OpenXcom Forum

Modding => Work In Progress => Topic started by: Wolfstarr on May 03, 2017, 02:37:04 am

Title: [WIP] SideQuests Development Thread
Post by: Wolfstarr on May 03, 2017, 02:37:04 am
So finally getting back in the swing of things!

Whilst I will continue to work on the Triffid I've been busy doing some sprite ripping to bring 2 other concepts to life.

No points for guessing where the influence comes from! ;)

Hopefully will have live running demo posted this week!
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai
Post by: NebulaM78 on May 03, 2017, 05:17:49 am
The moment I saw the Gundam, I knew that I'll be downloading this. Are you planning to make this a full-blown thing like Piratez or X-Files?
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai
Post by: Wolfstarr on May 04, 2017, 12:52:09 am
Intending to do an armour or HWP mod rather than a full on one as the sprite ripping process is very tedious lol

I've uploaded the resized sprites I have so far but they need a bit of work to convert to XCOM pallette, I tried using Falko's tools but it didn't work as I intended.  Will try again hopefully later this week.

Feel free if anyone wants to experiement or use what I have done in this post! :)

The game it is ripped from is Gundam: Cross Dimension on the SNES.
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai
Post by: Wolfstarr on May 04, 2017, 12:54:55 am
So the XCAI bit needs a lot of TLC but thought I'd share my general direction and work so far.

These sprites are ripped from the Rise of the Machines game on the GBA.

For the infantry unit I was planning to edit an XCOM unit in personal armor and edit the head so it looks like a skull but this may be beyond my editing capabilities!
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai
Post by: Wolfstarr on May 04, 2017, 12:58:49 am
and finally lol as an added bonus I decided to rip the F117A Stealth from Jungle Strike :) Was thining of a stealth UCAV something like the RQ-170 Sentinel drone.

Again like with everything feel free to cannibalise :)
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: chaosshade on May 04, 2017, 07:28:55 am
Hobbes could make use of this for a project we're working on.
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: Hobbes on May 04, 2017, 02:11:06 pm
Hobbes could make use of this for a project we're working on.

I've already had a look at a gameplay video of the original game to check the units. Definitely interesting for the Terminator TC ;)
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: Wolfstarr on May 04, 2017, 03:32:34 pm
Cool :) if you guys are already working on one I'd be happy to share any resources I have.  I have been plundering various games for graphics and sound effects.

Another game I was considering using as the Terminator unit was from one called Skeleton Crew on the mega drive, one of the characters has very skeletal features but doesn't quite fit.

I've also looked at maybe adapting the Orca from command and conquer to be used as a HK variant but haven't got round to extracting anything yet.
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: Hobbes on May 04, 2017, 04:54:00 pm
Cool :) if you guys are already working on one I'd be happy to share any resources I have.  I have been plundering various games for graphics and sound effects.

Another game I was considering using as the Terminator unit was from one called Skeleton Crew on the mega drive, one of the characters has very skeletal features but doesn't quite fit.

I've also looked at maybe adapting the Orca from command and conquer to be used as a HK variant but haven't got round to extracting anything yet.

Yeah, at this point we're mainly collecting needed resources since there's a ton of work required, so any help would be appreciated :)
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: Wolfstarr on May 05, 2017, 02:00:09 am
I rendered the below in Blender a while ago but I can't get them to look right at the pixel sizes required lol
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: Wolfstarr on May 05, 2017, 02:19:01 am
More files from my terminator scavenging in my archived files :)

Not sure what games (if any) they came from.
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: Wolfstarr on May 05, 2017, 02:21:45 am
Last of the relatively good stuff from my archives, a reasonably detailed spritesheet of a T800 (I think it was going to be used in a doom wad).

Also a load of weapon sfx I ripped from the PC game Skynet.

Enjoy :)
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: Hobbes on May 05, 2017, 06:41:27 pm
Thanks for posting those images, but they can't really be used in OpenXCom without adapting them.
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: Wolfstarr on May 06, 2017, 03:13:09 am
No worries Hobbes :) Hopefully you guys can make use of something!

I toyed about in Photoshop tonight (using the Phaser Cyborg from one of the other mods) and created this.  The head looks slightly out of proportion but with enough TLC I might be able to fashion it into something useful!
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: Wolfstarr on May 09, 2017, 02:49:48 am
Tried a bit more sprite editing this evening ... not quite happy with the arms on this one :( but think I am making progress.
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: Wolfstarr on May 09, 2017, 03:14:46 am
Can't take the credit for the pixel art on this one but am looking to commission someone to build the sprite sheet on this, I've reduced the dimensions to fit the solider frame.

