[QUOTE=Destroyox;50835221]I hate the stupid "every ADVENT has a different armor color" thing so many mods do. I guess it's also a thing in vanilla, but it was only 3 different colors though, no bright blues.[/QUOTE]
Much easier to edit a texture by changing a colour than to change the model.
They changed the tint color in the material, pretty much. It's how the Advent troopers are set up.
I just wish theyd pick darker colours that fit ADVENTS pallete.
[QUOTE=Jetamo;50835235]Much easier to edit a texture by changing a colour than to change the model.[/QUOTE]
I know this, but I just think it's kinda lazy compared to all the new models in the pack. Like new shoulderplates and a different secondary color would've done just fine.
Fucking Christ I'm bad at this game. I've spent like 4 goddamn hours trying to do the final assault and I just [I]cannot[/I] do it. I've never played a game that was this unforgiving. I need to rework my team or something.
[QUOTE=Hunterdnrc;50843105]Fucking Christ I'm bad at this game. I've spent like 4 goddamn hours trying to do the final assault and I just [I]cannot[/I] do it. I've never played a game that was this unforgiving. I need to rework my team or something.[/QUOTE]
The final assault feels like less of a test of your troops and more of an exam of all the little tricks and meta you've been picking up throughout the game (not in a negative way, mind).
Dominating a gatekeeper feels like a must, as well as continually mind controlling any high-health bullet sponges to step out and draw the ridiculous amount of fire you'll be facing throughout the mission.
Other than the final chamber, the 'lid rush felt like place where things can really turn sideways, so make sure to save explosives for that.
[QUOTE=Im Crimson;50845327]The final assault feels like less of a test of your troops and more of an exam of all the little tricks and meta you've been picking up throughout the game (not in a negative way, mind).
Dominating a gatekeeper feels like a must, as well as continually mind controlling any high-health bullet sponges to step out and draw the ridiculous amount of fire you'll be facing throughout the mission.
Other than the final chamber, the 'lid rush felt like place where things can really turn sideways, so make sure to save explosives for that.[/QUOTE]
Even easier method iv'e done twice on legend now. even joked about it on here.
Take 1 max level PSI trooper, the rest of the squad and makeup is entirely up to you, just don't use any consumable till you get to the boss room. Don't fight in there, in fact don't send anyone into that area at all after the initial reveal cutscene.
Instead destroy ALL cover at the bridge using the [sp] Commanders Avatar [/sp], this leaves the enemy with nothing to hide behind at all in their move space (infact if you work it out, you can leave 1 peice of cover to ensure the AI will run for it and never try to shoot), all you need to do is position your units acordingly to take them out when they dare to cross, make sure you put the PSI trooper at the front, they need to have Inspire and Stasis. Send 1 unit into the fray to draw enemies out, use the PSI trooper to ensure they can get back or make them imune.
It'll take a while but it's the absolute safest way iv'e finished it. Also as above, do your best to get a gatekeeper MC'd and make all the human advent zombies, they won't do much but they will tank hits if you need them too.
[QUOTE=E3245;50834086]The Muton Centurion has been updated to the LW Alien pack.
[/QUOTE]
Yup, finally they've gone and brought "FUCKDRONES!" to XCOM 2. My experience just wasn't complete all this time without 4 health 2 armour (!!!) flying shits capable of making my guys sit on their ass for two turns, at the very start of the campaign too.
So, I finally have been able to fix up a problem with .NET installation on my computer, and have been able to launch X-Com 2 months after it was launched. And damn it, despite having to play at 15 FPS, with 10 minute loading times, on lowest settings - it's still X-Com and it's still worth it.
Already lost the girl who came with Bradford to RNG not killing ADVENT Officer with her sword, leading to Mark+Move+Kill (Mark really should be 1 Action), losing a heavy to Faceless walking next to the van he was hidding behind, and exploding it all over him, and some other good ol' RNG for rookies.
