Author Topic: [GRAPHICS] Improved Hand Objects (complete)  (Read 20334 times)

Offline ivandogovich

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[GRAPHICS] Improved Hand Objects (complete)
« on: January 16, 2015, 07:44:20 am »


It started out simple.  Frustrated with the silliness of a grenade representing tons of items in the game, I created a Medikit Handob mod, to portray the Medikit in the hand.  The HE Pack followed, and then the Motion Scanner. 

Why stop there?  Ok. All vanilla items now have their own custom Hand Object courtesy of this mod.

These include:

Usables:

Medikit
Motion Scanner
Mind Probe

Throwables:

Electro Flare
Proximity Grenade
High Explosive Pack
Alien Grenade
Smoke Grenade

Launchables:

Stun Bomb
Blaster Bomb
All rockets (SM, LG, IN)


Expendables:

Auto Cannon Clips (AP, HE, IN)
Heavy Cannon Clips (AP, HE, IN)

Shootables:

Rifle Clip
Pistol Clip
Plasma Pistol Clip
Plasma Rifle Clip
Heavy Plasma Clip

Official Modsite Link:
https://openxcom.mod.io/improved-hand-objects

Edit: Mod Review is available on Youtube to see in game footage!


https://www.youtube.com/watch?v=EvGDGO1AjOc


Cheers, Ivan :D
« Last Edit: September 30, 2018, 02:12:20 am by ivandogovich »

Offline bladum

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #1 on: January 16, 2015, 11:17:39 am »
do you plan corpes to ? do actually we need to carry on corpes in hands ?

Offline ivandogovich

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #2 on: January 16, 2015, 02:43:09 pm »
do you plan corpes to ? do actually we need to carry on corpes in hands ?
Really good question.  I didn't plan for corpses as hand objects.  I don't feel like its a necessary piece at this point.  I would welcome the efforts of someone else to create a Corpses Hand Objects mod, though. :)

Offline Hythlodaeus

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #3 on: January 16, 2015, 04:56:55 pm »
Quite frankly, I think this is one of the mods that deserves to be in the main package. It could be activated/de-activated with the improved character sprites options (i.e non-aryan mod).

Also do you think you can make the stun rod similar to the one on TFTD, i.e, a one handed sprite?
« Last Edit: January 16, 2015, 05:02:15 pm by Hythlodaeus »

Offline ivandogovich

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #4 on: January 16, 2015, 05:41:04 pm »
Quite frankly, I think this is one of the mods that deserves to be in the main package. It could be activated/de-activated with the improved character sprites options (i.e non-aryan mod).

Also do you think you can make the stun rod similar to the one on TFTD, i.e, a one handed sprite?

Thanks for the vote of confidence.  I'll see about putting together a Pull Request and SupSuper and Warboy can decide if they want it in the package.  It not really all that different that the UFOextender or XCOM Util mods in the package. 

As far as the one handed stunrod.... I don't plan to include it in this package as vanilla already has a hand object for it.  It would be possible to create an alternate one-handed graphic as a standalone mod, if there was significant interest. 

Cheers!

Offline Hobbes

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #5 on: January 16, 2015, 06:30:10 pm »
Quite frankly, I think this is one of the mods that deserves to be in the main package. It could be activated/de-activated with the improved character sprites options (i.e non-aryan mod).

+1

Offline clownagent

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #6 on: January 16, 2015, 10:33:43 pm »
This is a great mod

do you plan corpes to ? do actually we need to carry on corpes in hands ?

I tried to make a corpse handob for the X-com suit some time ago.
Feel free to use it. For correct positioning in the battlescape you have to make corpses a 'two-handed' object in the ruleset.

Offline ivandogovich

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #7 on: January 16, 2015, 11:00:08 pm »
Quote
Quite frankly, I think this is one of the mods that deserves to be in the main package. It could be activated/de-activated with the improved character sprites options (i.e non-aryan mod).
+1

I chatted with SupSuper, and he declined pulling it into the package.  Mainly because it transfers support of mods like this over to the Dev team, who have other things to do. 