Would be awesome to see this in the game!
Title: Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai / Gundam :)
Post by: Hobbes on May 09, 2017, 02:41:34 pm
Tried a bit more sprite editing this evening ... not quite happy with the arms on this one :( but think I am making progress.

Yeah, it's better :)
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 01, 2017, 05:24:45 am
So I've been a little busy recently but have been putting a lot of thought into what I want to do with my mod so have retitled this thread to capture my ideas :)

Here is an updated on the terminator sprite, I haven't created it from scratch.

Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 02, 2017, 04:45:38 am
and another :)
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 04, 2017, 04:37:36 am
So have taken a break from my pursuit of all things terminator and worked on a couple of other items.  Have also stumbled across voxels on my internet searches and whilst not as beautiful as much of the pixel art there are some great models out there!

First up is the Wyvern, a bi-pedal robot designed to act as light support on away missions - only designed to carry a light armament or smoke grenade.

Second is the Guardian, a bi-pedal humanoid robot derived from the Kiryu-Kai blueprints and made reality by the alien technology.  The sprite does take up all the space so when selected the yellow arrow gets in the way :( Is there any way of diasbling this or replacing it with something else?

As soon as I fix some of the animations I'll post the files for anyone who is interested.

Oh and I've prototyped an aerial HK but not had time to test it yet ;) It was done using the Cyberdisc animation routine, so if anyone wants to test and post the results let me know
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 05, 2017, 01:51:56 am
So the hunter killer sprite was completely the wrong way round but is fixed and works like a charm :) In the faction I plan to add this in it will be known as the NEXUS Wraith.

I felt that the Cyberdisc didn't look that menacing so needed an upgrade in the form of the Crescent Drone.

Lastly I found a very nice spider sprite on the web which I managed to edit into the dimensions of the HWP sprite :)
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 05, 2017, 04:00:08 am
and just to see what this looks like (no animations mind) ...

Duh Duh Dun Dun Dun! ;)
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 05, 2017, 04:26:25 am
and I couldn't sleep and managed to find another isometric game to pillage!

Behold the overmind!
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 09, 2017, 05:02:29 am
So while waiting to find out what happens in the election in the U.K. I thought I would pass the time by finally getting an animated version of the terminator sprite together and here it is :)

Feel free to use, edit and abuse at your leisure!
Title: Re: [WIP] SideQuests Development Thread
Post by: Solarius Scorch on June 09, 2017, 07:09:42 pm
Now all we need is an appropriate human sprite which transforms into the Termo after death :)
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 10, 2017, 01:03:32 am
Yeah that would be ace Scorch :) I think the sprite needs more refining but is definetely workable in game!

Interestingly found Laser Squad Nemesis tonight and that has some interesting units in it!
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 10, 2017, 01:45:43 am
Also looking to add to my Chryssalid species and found this sprite uploaded by someone else as a PCK so have reconverted here for other use.
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 11, 2017, 07:17:30 pm
Tonight's project :)
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 11, 2017, 08:06:33 pm
Uh oh someone let a Muton into the Snakeman quarters again lol :)
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 14, 2017, 04:16:07 am
Finally the Gundam armor is in the game :)

For speed of implementation I have used the ethereal drawing routine to get this into the game.  Files posted below for any who want to use them :)

Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on June 19, 2017, 01:47:24 am
So found another great Gundam game to rip from but alas this one the sprites don't have walking animations they only glide :(

Alas this one is a little large anyways lol!
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on July 07, 2017, 03:36:14 am
So I've finally finished ripping sprites from the Gundam games, away to the new type is such a tedious game to play through to get sprites lol

Anyways while I sift through the usable ones here is something else I'm going to see if I can implement into the game as an Android. :)
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on July 08, 2017, 02:22:06 am
So a quick attempt at a palette swap on the power generator before bed :)
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on July 17, 2017, 04:20:56 am
Hmmm where is my bug spray lol
Title: Re: [WIP] SideQuests Development Thread
Post by: drages on July 17, 2017, 10:16:24 am
So a quick attempt at a palette swap on the power generator before bed :)

I would like to see those at different ufos.. so we can get special cores or fuels from them..

Bugs are nice! and i hate bugs..
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on July 18, 2017, 03:07:54 am
Almost complete spritesheet using animation routine 4, you can see where I don't an animation frame I fill it with some numbered ones :)

Quite interesting to see it playout in the battlescape lol

Any feel free to use, it is missing a death animation.

The sprite was ripped from an arcade game called "Dark Seal".
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on July 19, 2017, 03:19:27 am
Now just needs a death animation :)

--- posts merged ---

I would like to see those at different ufos.. so we can get special cores or fuels from them..

Bugs are nice! and i hate bugs..

