aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MFive

Pages: 1 2 [3] 4 5 6
31
@Fox105iwsp

this mod looks amazing, i greatly look forward to seeing it finished, i had thought a psionic armour would be cool

32
Work In Progress / Re: Help: make aliens melee consisntently
« on: April 03, 2014, 01:08:52 am »
honestly, i have no idea but i think their might be an AI 'weight ' that you can put on guns to make them more likely to attack stuff, and at very least you can use chryssalid AI, that should work

33
Resources / Re: My First Sprite
« on: April 03, 2014, 01:05:51 am »
When you get Photoshop to play around with the graphics (notice "when" as opposed to "if" :P), you can use this attached palette to make sure it will work.

yea, i should really get photoshop, but for now paint.net or gimp will have to work, and thanks a ton for the color palette, that will help alot :D

This thread might help: https://openxcom.org/forum/index.php?topic=1557.0

yes this thread has helped alot, thanks for the help

I need to do the hand sprites for this gun at some point too, basically just strap a scope on top of the original Laser Rifle and maybe add a pixel or 2 to lengthen the barrel... Huh I might even release it as a standalone mod so you can wait till I do that... or take the fight to the enemy and do it yourself :)

i might use yours if you don't mind, but i would like to figure out how to do this, i have plans for other sprites if i can get this to work for me, thanks for the offer

"blue laser" ??

What is the ruleset trick to manage laser beal color ?

erm, i am not sure what you mean by ruleset trick, but i had meant that i could't find a laser sniper rifle sprite that was blue and not red

thanks guys for all of your help and input on this

34
Resources / Re: My First Sprite
« on: April 02, 2014, 09:07:49 am »
you need to use PS or another program to set the color to 8 bit and  the custom palette. use the battlescape palette

regretibly i do not have photoshop(PS i assume), i do have paint.net and gimp iirc gimp can change the pallet and found instructions here
https://openxcommods.weebly.com/bb_tools.html
to do this, but i have no 'frame of referance' to get the pallet from i also noticed that paint.net can also change pallet, but again, i have no pallet

i converted the file via bomb blokes tools, which i fear has altered the pallet of all of the files that it converts

You're wrong Sir, I've made one long time ago :)



that looks awesome!(and similar to the one i kinda 'butchered') but even if i get the pallet fixed, i fear that i will be incapable of making the rotating sprites(their name escapes me) due to lack of skill, as most that i see look very different from the original

thanks to both of you guys for the input

35
Resources / My First Sprite
« on: April 02, 2014, 05:05:44 am »
i made (modified) this laser sniper rifle with the scope being Solarius Scorch's Item Levels more variability

this BigOb is based off of the laser sniper rifle, i made it because i could not find any blue laser sniper rifles, so i decided to try making my own

let me know if i got the color pallet right, and what you think about the spirit

EDIT: i noticed in my in-game use of the sprite, the color pallet does not seem to work, it looks like tye-dye any help or advice on this?

36
Work In Progress / Re: armour damage modifier help
« on: March 30, 2014, 06:40:00 am »
When in doubt, check the wik

i never knew OXC had its own section on the UFOpedia, thats awesome! i will have to study it, thanks a ton!

37
Work In Progress / armour damage modifier help
« on: March 30, 2014, 06:25:41 am »
what do all of these numbers represent? from what i gather they modify the damage your soldier takes, but are high numbers bad? i would assume that 1 is standard damage and that 0.0 is no damage taken, i.e, immune to that damage type

Quote from: Personal Armour
    damageModifier:
      - 1.0
      - 1.0
      - 0.8
      - 1.0
      - 1.0
      - 1.0
      - 0.9
      - 1.0
      - 1.1
      - 1.0

can someone help me with which damage types they represent and or weather i am wrong in my thinking in the way that the damage modification works?

38
Troubleshooting / Re: Battle Generator glich
« on: March 30, 2014, 05:56:04 am »
thats fixed it, thanks!

i also love the new UI, fantastic work!

39
Troubleshooting / Battle Generator glich
« on: March 30, 2014, 12:41:57 am »
When you generate a battle scape mission from the main menu, you cannot select armours for your soldiers, there is simply 'none' as option

let me know if you want save

Git: 2014-03-29 2329

EDIT: Additionally you cannot change the craft that you load your soldiers into

40
Work In Progress / Re: UFO upgrades
« on: March 26, 2014, 12:44:54 am »
@ Luke83

i don't know if you are still working on this mod or not, but i have some funny pics for you

https://i.imgur.com/J7R70nQ.png
https://i.imgur.com/gLSc97D.png

basicly, my skyranger landed INSIDE of a terror ship

it would be cool for this to be a feature, but i would prefer smoke and fire around the ship(we did just shoot it down after all :) )

41
Work In Progress / Re: UFOpedia questions
« on: March 24, 2014, 04:02:32 am »
i had forgot that i needed a picture for the ufopedia, that will probably fix it, thanks

42
Work In Progress / UFOpedia questions
« on: March 23, 2014, 10:52:52 pm »
I am working on my mod, and when i research my item, it crashes when i try to view the UFOpedia

UFOpedia part
Quote
ufopaedia:
  - id: STR_AI_Moduel
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_AI_Moduel_UFOPEDIA
    requires:
      - STR_AI_Moduel

extraStrings part
Quote
extraStrings:
  - type: en-US
    strings:
      STR_AI_Moduel: AI Moduel
      STR_AI_Moduel_UFOPEDIA: Designed to be similer to the Mind Probe, the AI moduel allows the user to controle a device at the other end of the connection.

i know there are typos in the entry but i will fix that later

let me know if there is any other info that you want about the mod

any help would be great

43
Work In Progress / Re: [HWP/BETA] X-COM Enforcer
« on: March 20, 2014, 06:53:10 am »
i have to say i am very, very impressed with this mod, the requirements are so high it fells very vanilla, which is a good thing  ;D

do you have full grafix for the other two versions? they could be used as variants

the one on the far left, the big one, i was thinking would make a good 'heavy' version and the one on the right would be cool for a flying one

can they use Psy-Amps? they are machines so i would think they should't be able to but i was wondering

i also ask your permission to incorporate into my mod-pack that i have been accumulating over time, intigrating and balancing the mod with the others in the pack

44
Work In Progress / Re: Better graphics guide
« on: March 19, 2014, 07:18:58 am »
SABR is nice, but i prefer the HQ4X shader, it seems to provide a 'crisper' image

45
Released Mods / Re: [WEAPON] Clips for laser weapons
« on: March 13, 2014, 05:33:19 am »
Well now it kinda works. But the ufopaedia is still wierd. I have no idea how to solve it.  :-\

how did you fix/change it? was it the UFOpaedia braking it?

Pages: 1 2 [3] 4 5 6