/image/e1gfv20ah/)

(https://s28.postimg.org/yzmlt5055/fpslook003.png) (https://postimg.org/image/yzmlt5055/)


all correct now ( still 2x2 units wont go down the ramp dunno)
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE
Title: Re: Bulletdesigner shipyard
Post by: HelmetHair on January 21, 2017, 07:33:45 pm
This is such excellent work.

Would you consider making a few helicopters? like a UH-1 Huey, Hind, or a Kiowa? I think their cool as hell and there is a distinct lack of helicopters in OXC.
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 23, 2017, 01:56:41 am
Would you consider making a few helicopters? like a UH-1 Huey, Hind, or a Kiowa? I think their cool as hell and there is a distinct lack of helicopters in OXC.

maybe down the road , next one will be 40k stormtalon. but if i fall in love with a heli, initially i was planning a Chinook but was no isometric to be found on google, i have isometric attack copters but you rarely seen those in xcom action map
Title: Re: Bulletdesigner shipyard
Post by: HelmetHair on January 24, 2017, 05:18:13 pm
maybe down the road , next one will be 40k stormtalon. but if i fall in love with a heli, initially i was planning a Chinook but was no isometric to be found on google, i have isometric attack copters but you rarely seen those in xcom action map


lol 40K  :)
Title: Re: Bulletdesigner shipyard
Post by: Hobbes on January 24, 2017, 07:25:34 pm
all correct now ( still 2x2 units wont go down the ramp dunno)

On the PLANE3.MCD file change the BigWall:33 setting to 0 and that fixes the issue. Don't ask my why it works on the Skyranger with that setting activated because I have no idea :)

One thing I noticed is that you haven't defined the .RMP route nodes for the Osprey. You want me to do them?
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 24, 2017, 08:43:11 pm
On the PLANE3.MCD file change the BigWall:33 setting to 0 and that fixes the issue. Don't ask my why it works on the Skyranger with that setting activated because I have no idea :)

One thing I noticed is that you haven't defined the .RMP route nodes for the Osprey. You want me to do them?

ho i see, i thougt about that bigwall issue, but i check back in plane.mcd and copy it to dismiss trouble

sure help is always appreciated !
Title: Re: Bulletdesigner shipyard
Post by: Hobbes on January 24, 2017, 10:18:15 pm
ho i see, i thougt about that bigwall issue, but i check back in plane.mcd and copy it to dismiss trouble

sure help is always appreciated !

Yeah, I first checked PLANE.MCD and noticed it also had BigWall so I initially dismissed it. But then I decided to try to send a Reaper up the ramp and it was able to climb the first and second parts of the ramp so the issue had to be with the 3rd part. However, I have no idea why BigWall is used so this *solution* might have unintended consequences, although both the Avenger/Lighting don't use BigWall either.

I've attached the .RMP file to this post
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 26, 2017, 10:24:33 pm
thks hobbes

meanwhile i made my best work yet
(https://s29.postimg.org/eomffya1v/STORMT.gif) (https://postimg.org/image/eomffya1v/)
only 18 mcd with full interior on all blocks
Title: Re: Bulletdesigner shipyard
Post by: HelmetHair on January 28, 2017, 06:53:42 pm
Looking good so far :) Seeing this stuff is really exciting for me.
Title: Re: Bulletdesigner shipyard
Post by: Thirsk on January 28, 2017, 10:41:07 pm
These. Ships. Are. Awesome... Keep up the good work!

Sent from my SM-N910F using Tapatalk

Title: Re: Bulletdesigner shipyard
Post by: Thirsk on January 31, 2017, 03:39:22 pm
Plane 4 seems to have a bad node #0...which is a shame since it looks amazing! Can anyone fix it?
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on February 01, 2017, 02:05:20 am

Plane 4 seems to have a bad node #0...which is a shame since it looks amazing! Can anyone fix it?
i´ve corrected the routes of plane 3 4 5 try it now
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE
Title: Re: Bulletdesigner shipyard
Post by: Thirsk on February 01, 2017, 02:19:20 am
i´ve corrected the routes of plane 3 4 5 try it now
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE

Thanks but unfortunately it's still showing the errors. If it helps this is what the log reads:

Bad node in RMP file: ROUTES/PLANE3.RMP Node #0 is outside map boundaries at X:5 Y:252 Z:251. Culling Node.
Bad node in RMP file: ROUTES/PLANE4.RMP Node #0 is outside map boundaries at X:5 Y:252 Z:251. Culling Node.
Bad node in RMP file: ROUTES/PLANE5.RMP Node #0 is outside map boundaries at X:5 Y:252 Z:251. Culling Node.

