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Messages - rbuck000

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Work In Progress / Re: I have found a way to make new cutscenes!
« on: March 03, 2020, 09:10:55 pm »
Nice ! So once I get the pallet I'll plan on finishing a few scenes I have going ufo detection I plan on making multiple and finding a way to displaying on screen  as a sort of overlay with using the bottom right of the geo scape empty square. To show the events the use default message such as the flashing alert on bottom right followed by a ufo flying over a small town or following a passenger  airplane.view from  out the window of the airplane.

First I wanna finish I'm trying to find a way to make sections head and body rigged in 3d max for simple things like the ps1 lose game execution kinda simple. I plan on making a few scenes kinda like that and wanna do the whole races inside the alien containment unit since if you look it has all those cameras. I'd really like to do a sort of modern version of the research findings for oxce like in the more current xcom does

Also all I need to do is import the pictures or what I do is export an avid from 3d max then convert it to flic.

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Work In Progress / Re: I have found a way to make new cutscenes!
« on: February 21, 2020, 03:10:52 am »
Is there a way to recover the color pallet for the in game videos so that I can make more accurate cgi scenes. Like a sectoid containment break, mid game xnunber of turns  turn the dead civilian to new enemies or a mid game alien reinforcements

3
Work In Progress / Re: I have found a way to make new cutscenes!
« on: February 09, 2020, 08:21:19 pm »
working on these ( there just avi atm)

4
Work In Progress / Re: I have found a way to make new cutscenes!
« on: February 09, 2020, 05:39:11 am »
let me know of this works for you

5
Work In Progress / Re: I have found a way to make new cutscenes!
« on: February 09, 2020, 02:41:24 am »
Atm i do not have the yaml or the meta data or rule set made.
so easiest way to test is dl the psx video mod and replace the one you want to try with the intro or abort mission with the file from my pack and use the same name as the prior psx video mods name.

some are very short as in only seconds and some hve fps / frame rate issues but they all should work

6
Work In Progress / Re: I have found a way to make new cutscenes!
« on: January 29, 2020, 05:37:29 am »
I'll try to upload demos and samples when I next get wifi

7
Work In Progress / Re: I have found a way to make new cutscenes!
« on: January 29, 2020, 03:50:58 am »
So far so good I was able to use 3d studio max to make a test scene I'm working on frame rate and using clips of into to make more mini clips doe mods

8
Work In Progress / Re: Step by step upgrades for crafts.
« on: January 29, 2020, 03:47:54 am »
Can someone help me I crash at UFOPEDIA and has the wrong base bits icon idk what I'm doing wrong also I'm confused how to limit the 3 weapon slot to only one type of aeapons.

     
Quote

crafts:
  - type: STR_inteceptermk2
    Sprite: 2
    fuelMax: 1000
    damageMax: 100
    speedMax: 2100
    accel: 3
    weapons: 3
    weaponTypes:
    maxItems: 3
    costBuy: 10
    costRent: 200000
    forceShowInMonthlyCosts: 1
    transferTime: 1
    score: 250
notifyWhenRefueled: 1
allowLanding: 0

##BEGIN RESEARCH
#research:
  #  cost: 600
    #points: 20
 #   listOrder: 2000
  #  dependencies:
      #- STR_ALIEN_ALLOYS
     # - STR_ELERIUM_115
##END RESEARCH

#BEGIN UFOPEDIA
ufopaedia:
  - id: STR_inteceptermk2
    type_id: 1
    section: STR_XCOM_CRAFT_ARMAMENT
    requires:
   
    image_id: inteceptermk2.pck
    rect_stats:
      x: 300
      y: 300
      width: 224
      height: 40
    rect_text:
      x: 5
      y: 40
      width: 140
      height: 150
    text: STR_inteceptermk2_UFOPEDIA
    listOrder: 401
#END UFOPEDIA

#extraSprites
extraSprites:
  - type: ExtendedPediaBackgroundPalUfopaedia
    width: 320
    height: 200
    singleImage: true
    files:
      0: Resources/Extended/Pedia/PAL_UFOPAEDIA/background-ufo.png
#extraSprites

##BEGIN EXTRASTRINGS
extraStrings:

#BEGIN en-US
  - type: en-US
    strings: &STRINGS_EN
      STR_inteceptermk2: "Improved Interceptor MK2"
      STR_inteceptermk2: "Interceptor MK2"
      STR_inteceptermk2_UFOPEDIA: "A standard Intercepter which was refitted with an Alien Alloys airframe and additional weapon pylons, allowing us to equip more ordinance with minimal cost to speed."
#END en-US

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Work In Progress / Step by step upgrades for crafts.
« on: January 24, 2020, 07:39:10 am »
I'm working on making most unlocks add new upgrades components to crafts. Still very wiped till I figure out more of the yamal stuff.
extraSprites:
  - type: STR_INTERCEPTORMK2_ufopedia.png
    width: 320
    height: 200
    singleImage: true
    files:
      0: Resources/Crafts/INTERCEPTORMK2/STR_INTERCEPTORMK2_ufopedia.png
  - type: BASEBITS.PCK
    files:
      57: Resources/Crafts/INTERCEPTORMK2/STR_INTERCEPTORMK2_base.png
  - type: INTICON.PCK
    files:
      24: Resources/Crafts/INTERCEPTORMK2/STR_INTERCEPTORMK2_minimised.png
      35: Resources/Crafts/INTERCEPTORMK2/STR_INTERCEPTORMK2_dogfight.png
CRAFTS:
  - sprite: 24
    type: STR_INTERCEPTORMK2
accel: 4
autoPatrol: true
costBuy: 101980
costRent: 20000
craftstats: null
damageMax: 120
forceShowInMonthlyCosts: true
fuelMax: 1000
maxItems: 3
notifyWhenRefueled: true
refuelRate: 50
score: 250
speedMax: 2600
transferTime: 48
weaponStrings: STR_WEAPON_ONE STR_WEAPON_TWO STR_CANNON
weaponTypes: [0, 0, 5]
weapons: 3

10
Released Mods / Re: Self Medkit Heal [OXCE]
« on: January 24, 2020, 07:23:16 am »
Does this only work for the str_medikit or other healing items?

11
Work In Progress / Re: I have found a way to make new cutscenes!
« on: January 24, 2020, 07:21:25 am »
I do believe so, atm I'm working with flc and got one to load. I gotta figure out how to make the fps match up the images

12
Resources / Re: [WEAPONS][GRAPHICS] misterx armory
« on: January 24, 2020, 05:51:05 am »
Any chance to get these great images in a zip file?

13
Work In Progress / I have found a way to make new cutscenes!
« on: January 18, 2020, 03:18:19 am »
there is a app i have i can now use to make cut scenes any ideas?

14
Suggestions / Re: Custom new in game videos?
« on: January 09, 2020, 11:26:19 pm »
That is a shame I thought you could  just make a pop up widow overlay and launch video :(

15
Suggestions / Custom new in game videos?
« on: January 05, 2020, 02:11:58 am »
Hello everybody!
Ingame video clips via any other video format other than FLC animated stills?

I have been making custom video's that would go great with xcom via customized edited clips from GNU licence cgi on youtube. I was wondering if it's beyond the programming capabilities of OpenXCOM+
Since it has openGL if irecall you can use a call to bring up an overlay window that could be sized and placed.

If possible I'd  like to replace most of the lame air combat with custom made cgi for air battle. Have notices in video and text of ufo landed or terror in video.

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