But damn it, I have a Heavy who got himself nickname of "T-Rex", so he gets a top hat. So fuck the ADVENT police, 'cause that's X-Com, baby!
[QUOTE=E3245;50834086]The Muton Centurion has been updated to the LW Alien pack.
[t]http://images.akamai.steamusercontent.com/ugc/447365653987079353/79A57AAF371942B9BDD7DB7220318FE97D40B46E/[/t][/QUOTE]
[IMG]http://vignette4.wikia.nocookie.net/masseffect/images/b/b6/ME3_Krogan_Warlord_Sentinel.png/revision/latest?cb=20130227103010[/IMG]
[editline]8th August 2016[/editline]
wait, since there's Garrus model with texture already in the game, that means someone some time will port Mass Effect 3 multiplayer classes' models. Some of them have some sick armour, really hope to see those in-game.
God, that's what XCOM 2's mutons have been reminding me! How could I not see it before.
I keep fucking up and just went through my 3rd restart after a squadwipe, should I lower difficulty or disable ironman or both?
[QUOTE=Derposaurus;50860692]I keep fucking up and just went through my 3rd restart after a squadwipe, should I lower difficulty or disable ironman or both?[/QUOTE]
Do both, then play on higher difficulty. That's what I did, much different story.
I know this is a little unconventional, but finally after a week or so of hard work, we finally ported Tracer from Overwatch to X2, somewhat. The facial animations are a little wonky at times, but we did the best we could at rigging the face (A pain in the ass, imo). At least the textures look really good, thanks to me.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=741549683]Tracer[/url]:
[t]http://i.imgur.com/m0ODD0S.png[/t][t]http://i.imgur.com/A6rYRiO.png[/t][t]http://images.akamai.steamusercontent.com/ugc/271725976961981535/77E9C94A11D1B6F7D61301899F30208FBA3B651F/[/t]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=740901085]I also ported her pulse pistol as well[/url]:
[t]http://images.akamai.steamusercontent.com/ugc/271725976961988997/039464886A681FEF0D9CCDCD8A280FC0B0E29DE0/[/t][t]http://images.akamai.steamusercontent.com/ugc/263844100817047632/957DB765D45B8101C38A96CF17EFCD8630D563C5/[/t]
I hope you guys enjoy if, even if it isn't in good taste, or w/e.
[QUOTE=E3245;50865212]Tracer[/QUOTE]
Replace spark units with bastion
[QUOTE=archival;50865380]Replace spark units with bastion[/QUOTE]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=739751718&searchtext="]Already done[/URL]
EDIT: I fixed the link a minute afterwards :pudge:
[QUOTE=E3245;50865212]I know this is a little unconventional, but finally after a week or so of hard work, we finally ported Tracer from Overwatch to X2, somewhat. The facial animations are a little wonky at times, but we did the best we could at rigging the face (A pain in the ass, imo). At least the textures look really good, thanks to me.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=741549683]Tracer[/url]:
[t]http://i.imgur.com/m0ODD0S.png[/t][t]http://i.imgur.com/A6rYRiO.png[/t][t]http://images.akamai.steamusercontent.com/ugc/271725976961981535/77E9C94A11D1B6F7D61301899F30208FBA3B651F/[/t]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=740901085]I also ported her pulse pistol as well[/url]:
[t]http://images.akamai.steamusercontent.com/ugc/271725976961988997/039464886A681FEF0D9CCDCD8A280FC0B0E29DE0/[/t][t]http://images.akamai.steamusercontent.com/ugc/263844100817047632/957DB765D45B8101C38A96CF17EFCD8630D563C5/[/t]
I hope you guys enjoy if, even if it isn't in good taste, or w/e.[/QUOTE]
And here I am struggling to port Jacket's player model into the game :v: I did pause on it, been a week now, but still. Very well done!
