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Messages - Teirdalin

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Resources / Re: Jagged Alliance 2 Rips
« on: May 30, 2023, 06:48:18 pm »
Will check it out, thanks.

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Resources / Re: Jagged Alliance 2 Rips
« on: May 30, 2023, 12:50:01 pm »
Oh sure, I'll fix my script to extract entire animations at once so I can grab tilesets and look into that mod. Going to finish getting all of ja2 converted first though.

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Resources / Jagged Alliance 2 Rips
« on: May 30, 2023, 10:20:06 am »
So I've gone ahead and wrote up a python script to automate converting STI files by automagically controlling STIView.  And I've used Dragon unPACKer to basically get every tile, every creature, every vehicle and monster and- just everything unpacked and ready for conversion.  But the issue is, I haven't taken animations into account when I did my script, so currently seeing as manually saving potentially tens of thousands of images is unspeakably absurd- sprite sheets are a bit of a pain at the moment.  So I'm going to be updating this list as I go with preparing the resources.  Here is the current rips and conversions I've gotten that are acceptably usable and complete.  And of course if anyone has any specific requested assets from the games, certain vehicles tilesets, etc, just let me know and I'll prioritize them.  Technically, it would be kinda easy for me to fix my script and get things all- going faster,  but at the same time.  It's midnight here right now and I really just want to get some sleep.  So I'm just tossing what I got sorted and ready so far.


https://www.dropbox.com/s/5pjlri4ntozq471/BIGITEMS.rar?dl=1 (Items, 1254 currently)


+Waaaaaaaaaaay more than that.

https://www.dropbox.com/s/k7jec2vbj1fkfdy/Vehicles_1.rar?dl=1


Only did two vehicles so far, the rest that are in the game are:

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Resources / Re: Bulletdesigner shipyard
« on: May 29, 2023, 06:55:13 pm »
The jagged alliance 2 resources really inspired me, wrote a python script to bulk convert all the resources and will make them into an art bundle for XCOM.

Whenever it finally finishes running.  Found and converted all the weapons, items, ammo (about 1200 assets) but having some issues locating decor and small objs.  Probably can find it though, will go over it again when I get home.

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You don't by chance have some links or a download of public resources with the necessary credits by chance do you?  Because that would make life all sorts of easier.

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Hey, mind if I use some assets from your mod? Love the corridors, jail and hq facilities as well as the car and helicopter.

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Help / Re: Do we have a community region file?
« on: May 29, 2023, 03:35:36 pm »
Thanks Solarius, yeah I was just wanting some sort of reference for city locations to make the globe less empty, I'll check what you got.

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Help / Do we have a community region file?
« on: May 29, 2023, 04:10:49 am »
You know, just like an ultimate regions rule that numerous people contributed to in order to save many, many hours of filling out all sorts of cities around the world?  Been using ChatGPT to help move coordinates around, but it's just a struggle checking between google maps, chatGPT, region file, launching the game again, repeat.

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ChatGPT is such a fantastic tool when it comes to trying to trial and error the longitude and latitude of various cities.
  Might not be perfect, but definitely coming along with filling out more cities.

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Hello Openxcom people, so I've been working on making a vampire hunter overhaul. Essentially the idea will be that you are in charge of a small two person hunting group and you expand as you gain funding, steal from the vampires and other creatures of the night, sell their remains, artifacts and weaponry that you find in their lairs, and expand to become a global force and take down the masquerade. It's going to be fairly based on and inspired by the WORLD OF DARKNESS setting.

Unfortunately I'm mostly a coding and 3D guy and kinda suck at pixel art, but have worked with pixel art years ago.  So I'm probably going to struggle in the art department a bit.  Still getting together free resources and tools and guides that I can find for modding XCOM as my understanding of it is still quite rudimentary.  Although perhaps I could in theory take 3D models, animate them, and then use their parts for making the 2D sprites with an isometric camera view; sorta like how those D&D games do it.  But I think just drawing everything would be the more,  logical approach instead of doing EVERYTHING in 3D isometric shots.

Vampires will need to be incapacitated either via steaking, fire or guns before beheading them. Still not entirely sure how I'm going to handle making them only be around at night yet or how to make direct exposure to the sky when it's morning burn them and to make the AI avoid it.  But I'll work on that once I figure out how to- actually work on that.

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