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Messages - Wolfstarr

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241
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!

242
So I've been playing around with a lot of things and thought I would share something, its not intended for serious usage in the game but I must say that the power gem packs an incredible punch lol!

If anyone is interested in the files let me know and I'll zip it and post it here.

Big thanks to the authors of PowerGlove and AwesomeGuns mods as I borrowed a few things while I figured out what I was doing.

243
Work In Progress / Re: TFTD craft in UFO / Craft Recovery Question
« on: September 30, 2016, 01:27:07 am »
So I've been mulling over this some more and I think I'm beginning to understand.

Basically the components for the custom craft do not have to be implemented within a PCK file and a spritesheet could be used (similar to the ones for armour sheets) that contain all of the components used in craft.  This is then referenced in the .rul setup as a PCK file.  Am I on the right line?

.... After more research I think I am getting somewhere in the files have been loaded into MapView and I may be able to recreate the layout of the Leviathan / Triton. Or at least I would if the bloody software didn't crash all the time :(

I will persist with this lol ... anyone who can point me in further guidance would be appreciated! especially those of you who have been talented enough to make your own maps, ship layouts!

244
Work In Progress / Mecha Sprites
« on: September 29, 2016, 04:10:36 am »
Hello everyone,

I'm busy working on a big mod using bits and pieces from various ones I like on here, everytime I come up with a new idea it seems like someone else has suggested it in the past.

I haven't seen this sprite sheet posted, it is from a game called Metal Marines and has some cool looking mecha.

Think it might be a bit big for a solder / armour sprite but might be okay for a HWP platform.

I might get round to it myself at some point lol

245
Work In Progress / Re: TFTD craft in UFO / Craft Recovery Question
« on: September 29, 2016, 04:07:53 am »
Thank you for your post, I'm still a bit perplexed by the whole way crafts are rendered so I might park this part of my mod until I understand what is going on lol.

246
Work In Progress / TFTD craft in UFO / Craft Recovery Question
« on: September 28, 2016, 11:06:44 pm »
Hi,

I did Google this but could find a response that I can understand.

1. Is it possible to use the TFTD resources of crafts in the fist game? I imagine that they would need to be recoloured the originals pallette.
2. Where is the inventory stored of alien craft that is detailed on the recovery? I want to edit the load outs I.e. Number of power sources, navigation as I'd like.  Is this even possible?

Thanks in advance!

SQ

247
Work In Progress / Re: [WIP] [HWP] ED-209 :)
« on: September 27, 2016, 01:29:44 am »
Thank you!

Guess I should have searched the forum as I've seen someone else started a mod with the same idea! Fox105iwsp if you still post here I'd like to revive your work and see I can get something off the ground.

Failing that I may just commission someone to do the pixelart lol

--- posts merged - Solarius Scorch ---

Quick questions:

1) When adding new resources is it wise to use a number ID system for each resource for example I could state that 3 sounds I'm using are 301: Wav1.wav, 302: Wav2.wav, 303: Wav3.wav and then say for a UFOpaedia article I could then go to 304: IMG1.png.  If I then worked on another mod I could start that at 401?

2) If a sound and an image say have the same numerical ID would this case problems? Or does it not matter since the separate named .PCK defines this?

3) Does it matter what order the specific parts of each section of a ruleset are presented in (after defining the type) or could I order them alphabetically for ease of reference?

Thanks in advance for the noob questions!

248
Work In Progress / [WIP] [HWP] ED-209 - Working but lacks walking animation
« on: September 26, 2016, 12:13:10 am »
So first post here :)

Been watching watching lots of let's plays on OpenXcom and thought I'd get involved as have so many ideas for mods but wanted a fairly easy one to start off with.

I watched Robocop recently (the 80's) one and after seeing ED-209 I thought how similar he was to a sectopod and bam it hit me wouldn't it be cool if he was in Xcom.  I played around with the Sectopod HWP mod by Harry (https://www.openxcom.com/mod/sectopod-hwp) and managed to change the name of the unit and get everything working in the battlescape from a functional perspective.  I changed the weapon to Cannon to reflect the one he had in the film.

I've also played around with the sound files using this youtube sfx video (https://www.youtube.com/watch?v=p-0hIBfS5Ts) and its okay but not perfect, the unit is also completely unbalanced for use in the game at the moment as testing it in the battle simulator thing it owned everything lol.

I'd love to get the sprite up together but not much of an artist so may attempt a recolour instead once I get my head around sprite modding.

I'm also looking at the PC game of Robocop to see if I can rip some better sounds to use.

Anyone who wants to help totally welcome to!

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