[QUOTE=Jvs;50865409][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=739751718&searchtext="]Already done[/URL]
EDIT: I fixed the link a minute afterwards :pudge:[/QUOTE]
Eh, the textures are wonky compared to Tracer's.
heads up for those of you who havent got xcom2 yet.
Game is on sale this weekend with 45% off.
A few pennies under £20 or a couple of quid over for the delux. Either way, the game is well worth that amount, when you factor in the free custom content from the workshop it's an absolute steal.
The individual DLC's are not on sale, HOWEVER.
The reinforcement pack which is all 3 DLC's combined is on sale with 33% off. Which works out at saving you £10 than if you were to buy them all individually.
I suggest you do your research on that one, you might not like alot of the stuff they offer in the dlc's, 2 of the 3 are very polarising.
[QUOTE=E3245;50865212]I know this is a little unconventional, but finally after a week or so of hard work, we finally ported Tracer from Overwatch to X2, somewhat. The facial animations are a little wonky at times, but we did the best we could at rigging the face (A pain in the ass, imo). At least the textures look really good, thanks to me.[/t]
I hope you guys enjoy if, even if it isn't in good taste, or w/e.[/QUOTE]
Just a heads upp. Blizzard uses [URL="http://www.bytehazard.com/articles/vertnorm.html"]weighted vertex normals[/URL] for the character models in overwatch. They tend to display all soft without them.
[QUOTE=BlueFlytrap;50867377]Just a heads upp. Blizzard uses [URL="http://www.bytehazard.com/articles/vertnorm.html"]weighted vertex normals[/URL] for the character models in overwatch. They tend to display all soft without them.[/QUOTE]
Does the XNALara .ascii meshes that were released on here import with the Weighted normals? If so, I'll have to talk to the guy who rigged this and figure something out. Probably not gonna like this.
[editline]11th August 2016[/editline]
It may explain why I saw weird lighting issues while I was trying to port the Pulse Bomb/Pistol in 3ds max.
WHICH CUNT AT THE LONG WAR MODDING TEAM THOUGHT CHANGING THE MUTON CENTURION ON THE WORKSHOP INTO THE LONG WAR ALIEN PACK WAS OKAY
I DON'T WANT YOUR BALLBUSTING ENEMIES, AND NOW I HAVE TO RESTART MY IRONMAN SAVE
THe fucking nerve
[QUOTE=E3245;50867918]Does the XNALara .ascii meshes that were released on here import with the Weighted normals? If so, I'll have to talk to the guy who rigged this and figure something out. Probably not gonna like this.
[editline]11th August 2016[/editline]
It may explain why I saw weird lighting issues while I was trying to port the Pulse Bomb/Pistol in 3ds max.[/QUOTE]
Don't remember if the script does export normals but that doesn't matter too much.
You can just recalculate the normals with a [URL="https://github.com/ByteHazard/wnormals"]max script[/URL]. And if for some reason import ignores custom vertex normals you can bake them to a tangentspace map and merge them with the existing ones.
It's significantly more tedious to do the latter but it works.
[T]http://orig05.deviantart.net/5935/f/2016/183/e/7/wvn_by_blueflytrap998-da8ft20.gif[/T]
[QUOTE=BlueFlytrap;50868459]Don't remember if the script does export normals but that doesn't matter too much.
You can just recalculate the normals with a [URL="https://github.com/ByteHazard/wnormals"]max script[/URL]. And if for some reason import ignores custom vertex normals you can bake them to a tangentspace map and merge them with the existing ones.
It's significantly more tedious to do the latter but it works.
[T]http://orig05.deviantart.net/5935/f/2016/183/e/7/wvn_by_blueflytrap998-da8ft20.gif[/T][/QUOTE]
Thanks for the tip. I manually exported every mesh and used that maxscript to recaculate the normals. I'll submit the changes to the author, along with some bug fixes.
