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Topics - Wolfstarr

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16
Work In Progress / [WIP] The Living Dead ....
« on: June 27, 2017, 03:29:03 am »
So I watched Night of the Living Dead and thought hmmm an opportunity for OpenXcom, I ripped the zombie sprite from Ufo2000 and converted it for OpenXcom and it works surprisingly well.  I call the unit the Necrophage.

The aliens have developed a weaponised mutagenic virus that causes extreme necrosis essentially reanimating dead human cells, with only one purpose to hunt the living!

This differs from the Chrysallid zombies in that it can only create other zombies and when the zombie dies it dies.

The sprite could do with a little work possibly but then again it is meant to look like a shambling mess :)

My initial squad got wiped out by them and throw in a few resident evil sounds and its almost ready for implementing into my bigger mod im working on.

Brraaaaiiiinnnnns!!!!!

17
Work In Progress / [WIP] Xenomorphs ... at last!
« on: June 25, 2017, 03:55:28 am »
So as a bit of thank you to everyone on here being very generous around using resources they have handcrafted I commissioned a sprite artist to finish the Xenomorph sprite that was from some dev artwork.

Given that the structure is similar to the Chryssalid sprite I recommend to save time that this one could be adapted to fit the look and feel of a Xenomorph.

The cost was very reasonable and I think he did a great job, even has a moving tail! Some of the bits need a bit more work as I simply borrowed the Chrysallid ones to fill the gaps.

The ufopaedia images are of my own making using some other bits and bobs posted on here.

As with anything I post feel free to use in your own mods.

18
Work In Progress / Alternatives to Flying Animation in Vanilla OXC?
« on: June 12, 2017, 01:09:50 am »
So my experiment for this evening was to see if I could get the helicopter from Jungle Strike into OXC, so initially I thought I could do this with the Cyberdisk routine however it animates the rotor blades underneath the aircraft.  I then tried using the Sectopod animation routine but as soon as the unit leaves the ground there is no animation on the rotor blades :(

Anyone have any ideas or can point me in another direction?

Cheers!

19
I've put this on my project board as another source of spriting goodness - never seen the game before but looks similar in concept to the new one announced by JG.

http://www.theisozone.com/downloads/pc/windows-games/abomination---the-nemesis-project/



Will post any updates if I managed to extract any resources :)

20
Work In Progress / Question: Ranged zombification weapon?
« on: June 06, 2017, 01:41:28 am »
Hello,

Not sure if this has been asked before but had an idea at lunch time for either a chryssalid (I call it the Chryssamorph) that could "fire" embryo's at humans for the zombie process or an "embryo cannon" that other aliens could have to create chryssalids on the battlefield.

I tried this in a rulset but it seems to crash when the unit tries to attack, I guess zombieUnit must be directly linked to the melee battletype as it doesn't work when changed to firearm.

Anyone else tried this?

Thanks in advance to anyone who can shed light on this!

21
Work In Progress / Question: Flying Animation
« on: May 08, 2017, 04:11:32 am »
Hi All,

A quick question, does the flying animation only exist on the solder animation routine or do other sprite layouts have the function to do this?

Thanks in advance!

22
Work In Progress / [WIP] SideQuests Development Thread
« 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!

23
Work In Progress / [ALIEN] [WIP] Triffids!
« on: April 24, 2017, 02:05:53 am »
So after a long hiatus from doing anything to do with OXC I thought I would get back in after watching Day of the Triffids I'm surprised the mutant / alien plant thing hasn't been done already :)

Anyways here is my draft ufopaedia page along with the spritesheet I am planning to use.  The eagle eyed gamers among you may have fought this beastie before in another game series.

If you haven't here's a hint ... Bad Breath!

24
Work In Progress / Shadoworlds Sprites - Another potential source
« on: January 17, 2017, 01:46:53 am »
Hi All,

Been a while since last posted as had to put my own mod plans on hiatus because of about a million other things going on :(

I come across this little beauty on a random youtube video session and some of the sprite models look pretty good :)

I've spent a few hours seeing if there is an easy way to rip them but the amiga and dos format stuff looks a bit beyond my capability lol

Anyways thought I'd post to see if it tickles anyones interests.