Found a really interesting looking spider sprite in a he-man game on the gameboy advance but having trouble ripping it so may come back to it at some point.
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on July 21, 2017, 02:52:03 am
I've collected the below but my efforts to make anything useful are not getting anywhere, hopefully someone with more talent can make use of them :)

Was hoping for a medusa / snakeman hybrid lol
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on September 07, 2017, 03:56:47 am
Been a bit busy with work to actually do anything productive with my mod so instead converted this to work with the game, feel free to steal, cannibalise, etc lol

Came from some PC game to which I cannot remember the name.
Title: Re: [WIP] SideQuests Development Thread
Post by: Solarius Scorch on September 07, 2017, 09:32:55 am
Nice, but should it be so flat when viewed from the front and the back? It appears round from other angles.
Title: Re: [WIP] SideQuests Development Thread
Post by: Wolfstarr on September 09, 2017, 03:44:36 am
Nice, but should it be so flat when viewed from the front and the back? It appears round from other angles.

Aye it should, the reduction routine in PS seems to have squared it off .. can never get sprite reduction to work as I want it :(

In other news I edited one of the Mutons from Xeno Ops to this bad boy, trying to get it to look like the predator lol
Title: Re: [WIP] SideQuests Development Thread
Post by: Solarius Scorch on September 09, 2017, 07:51:50 am
Pretty cool, I like it. :)
Title: Re: [WIP] SideQuests Development Thread
Post by: The Martian on June 10, 2021, 03:09:38 pm
I've collected the below but my efforts to make anything useful are not getting anywhere, hopefully someone with more talent can make use of them :)

Was hoping for a medusa / snakeman hybrid lol

I've tried to creating a unit out of Wolfstarr's Medusa sprites:
(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=33925)(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=33926)(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=33927)(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=33928)(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=33929)

There are three versions of the Medusa unit and each version has three variants.

9 Unit sheets, 2 FloorObs & the Blank HandOb are included in the attached Medusa.zip (https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54159) file.

[Version 1: "Bouncing Medusa"]

The first is a Bouncing Medusa head that uses drawingRoutine: 4 (Civilian, Ethereal) and requires deathFrames: 29 to be set in the unit's armors: section of your .rul file.

If you find that unit's sprite doesn't feel like it is animating enough when it moves there are two variants of it that have flies buzzing around its head when it is in motion.
(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54160)

[Version 2: "Bouncing Medusa" with Attack Animation!]

The next version is similar to the above variant, HOWEVER you need to use drawingRoutine: 0 (Soldier, Sectoid) instead of 4.

This version also requires the use of a invisible/blank HandOb held by the unit, the reason is that it has an attack animation!

It is important that the item with the blank HandOb is equipped to this unit or the unit itself will be invisible when not moving.

(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54162)

[Version 3: "Walking Medusa" with Attack Animation!]

Like the 2nd version this version requires you to use drawingRoutine: 0 (Soldier, Sectoid) however it also has a different number of frames in the death animation and needs to be set at deathFrames: 20 instead of 29.

This version also has a special attack animation that requires an invisible/blank HandOb to be held by the unit.

(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54161)

(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54164)


There are two FloorObs for these sprite sets. Both look very similar but are positioned differently to match the death animation.

(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54163)(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54165)


For a BigOb I recommend the "Mutant_Head.gif" image from Dioxine's XPiratez (https://openxcom.org/forum/index.php/board,18.0.html) mod.
(I've attached the "Mutant_Head.gif" image to this post so you can see what I mean, but please ask Dioxine first if you wish to use that image in your mods.)
(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54167)


[Additional Credits]
The flies used in these sprite sets are recoloured Swarmids from the "From the Apocalypse" (https://openxcom.org/forum/index.php/topic,3319.0.html) mod by Robin.
Title: Re: [WIP] SideQuests Development Thread
Post by: The Martian on June 10, 2021, 03:15:52 pm
I've collected the below but my efforts to make anything useful are not getting anywhere, hopefully someone with more talent can make use of them :)

Was hoping for a medusa / snakeman hybrid lol

I've tried to creating a unit out of Wolfstarr's DemonFace sprites:
(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=33930)(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=33931)(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=33932)(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=33933)(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=33934)

The "Devil's Skull" is a unit with a special glowing attack animation.

(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54169)
(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54170)


This unit uses drawingRoutine: 0 (Soldier, Sectoid) and requires deathFrames: 15 for its death animation to function.

(https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54172)

Additionally if you want to use this units attack animation you will need to equip it with a blank HandOb image.


Unit sheet, BigOb, FloorOb & the Blank HandOb are included in the attached DevilSkull.zip (https://openxcom.org/forum/index.php?action=dlattach;topic=5448.0;attach=54168) file.
Title: Re: [WIP] SideQuests Development Thread
Post by: howareyou32ny on July 15, 2023, 07:55:30 am
love the gundam guys. anyway to make this work with XPR.