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Messages - Wolfstarr

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31
Help / Re: Different move sounds for Flying / Walking?
« on: November 24, 2018, 02:52:28 pm »
I’m sure it was too reaver but I’m stumped :(

Thought there was a floatSound tag or something in the ruleset but can’t see anything obvious.

I have a cool unit I want to showcase later hopefully if I can sort this issue out.

32
Help / Different move sounds for Flying / Walking?
« on: November 24, 2018, 04:39:17 am »
Hello everyone,

Was wondering if it is possible to assign different move sounds to a unit in OXCE which can change depending on if it is floating or whether it is walking? E.g. if a unit used a jet pack for example you wouldn’t want the normal walking sound to play.

If not is this something I could request somewhere?

Thanks in advance! :)

SQ

33
Resources / Re: SideQuests Sprite Rips :)
« on: November 23, 2018, 01:58:04 am »
Second up, also from Harry Potter on the GBA, is a smaller spider ... seems to change color mid sequence :S


34
Work In Progress / Re: [WIP] X-Com: Nemesis
« on: November 23, 2018, 01:54:54 am »
Thanks both for the feedback :)

I'm going to start posting my sprite rips for all to benefit on here - https://openxcom.org/forum/index.php/topic,6719.0.html

The spider is there as number 1 :)

35
Resources / One Stop Shop for Sprite Rips :)
« on: November 23, 2018, 01:53:19 am »
So wanted to share all of the sprite rips I have been doing recently in one place :)

First up is a giant spider from the GBA game, Harry Potter and the Chamber of Secrets.  It has more than 5 frames of animation so having trouble getting it in the HWP template.

If you get it looking nice, please share :)

36
Work In Progress / [WIP] X-Com: Nemesis
« on: November 23, 2018, 12:44:39 am »
X-Com: Nemesis

A new global agency setup to deal with the sudden increase in alien activity on Earth may have more than one enemy to contend with to ensure the survival of the human race.

So have been lurking in the background on the forum for a while now and really wanted to get back into the modding scene and finally took the plunge with OpenXcom Extended rather than sticking to vanilla.  I love all of the work others put in here and so wanted to contribute something myself :)

I've also spent a great deal of time ripping sprites from other places which is soooo time consuming.

First up in the mod is the Apex ...  This race is inspired by the predator films and spawns another unit upon death of the cloaked one.  The cloaked sprite is one kindly borrowed from X-Com Files with the main sprite being an amalgamation of the mutons from Xeno Operations.  I created the death animation of the unit cloaking myself.

A video is posted below for those who want to see it in action.  Excuse the audio in the background ... I am a noob with OBS!


I've also got a really nice spider sprite (ripped from a Harry Potter GBA game) but it has 11 frames of animation and struggling to get it to animate correctly in game ... any helpers willing to take up the challenge?

Cheers,

SQ

Spoiler:
Changelog:
Version 0.0.1
  - Nighthawk HWP added (50%)
  - SWARMM race added (0%)

37
Tools / HWP Assemble! - Combine HWP sprite frames back into original image!
« on: November 17, 2018, 03:15:32 am »
So after seeing some of the amazing art people have produced here I wanted to have a go at editing them myself so using the files generated by falko's tool online I created a web page format that reassembles the disassembled openxcom frames back into an editable image :)

All that is needed is to copy the tiles (32px by 40px) into the hwp_frames folder and the webpage will combine them into the main div and then by the power of javascript it outputs a saveable image in the lower part of the screen. This is for the Sectopod animation routine at the moment.

Not sure who the original sprite belongs to that I've used in the attached example.

Hope this is of use to people!

Cheers,

SQ

38
Resources / Re: Box Art alien - sprite sheet
« on: November 16, 2018, 04:28:32 pm »
This is the latest version. I need to remember to upload it on the new mod portal.
For the record my work was also inspired by the excellent Ryskeliini's concept

Has it been uploaded :)

Awesome sprite - Am envious of all of your talents!

39
No worries it is here https://openxcom.org/forum/index.php/topic,5448.30.html

Also if you look in the resource section of the forum (Terminator universe units) I posted some other stuff I ripped from a galactic battlegrounds mod that had terminator units ... not found the time to try and salvage them though.

On another site there are voxels for ED209, HK Tank and HK Aerial to again cool to see! - http://zombapro.ppmsite.com/index.php?page=Voxel

40
Hello there!

Any news about the new release of Tech-Comm?

BTW, I've found some models in the Internet than seems very similar of HK-Drones, T-1 Terminators and Technical truck (this last one, as a support vehicle for Tech-Comm/Resistance forces) that I would like to incorporate in Tech-Comm.
 I'm attaching an example of these models. Of course, I will cut them and adapt them for the game. Can I? It is possible to incorporate in the main mod or just a separate download?

Ive already converted the middle one into a HWP spritesheet in another post of mine, can’t search for it as have limited internet.

Looks like you found the same CnC resource I did for sprites and voxels.  Unfortunately some of them don’t convert very well.

41
40k / Re: 40k
« on: July 09, 2018, 02:01:13 am »
bullet, you take this mod from strength to strength! :)



Is there a call to make a dedicate thread to this mod ala Area 51, X Files and Piratez?

42
Help / Re: Some random questions
« on: June 08, 2018, 04:03:46 pm »
Superb thanks for the quick response Meridian! :)

43
Help / Some random questions
« on: June 08, 2018, 03:29:46 pm »
Hi everyone,

Me again :) hopefully another quick one:

1. With the nightly, can we set a unit to have multiple aggro sounds?
2. Does this “&” thing in a rule set copy stats from another place in a rule set?

Thanks in advance!

Cheers,

SQ

44
Help / Re: Multiple weapons on living weapon?
« on: June 05, 2018, 03:14:00 pm »
:) do like the community here makes it easier to mod when a lot of willing people to help.

Looking forward to sharing a mod soon, just doing some experiments at the moment.

Trying to get a living weapon with a melee attack and a small explosive ranged attack equipped, can’t get the ranged explosive attack to work yet.  Going to persevere lol

45
Help / Re: Porting TFTD craft to OXC
« on: June 04, 2018, 11:24:15 pm »
Cool :) Cheers again scorch!

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