Author Topic: Battle Scape Mode for 'Advance' Interceptor Mode  (Read 42343 times)

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: Battle Scape Mode for 'Advance' Interceptor Mode
« Reply #60 on: February 21, 2013, 11:55:28 am »
i am trying compare the battlescape art with the UFOPEDIA ART , i don't think i have the front end right but i am goign crossed eyed looking at it, i will move on for now and come back to it...

Offline moriarty

  • Commander
  • *****
  • Posts: 1421
    • View Profile
    • Luke's OX mod site
Re: Battle Scape Mode for 'Advance' Interceptor Mode
« Reply #61 on: February 21, 2013, 12:01:54 pm »
that skyranger nose is the weirdest part of it, don't worry: for now, anything you do will be okay, because the actual sprite is so small ;)

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: Battle Scape Mode for 'Advance' Interceptor Mode
« Reply #62 on: February 21, 2013, 12:45:26 pm »
Work in progress....Once you stretch it over the 12 tiles long  it starts looking more like a Bus than aircraft.
« Last Edit: February 21, 2013, 12:55:06 pm by luke83 »

Offline moriarty

  • Commander
  • *****
  • Posts: 1421
    • View Profile
    • Luke's OX mod site
Re: Battle Scape Mode for 'Advance' Interceptor Mode
« Reply #63 on: February 21, 2013, 02:01:51 pm »
well, that's what it is, right? a bus for x-com field trips  ;D

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: Battle Scape Mode for 'Advance' Interceptor Mode
« Reply #64 on: February 22, 2013, 01:54:15 pm »
Here is the next work in progress, I think the wing span is too wide to match the original game art but it looks more likely to fly than the original... Your thoughts?

 Also when i reloaded my Ufo file today , most of the textures had been wiped out , can someone double check my download still has them or if its just something within my Blender install that is wrong...

« Last Edit: February 22, 2013, 01:59:43 pm by luke83 »

Offline MrWigggles

  • Squaddie
  • *
  • Posts: 9
    • View Profile
Re: Battle Scape Mode for 'Advance' Interceptor Mode
« Reply #65 on: February 23, 2013, 05:15:53 am »
Neat.

Offline pmprog

  • Commander
  • *****
  • Posts: 647
  • Contributor
    • View Profile
    • Polymath Programming
Re: Battle Scape Mode for 'Advance' Interceptor Mode
« Reply #66 on: March 28, 2013, 12:12:50 pm »
Sorry for a little bump. Did anyone ever look at this?

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: Battle Scape Mode for 'Advance' Interceptor Mode
« Reply #67 on: March 29, 2013, 12:26:35 am »
My modelling is on hold whilst i do a particular HARD unit in my training course, but no as far as i know , no one has started looking at this.

Offline Hollow_Fang

  • Sergeant
  • **
  • Posts: 32
    • View Profile
Re: Battle Scape Mode for 'Advance' Interceptor Mode
« Reply #68 on: December 24, 2014, 12:08:50 am »
Would be so amazing imagine shooting at ufo's on a combat mode with the little sprites like soldiers and ufo's fireing avalanche and the ground would look like the sky and clouds and running out of tu be running out of fuel. lol
Also allow for new game modes Air breaching the whole map be like the out side and one giant ship with a landing craft of the roof LOL
or protect the 747 mode like terror missions  and would even be able to use the multiple levels of floors the games has for and if sprite goes to floor 1 combat ends with all craft destroyed then shifting to combat ended and ship destroyed  too bad you cannot combine UFO and TFTD with the Intercepter concept lol