Therefore, this will continue to be a stand alone mod. :)

Cheers, Ivan :D

Offline Hythlodaeus

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #8 on: January 16, 2015, 11:31:41 pm »
I guess after TFTD is done you can try again. Let's have it the way it is then. Regarding corpses, I would prefer a mod for adding weapons to those would remain separate.

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #9 on: January 18, 2015, 11:02:32 pm »
Love your mod. Thanks  ;)

I have a suggestion: an errors correction mod.
You can add to your own mod every small fix surfaced from the community
No rebalancing or added stuff. Only vanilla corrections.

noelbuddy weight corrections
https://openxcom.org/forum/index.php/topic,2884.0.html

the ramp pathfind correction from
https://openxcom.org/forum/index.php/topic,2142.0.html

DoubleG missile sound
https://openxcom.org/forum/index.php?topic=3074.0

the alien reproduction mod
Solarius ItemLevels
...
and maybe this one:
  - type: STR_STINGRAY_MISSILES
    transferTime: 48
  - type: STR_AVALANCHE_MISSILES
    transferTime: 48 -> 96
  - type: STR_CANNON_ROUNDS_X50
    transferTime: 96 -> 48
it make more sense to a nuclear warhead to take more time to be delivered then some cannon magazines! I sincerely think this was an overlook in the original game.

Tell me if you are interested, cause I wanted to do it myself, but I think your wonderful little mod is the bigger piece. Maybe, if you or someone other is interested, this should go in a new post.

Sorry for the distraction. Love your mod (oh, I already wrote this  :P ).

« Last Edit: January 18, 2015, 11:04:16 pm by Mono »

Offline ivandogovich

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #10 on: January 19, 2015, 03:29:23 am »
Thanks a ton for the feedback, Mono!! :)

Those are a ton of great ideas!!   

At this point, I think the Hand Objects mod should probably stay as it is, but I do encourage a mod that pulls the error fixes that you have mentioned together.  Some of the errors may have already been addressed in the nightlies.

That said, you, or anyone else for that matter, are welcome to incorporate any pieces of this mod that you would like into it!  Full permission to use this mod is granted to anyone as they see fit. ;)

Cheers, Ivan :D

Offline Hobbes

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #11 on: January 19, 2015, 03:32:24 am »
That said, you, or anyone else for that matter, are welcome to incorporate any pieces of this mod that you would like into it!  Full permission to use this mod is granted to anyone as they see fit. ;)

Already added it to Redux. Thanks :)

Offline ivandogovich

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #12 on: January 19, 2015, 05:41:48 pm »



https://www.youtube.com/watch?v=EvGDGO1AjOc

Mod Review is available on Youtube to see in game footage!

Cheers, Ivan :D

Offline ivandogovich

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[GRAPHICS] Improved Hand Objects (v 1.1 Updated)
« Reply #13 on: January 31, 2015, 10:15:23 pm »
Updated mod to 1.1  Added Elerium Floor and Hand Object graphics to match the Big Object.

(The purple ball on the ground and the grey grenade handob just didn't fit with the BigOb and it was bugging me)



Download is available on the mod site. https://www.openxcom.com/mod/improved-hand-objects/download/c3844615


Cheers, Ivan :D

Offline ivandogovich

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Re: [GRAPHICS] Improved Hand Objects (complete)
« Reply #14 on: February 14, 2015, 07:48:32 am »
Ok,  Hellrazor asked me to do up a Handob sheet for the "Elerium Bomb" that goes with Fatrat's Small Launcher elerium bomb mod: https://www.openxcom.com/mod/explosive-ammo-for-small-launcher

I'm not going to add this into the actual mod, because it isn't a vanilla item.  But I will post this here for anyone else that wants to use it.