EDIT: Is there any way to hide these map error warnings? I don't mind playing with the errors, except the warning display is very distracting...
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on February 01, 2017, 12:08:39 pm
ho i see there is a node outside the boundaries witch i cant see in mapview ! try this time i´ve replaced the rmp by the plane 2 and did the xcom node again
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE
Title: Re: Bulletdesigner shipyard
Post by: Meridian on February 01, 2017, 02:59:37 pm
EDIT: Is there any way to hide these map error warnings? I don't mind playing with the errors, except the warning display is very distracting...

I'll probably implement some automated check soon for all maps, so that modders can check it and don't need reports from players...
Title: Re: Bulletdesigner shipyard
Post by: Thirsk on February 01, 2017, 03:55:05 pm
I'll probably implement some automated check soon for all maps, so that modders can check it and don't need reports from players...

Ahh that would be grand and it would definitely speed up the modding process for everyone, thanks Meridian!

EDIT: There's this other craft I found (Tactical Lightning) but hasn't been updated in over a year with the same problematic node out of map boundaries, so comes up with the map error warning in battlescape...sadly I failed at fixing it.. so in cases like these I really wish there was an option to hide or disable the error warning..

--- posts merged - Solarius Scorch ---

ho i see there is a node outside the boundaries witch i cant see in mapview ! try this time i´ve replaced the rmp by the plane 2 and did the xcom node again
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE

Perfect! All planes are now working, you're a legend!!

But now that my favourite plane 4 is working....I'll have to re-do my technology tree :-\
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on February 04, 2017, 07:15:40 pm
Bullet Designer, can you explain further how to use your grid.psd? I thought I understood, but it turns out I didn't.
How are you supposed to select parts for one tile? I would understand if one tile equalled one colour, but this is not the case - each side of the box has a different colour.
Why is the grid so fuzzy? I can't use it for measurement. It was clearly not meant for this, but I don't know what else I could do.
Title: Re: Bulletdesigner shipyard
Post by: Thirsk on February 05, 2017, 03:57:41 am
Also no pressure but how is the awesome new plane coming along..can't wait to try it!
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on February 06, 2017, 01:28:37 am
Bullet Designer, can you explain further how to use your grid.psd? I thought I understood, but it turns out I didn't.
How are you supposed to select parts for one tile? I would understand if one tile equalled one colour, but this is not the case - each side of the box has a different colour.
Why is the grid so fuzzy? I can't use it for measurement. It was clearly not meant for this, but I don't know what else I could do.

i made a new file with perfect grid and the 3 levels !
https://drive.google.com/open?id=0B3EJsib7nOiITGdwYU5Oc0EyUFk
step by step images for 1 level only
(https://s29.postimg.org/9pl875w77/step_1.png) (https://postimg.org/image/9pl875w77/)
use magic wand for first 3 colors

(https://s29.postimg.org/oa2b1zr5v/step_2.png) (https://postimg.org/image/oa2b1zr5v/)
detach or copy paste

(https://s29.postimg.org/rys01h16r/step3.png) (https://postimg.org/image/rys01h16r/)
for 2 middle colors

(https://s29.postimg.org/hxn5s5o3n/step_4.png) (https://postimg.org/image/hxn5s5o3n/)
for 2 end color

import to sheet on a square bondoury premade 
(https://s29.postimg.org/s8ziktfsz/step_5.png) (https://postimg.org/image/s8ziktfsz/)

use in mcd tool
(https://s29.postimg.org/xyfr54lz7/step_6.png) (https://postimg.org/image/xyfr54lz7/)

hope it helps
for 3 levels its a bit more complex but the file was grid in place and blocks also
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on February 12, 2017, 04:09:35 am
Many thanks! I'll give it a try.

EDIT: Can you elaborate on this step?

Quote
detach or copy paste

We've been at it with Dioxine for 2 hours and we have no idea what you did there.
Title: Re: Bulletdesigner shipyard
Post by: Dioxine on February 13, 2017, 01:01:23 am
Well, I managed to do it after more tries, but my method is probably a lot slower :)

Here's some effects (still unfinished), and a spritesheet template I'm using:

Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on February 13, 2017, 03:46:51 pm

Many thanks! I'll give it a try.

