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Messages - liberation

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46
Programming / Re: Region labels
« on: June 01, 2015, 10:15:26 pm »
For the time being you can try to have both regions and countries with the same borders, with the country labels having the region names instead. Afterwards you can use the cities to help players find the country, so if you have Marsec as a country you could name its cities as Marsec HQ, etc. But this depends on the country system you want to implement.

Think this is what will need to be done for now, or each region has its own city regardless of countries or allegiance.

47
Programming / Re: Region labels
« on: June 01, 2015, 09:16:27 pm »
Frankly I can't see the need; it's not like people don't know where Pacific Ocean is.

Oh wait, what about the Mars project? :)

 ;)

I didn't think about it all until after finishing the regions and looking at the graphs and thinking, nice that works then... but hold on... where the bloody hells Arabia terra??? lol

Really need labels for anywhere but earth i think, landmasses are all well and good if you know the planet  :)



48
Programming / Re: Region labels
« on: June 01, 2015, 03:12:56 pm »
Still think that labels for regions would be very useful for modders as any new regions added to the globe are very hard to find, especially if your using graphs to track alien activities!

49
Programming / Re: Paletted 8bit -> 24bit shading.
« on: May 31, 2015, 09:30:51 pm »
X-COM already uses a similar palette method. That's the gradients you see in earlier posts.

The idea is to not have to use the palette. This is analogous to Doom's GL ports allowing 32-bit PNGs, with the same pitfall that in GL renderer you lose the original shading look, since they don't use the colormap at all.

As for my opinion, this is a question that almost every palette based game engine upgrade project reaches at some point (Doom, Quake, Duke 3D, and so on). There simply is no way to perfectly replicate the original shading while taking non-paletted sprites into account. The best you can do is approximate it with shaders or curves or forcing darker shades to certain step intervals.

I think there should simply be a video option for choosing yourself. 8-bit, which uses the vanilla lighting and makes 24/32-bit graphics map to the nearest palette color, or 24/32-bit which allows any color despite a less authentic lighting method. This is what most other projects do.

I remember when the edge port added 32bit textures, we started using dynamic lights rather than sector lighting. Not sure how dynamic lighting would work in xcom considering you would have to spawn lights on all of the maps.

50
Programming / Region labels
« on: May 31, 2015, 02:49:49 pm »
Any chance of adding label support for regions in the same format as countries labelling?

51
Work In Progress / Re: Building mars
« on: May 30, 2015, 08:53:05 pm »
Actually War of Shadows pretty much mirrors vanilla xcom when it comes to the planet. I do want to remake the final base on mars, but that's it. I have to say, this is a good idea for a conversion as it really leverages the game engine but gives us a fresh environment to think about.

It was a few years ago when I first planned this but I was thinking along the lines of, what if. what if I was given the tools after TFTD and asked to make a game with the engine, not necessarily a sequel but a new iso strategy along the same lines.   

52
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.1
« on: May 30, 2015, 07:27:36 pm »
Front page has been updated  8)

53
Work In Progress / Re: Building mars
« on: May 29, 2015, 03:51:45 pm »
For my tc I think I will only get to 3 or 4 different terrains, flat, rocky , flat with craters and industrial for terror sites. Thinking prefab buildings, solor arrays etc, oh and rocks for scenery.

54
Work In Progress / Re: Building mars
« on: May 29, 2015, 02:04:36 pm »
This actually looks kind of cool.  Are you going to make a conversion mod based off this?  That'd be really cool ^^

That's the plan  :) work has stated already on new weapons, the spacesuit is pretty much done as well.

Verify that there are no blank spaces between all polygons by looking at their edges.

Any ideas when you're planning to release it? I'd like to see how it looks on world editor.


Ive learnt a great deal over the last week about world.dat editing, every vertex has to be attached to another vertex and if its just attached to say another triangle side line then you get little errors (however I dare say you already know that) Perhaps it might be time for some tutorials for others not so in the know.

Anyway im hoping to release a v0.1 Saturday night ish, that will include

-Mars globe with regions  8)
-Basic human weapons with ufopedia
-Standard Mars trooper

so people can have a look round and try some battles with the new stuff. 

55
Work In Progress / Re: Building mars
« on: May 27, 2015, 09:32:22 pm »
My nearly completed Globe..

The white blob on right hand side is mt Olympus, might make some custom tiles just for landmarks.

56
I doubt there's anything wrong with your code, just the file structure that's in place now.

https://openxcom.org/forum/index.php/topic,3617

 

57
Work In Progress / Re: Building mars
« on: May 26, 2015, 07:51:23 pm »
Im working my way to version v0.1, the plan is a tc, a small to medium one anyway. Once things are abit more complete I will explain what im up to. Weapon sprites and just finishing the globe to do as of now.

It seems in this community people are happy to share there work with others, I will be continuing this so don't worry.

58
Work In Progress / Re: Building mars
« on: May 26, 2015, 07:22:26 pm »
I decided to go down a different route for texturing mars, I (Thanks Warboy) have been changing the entrys in the palette.dat to suit my needs.

Still work in progress, but I think this could work rather well

59
Work In Progress / Re: Building mars
« on: May 25, 2015, 09:42:45 pm »
Ive been playing around making some textures for my Globe, seem abit busy so not 100% on them myself, making textures is not really my strong point and add to the fact that your 32x32 has to tile nicely.

Any buddying artists out there with any tips?

Hey Kosti, might be something mars like in the near future  ;)

60
Work In Progress / Re: Building mars
« on: May 25, 2015, 04:26:26 pm »
The colours are the same as the standard xcom boiler suit/overall etc

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