SQ

25
Work In Progress / Palette question
« on: November 02, 2016, 03:49:48 am »
So as my photoshop and colouring skills are limited I have been experimenting with a visual way of coming up with suitable palette swaps.  My current effort is https://www.sidequests.co.uk/ufo/palette_ufo_ethereal.htmland ideally want to have every vanilla unit analysed so I can look at palette swaps.  As you can see my tool analyses the specific number of pixels and their RGB values.

What I am struggling to understand at the moment is that some of the colours for the ethereal do not exist on the core 200 odd on the PNG sample of the battlescape palette.

On the wiki it says that "Each RGB value has a maximum intensity of 63/x3F", please could someone explain what this means? Does it mean that the RGB value from within the PNG palette https://www.ufopaedia.org/index.php/PALETTES.DAT can increase by 21 on each of the R, G, B values respectively?

Or is this a measure of the shades of colors that exist between each one of the grid colours?

Thanks to any who can shed light on this!

26
Work In Progress / [WIP] [ALIENS] War of the Worlds 1953 Tripod
« on: October 13, 2016, 02:22:26 am »
So I'm experimenting with my modding skills here so please be gentle.

Thought it was weird no one had attempted the Martians from the 1953 War of the Worlds film yet so as part of my mod I want to have them as a race.  Part of the story is that the XCOM aliens invaded Mars millions of years ago, using a similar ship to the one that is at the bottom of the mexico trench, and the XCOM aliens encounter the martians from War of the Worlds as they were making plans to invade us.

The martians hold out a desperate battle but alas are defeated and many are enslaved and the XCOM aliens set up shop on Mars.

Anyways the plan is to have the following models make up the species:

1. Cydonian (Martian from 1953 film)
2. Mortaxian (Possibly edited brain thing from TFTD to represent the martians original form in H.G. wells book
3. Cydonian War Machine (The 'Tripod' from the 1953 film)
4. Mortaxian Tripod (A tripod from the Jeff Wayne war of the worlds animated film / musical)

So I managed to find a 3d model of the 1953 tripod and followed a very basic guide on blender to export some captures, I then used asperite to edit the pallettes (god it makes sprite editing easier) and then used falko's template to put it altogether.  I managed to get some sounds from the web for the heat ray.

It does work in the battlescape currently as a HWP but I think the conversion messed it as it doesn't orientate properly.  Also the heat ray projectile I made doesn't work either :(

I'm posting here to see if anyone wants to tinker or use what I have done so far. :)

P.S. ULLLLLLLLLAAAAAAA! :)

27
Work In Progress / [WIP] [UFO] Pyramid Ship aka Cydonian Scout
« on: October 06, 2016, 06:42:22 pm »
Hi all,

Not sure if this has been suggested but after watching stargate recently on Netflix I had an idea about using the blocks from the Cydonia mission to create a pyramid ship.

Anyone done this in another mod at all?

SQ

28
Work In Progress / Unused Sprites from XCOM
« on: October 02, 2016, 02:43:13 am »
So in my quest to acquire lots of resources for my big mod pack I have planned I stumbled across this site that had some pretty cool looking sprites that were not put into the final game.

I do like the robocop and terminator ones! Would love to get them into the game somehow.

Anyways the more talented artists among us may have a use for these.

Apologies if posted before.

29
Work In Progress / Horrific looking UFOpaedia entries /... any tips?
« on: October 02, 2016, 02:33:22 am »
So I've been using the photoshop palette in the download section to convert photos / images from the web into ufopaedia articles but everything is looking pretty horrific lol

Does anyone have any tips on pre-conversion treatment of images in order to get the best quality? also does the file type matter when it comes to quality?

I've posted some of my entries (the film buffs among you may recognise some of the aircraft)

30
Work In Progress / Max Dimensions of Fully Assembled XCOM Solder Sprite?
« on: October 01, 2016, 05:50:13 am »
Hi Everyone,

I know the components of soldiers are split into multiple pieces for facing various directions but when assembled what is the max usable dimensions for an xcom unit on the battlescape?

I've been looking everywhere and coming up short :(

Any help greatly appreciated!

Cheers,

SQ

EDIT: So I think I may have found it is it 32 x 40? seems to be a standard for files in the game!

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