EDIT: Can you elaborate on this step?

We've been at it with Dioxine for 2 hours and we have no idea what you did there.

(https://s29.postimg.org/oa2b1zr5v/step_2.png) (https://postimg.org/image/oa2b1zr5v/)

its simple, select with the photoshop magic wand (with no tolerance or 0 so it only select the color) the yellow blue a red part of the block , the with the selection still on you go for the layer of the object(car) and then copy paste  , it will create another layer with that part detached that you can move easily to the side

hope it helps , but by now i guess you already know how to do it

Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on February 13, 2017, 03:59:14 pm
(https://s29.postimg.org/oa2b1zr5v/step_2.png) (https://postimg.org/image/oa2b1zr5v/)

its simple, select with the photoshop magic wand (with no tolerance or 0 so it only select the color) the yellow blue a red part of the block , the with the selection still on you go for the layer of the object(car) and then copy paste  , it will create another layer with that part detached that you can move easily to the side

hope it helps , but by now i guess you already know how to do it

Thanks. The biggest problem is that when I copy and then paste, it doesn't preserve the entire selection, only the parts which contain any pixels; meaning that I don't know how to position it within the grid. I'm making do with placing an additional pixel in a corner to make sure it's positioned right.

BTW do you happen to have a transport helicopter? It's hard to find a good model.
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on February 13, 2017, 08:05:32 pm
(https://s27.postimg.org/ka3c9k79b/a_2.jpg) (https://postimg.org/image/ka3c9k79b/)
maybe that hind will help
i found those from the same pixel art autor , but i would recommend transforming the V22 into a Chinook its the easy way out because the ground its the same you only have to change the 2 and 3 level to ajust the blades to center. i would do that but i´m cought up in remastering the entire ufopedia of 40k


"The biggest problem is that when I copy and then paste, it doesn't preserve the entire selection" that makes me no confusion because it always have sense of the boundaries were it will fit, you can bypass that problem by merging the car layer with a solid color one that way you will never have that problem, but you will have to use the eraser future on to make the boundary of the car again ...
Title: Re: Bulletdesigner shipyard
Post by: Solarius Scorch on February 13, 2017, 08:22:03 pm
Thanks. I'll try my hand with this, or maybe Dioxine will.
Title: Re: Bulletdesigner shipyard
Post by: SIMON on February 15, 2017, 05:28:49 am
--- snip! --- Solarius Scorch ---
all correct now ( still 2x2 units wont go down the ramp dunno)
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE

Per the above, I like these new craft but did you forget to add ufopedia pages for these or was this not meant to be a proper stand alone mod?
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on February 15, 2017, 01:46:43 pm
Per the above, I like these new craft but did you forget to add ufopedia pages for these or was this not meant to be a proper stand alone mod?

sorry didn´t make it to be standalone mod´s, only resource for other modders, so if anyone want to pick it and use it, its the intended purpose!
Title: Re: Bulletdesigner shipyard
Post by: drages on July 15, 2017, 05:24:51 pm
Hey bullet!

I tried your V22 but my HWP's can't go out.. they stop just at the entrance of the plane, just before the rift..

And is there a possibility, to make it with more capacity? Can i do it with coding or mapmaking needed? thx..

And i got some ideas about other helos, i send you PM.. thx!

Btw i got the chinook from Xenonauts.. maybe you can make something from it! It would be very nice as a heavy carry capacity helicopter! and another transporter..

Here is the file:

Title: Re: Bulletdesigner shipyard
Post by: MKSheppard on July 26, 2017, 03:10:13 am
Here's a V-22 UFOPedia attempt (see attached).
Title: Re: Bulletdesigner shipyard
Post by: SteamXCOM on July 30, 2017, 10:32:15 pm

HWP's now work for OSPREY, see 4th post down
https://openxcom.org/forum/index.php/topic,5614.msg85969.html#msg85969
Title: Re: Bulletdesigner shipyard
Post by: drages on July 31, 2017, 01:04:58 am
HWP's now work for OSPREY, see 4th post down
https://openxcom.org/forum/index.php/topic,5614.msg85969.html#msg85969

Thank you!
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on July 31, 2017, 09:59:36 pm
A tutorial video  to use the grid and create the models fast an seen it was requested by all

https://youtu.be/D9rUehTSsUA
enjoy

also can´t remenber why the hwp dont go down the ramp, so thank to the gent who handle that prob
Title: Re: Bulletdesigner shipyard
Post by: efrenespartano on April 17, 2018, 04:57:57 pm
Hello there!