Comparison shot:
[t]http://i.imgur.com/4oWzvHx.jpg[/t]
da OGs are back in town boysss
[t]http://images.akamai.steamusercontent.com/ugc/268348160038165503/DE67FA941ED6A7A7DD155479989909018CA85143/[/t][t]http://images.akamai.steamusercontent.com/ugc/268348160038166655/8D9B5A07709D477C968AAAA1F326EA0D5AEF7385/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/268348160038166099/A8327891785E40386BA2396D31174F8EFE47A60C/[/t][t]http://images.akamai.steamusercontent.com/ugc/268348160038166908/210A3B1ECE78D52EBDCC8E35B1813914D18DF356/[/t]
here 2 teach advent a lesson about dominating earth
[editline]12th August 2016[/editline]
check it out, combine gang signs
[img]https://i.gyazo.com/89d51a931383a92628a3b28312a9b9eb.jpg[/img]
I need some criticism on this. Right now, I tried to get it to match the AR15 Reciever from the M16A4 that I ported a while back. The RU556 looks like a PDW weapon, instead of an assault rifle.
The M16A4 on top, RU556 on bottom:
[t]http://i.imgur.com/N2Axo8H.png[/t]
Should I make the RU556 bigger or keep it as it?
[editline]12th August 2016[/editline]
This is what it looks like when the M16A4 is on top of the RU556:
[img]http://i.imgur.com/i1Byrin.png[/img]
[QUOTE='Ninja Nub[NOR];50874127']da OGs are back in town boysss
[t]http://images.akamai.steamusercontent.com/ugc/268348160038165503/DE67FA941ED6A7A7DD155479989909018CA85143/[/t][t]http://images.akamai.steamusercontent.com/ugc/268348160038166655/8D9B5A07709D477C968AAAA1F326EA0D5AEF7385/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/268348160038166099/A8327891785E40386BA2396D31174F8EFE47A60C/[/t][t]http://images.akamai.steamusercontent.com/ugc/268348160038166908/210A3B1ECE78D52EBDCC8E35B1813914D18DF356/[/t]
here 2 teach advent a lesson about dominating earth
[editline]12th August 2016[/editline]
check it out, combine gang signs
[img]https://i.gyazo.com/89d51a931383a92628a3b28312a9b9eb.jpg[/img][/QUOTE]
I am 100% hype and reinstalling xcom 2 now.
That plus the overwatch voicepack is gonna be sweet
[editline]12th August 2016[/editline]
Need metrocop for rangers beating people down with stun swords though.
i'm gonna do metrocops tommorow, i have a max file set up already
[editline]13th August 2016[/editline]
[sp]and if i can figure it out i'll port the hl2 gun models too because i hate myself[/sp]
[QUOTE='Ninja Nub[NOR];50874690'][sp]and if i can figure it out i'll port the hl2 gun models too because i hate myself[/sp][/QUOTE]
I've written a [URL="https://docs.google.com/document/d/1j3sG2NUAmKj4BgJA9yLYk-i7ZfflXkcamVvgscNzkZk/edit?usp=sharing"]guide on weapon porting[/URL] if it helps any.
[QUOTE='Ninja Nub[NOR];50874127']da OGs are back in town boysss
[t]http://images.akamai.steamusercontent.com/ugc/268348160038165503/DE67FA941ED6A7A7DD155479989909018CA85143/[/t][t]http://images.akamai.steamusercontent.com/ugc/268348160038166655/8D9B5A07709D477C968AAAA1F326EA0D5AEF7385/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/268348160038166099/A8327891785E40386BA2396D31174F8EFE47A60C/[/t][t]http://images.akamai.steamusercontent.com/ugc/268348160038166908/210A3B1ECE78D52EBDCC8E35B1813914D18DF356/[/t]
here 2 teach advent a lesson about dominating earth
[editline]12th August 2016[/editline]
check it out, combine gang signs
[img]https://i.gyazo.com/89d51a931383a92628a3b28312a9b9eb.jpg[/img][/QUOTE]
Can these models be used on ADVENT as well?
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