I gave a quick read to your post, your work is really amazing.  ;D I would like to make some models, such as helicopters, tanks, APCs, etc. But I'm not sure how to start or what I need. Do I need a 3D model or with an isometric image is it enough? the ripped resources from other games do work? What tools do you use? How are the spritesheets used? How to get started? Thanks in advance!  ;D
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on April 17, 2018, 05:53:23 pm
You only need a isometric image , still you can use no image if you are good at 3d scuplting, but basically IMO start by using the MCD edit tool, you can see how the images are formed also you can do full model there ( in the preview part), next is the Dashiva mapview where you place the MCD´s you create in a specific map.
what i explain in the video is a more advance part where you can use a image to your advantage to be more quick
Anyway try the basic , i can help if u need some. Still i think there are some help on the MCD edit / mapview in the forum
Title: Re: Bulletdesigner shipyard
Post by: efrenespartano on April 17, 2018, 08:24:54 pm
All right. I attached some images of what I have in mind.

I have reviewed your video tutorial a couple of times. It looks quite interesting, I understand that you had previously explained in this same post about the previous steps. Right now, I'm reading the MCD Edit page in the UFOpaedia. :)

EDIT: Haha I just checked MCD Edit. And my question is... how to work from an image? I mean, how to import an image. Is it required to be in a particular format? (.png)

Thanks for the help!
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on April 17, 2018, 10:15:43 pm
see image how to import and export sprite sheet images from the mcd , the easiest way is to export and change that one png
also only the tank will work due to be the only with exometric axis

Title: Re: Bulletdesigner shipyard
Post by: efrenespartano on April 17, 2018, 10:34:28 pm
Oh, ok! I get it! The sprite sheets are what you make in Photoshop using your grid, right?

Will anything happen if I use an image that does not have this isometric axis? (like the Huey, per example)
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on April 17, 2018, 11:13:20 pm
like i said using the grid method is only for helping visulization on model and going faster , you can put any image with any axis , it´s just a image, still is crazy hard to make it work´s on the long run
Title: Re: Bulletdesigner shipyard
Post by: efrenespartano on April 17, 2018, 11:41:25 pm
I understand, I tought it was REALLY necesary haha. Anyway, seems useful. I'm going to study it and use it  ;D

The only thing I'm not entirely sure, is how to make the sprite sheet.

Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 21, 2019, 11:54:30 pm
So it´s been a while i do something outside the 40k and for the general community. The other day Chaosshade ask me for a "stealth transport" with a reference image, and here are the result´s .

Still need a little  time to polish the MCD minimap´s but almost done
so i will provide then soon enough
Title: Re: Bulletdesigner shipyard
Post by: luke83 on January 22, 2019, 02:47:02 am
Looking good mate, i may need to borrow these one for my mod :)
Title: Re: Bulletdesigner shipyard
Post by: efrenespartano on January 22, 2019, 05:43:40 am
I like them very much the third craft! As soon as you release them, I'm going to use it! :D


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on January 23, 2019, 12:02:42 am
Almost done
https://gaming.youtube.com/watch?v=xvvsOsaFXto&feature=share

Download the complete Hangar with both
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on March 11, 2019, 09:05:33 pm
Hey Everyone
So i will share with you the mig 15 i make before the transformation to 40k universe
Enjoy
Title: Re: Bulletdesigner shipyard
Post by: Nikita_Sadkov on March 11, 2019, 10:12:35 pm
Do you have a script to automatically split these sprites into cubes?
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on March 12, 2019, 11:58:12 am
Do you have a script to automatically split these sprites into cubes?

nop, i did  just like i show in my video
Title: Re: Bulletdesigner shipyard
Post by: Nord on April 08, 2019, 04:20:29 pm
So it´s been a while i do something outside the 40k and for the general community. The other day Chaosshade ask me for a "stealth transport" with a reference image, and here are the result´s .

Still need a little  time to polish the MCD minimap´s but almost done
so i will provide then soon enough
Can you provide .pck, please?
Title: Re: Bulletdesigner shipyard
Post by: bulletdesigner on April 09, 2019, 05:25:12 pm

The hangar file has both and more, but to be more specific is the 001 PCK on terrain
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE
Title: Re: Bulletdesigner shipyard
Post by: Nord on April 10, 2019, 11:20:09 am
Thank you.