or a giant headcrab soldier replacement
[editline]18th August 2016[/editline]
also doing this stuff's fun
[t]http://images.akamai.steamusercontent.com/ugc/268348829218560505/2350B1F4E9F47BB7AAAE71F2FE7808C20A96CA3D/[/t][t]http://images.akamai.steamusercontent.com/ugc/268348829218622496/26A23F009B6E92D94A47FD6D224FD2589215A594/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/268348829218622857/8F1547AECFCE183984C0EE01D5EE150E2EDA207D/[/t][t]http://images.akamai.steamusercontent.com/ugc/268348829218623104/9A370FAB3022ECF8D13795F88FC78097388762B8/[/t]
[editline]18th August 2016[/editline]
:v: :v: :v:
[img]http://puu.sh/qF5S6/973a47278e.jpg[/img]
[I]
Central had been agonising for weeks whether to tell the commander about the sudden food shortage, but eventually the consequences spoke for themselves[/I]
[QUOTE=Jetamo;50903568]The next obvious step is headcrab enemies.[/QUOTE]
Chryssalids and headcrabs are functionally similar. There are some caveats as to zombies all using the same model, or if any arbitrary human model can be "headcrabbed", do they work as a third-party or are they on the enemy side. The prospects are intriguing.
[QUOTE=Cows Rule;50904016]Chryssalids and headcrabs are functionally similar. There are some caveats as to zombies all using the same model, or if any arbitrary human model can be "headcrabbed", do they work as a third-party or are they on the enemy side. The prospects are intriguing.[/QUOTE]
Also kinda like those "Brainsucker" bastards in X-com apocalypse. And if I remember correctly there was even a gun that let you fire those things at the aliens aswell.
[img]http://ufopedia.csignal.org/apocapedia/201.png[/img]
[QUOTE=NeoTyrant;50904555]And if I remember correctly there was even a gun that let you fire those things at the aliens aswell.[/QUOTE]
Except that the Brainsucker launcher shot out an alien-controlled brainsucker, so you just added a target for yourself. Same would still be true in a corporate raid I believe, since there wasn't difference between corp soldiers and aliens on the battlescape, so there was no infighting.
So uh, one of my Sharpshooters (sniper specced) just learned Covering Fire from the AWC. Is this as broken as I think it's going to be?
[QUOTE=little.sparrow;50909955]So uh, one of my Sharpshooters (sniper specced) just learned Covering Fire from the AWC. Is this as broken as I think it's going to be?[/QUOTE]
It won't trigger from longwatch, iirc. Would still be pretty useful if you make them keep up with the rest of the squad.
Does it trigger from Killzone?
EDIT: For future reference, Yes. Yes it does.
[QUOTE='Ninja Nub[NOR];50902160'][IMG]http://images.akamai.steamusercontent.com/ugc/268348829217881334/215588E2B8EED494BFCE065D3DADCB5404E2A6DC/[/IMG][/QUOTE]
Mind throwing together a quick tutorial on how to port from Source to XCOM 2? I got permission to port this
[thumb]http://files.gamebanana.com/img/ss/srends/5784c2ab4c8f9.jpg[/thumb]
[QUOTE=mralexs;50922324]Mind throwing together a quick tutorial on how to port from Source to XCOM 2? I got permission to port this
[thumb]http://files.gamebanana.com/img/ss/srends/5784c2ab4c8f9.jpg[/thumb][/QUOTE]
If I remember correctly from porting the FAL from Insurgency, there should be about two to three textures that you need to extract from the archive (.gfc I think): The normal and the diffuse (specular might be separate, I dunno). I think there might be a specular in the alpha channel of the normal, depending on which game you got it from. You need a VTF to TGA converter for the best results.
You can substitute the specular as the roughness in the Diffuse texture (_DIF). The normal (_NRM) should not have an alpha channel. The mask (_MSK) should contain the specular for the red channel, Ambient Occlusion for the green (If you can locate the original source of the model in question, there is a chance that it comes with a AO map, which will definitely make the model look good), the tint mask in the blue channel, and finally MetalMask/EmissiveMask goes in the alpha. From the looks of it, you're gonna have to use both, which is easy. The Metal Mask color should be 128, 128, 128 RGB, and the Emissive Mask should be 255, 255, 255 RGB. All that information should cover the texture. The model on the other hand, is a different story. It all depends if the model in question is NOT BROKEN UP, like most FPS back in the day did to optimize the amount of polys in the scene.
The second part of this, assuming that the weapon is intact, is simply importing every piece of the model into Blender/3ds max/Maya, moving it to 0,0,0, and resizing the model to X2 proportions. You need to rig the model also, which is simple compared to say a human biped. You can just add the bones, and weigh the entire mesh to the Root Bone. Then you can export it to FBX and import it to the SDK.
One more thing. X2 uses psuedo-PBR for the materials, so be wary of that. Hope it helps!
Question for any of you guys who've made models for Xcom.
Iv'e made models in the past, but iv'e never released any nor have i actually put them into any games aside from call of duty 1, 15 years ago when i made custom maps and even then they were static props, i dont even remember the editor model editor i used back then. But these days i got some spare time and with Xcom i'm feeling like i want to add some really simple cosmetic items, hats, goggles / glasses and the like.
The question i'd like to ask is, how would i go about making said items so they fit xcom proportions, faces and bodies, not scale wise, but dimensions.
[QUOTE=Fr3ddi3;50959815]Question for any of you guys who've made models for Xcom.
Iv'e made models in the past, but iv'e never released any nor have i actually put them into any game games aside from call of duty 1, 15 years ago when i made custom maps and even then they were static props, i dont even remember the editor model editor i used now. But these days i got some spare time and with Xcom i'm feeling like i want to add some really simple cosmetic items, hats, goggles / glasses and the like.
The question i'd like to ask is, how would i go about making said items so they fit xcom proportions, faces and bodies, not scale wise, but dimensions.[/QUOTE]
This guide should shed some light on the subject:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=623181918[/url]
You'll probably need to install the SDK first, then open it and using the content browser search function, find SM_BaseHead, and export it. You should now have the base head as a FBX file, ready to be imported into Blender/3ds max/maya, as a reference point.
This thread is not allowed to gather dust. There're still ayys out there.
Content:
[t]http://images.akamai.steamusercontent.com/ugc/261594687632094845/A8AB685851B6F00EBE961CC22B64D299D4667E68/[/t]
So ABA + ABP+ + LWAP seems to be a bit much. Heaven siege mission type didn't help too much, admittedly, but literally all of the pods converging on my squad's position on the third turn?
[t]http://images.akamai.steamusercontent.com/ugc/261594687632093471/882AAF32CAC8D86BD17B4B13B665F43BAEDBAF32/[/t]
[i]there's about half as many sitting out of LOS and to the left of the building[/i]
My guys stood their ground (I had 8 soldiers + reinforcing rooks, who aren't even useful as meatshields at this point, all ayys have to do is sneeze in their general direction) until shit turned too grim to stay, they're only captains still (increased XP requirements due to abundance of weak enemies earlier in the campaign) and I need them. Look at those fucking numbers of HP on bad guys, and almost all of them have decent dodge stat. Add armor to that, and two-shot kills become increasingly rare even with LW laser weapons (which are underwhelming). And that's 40 enemies already, with 4 turns to go and two reinforcement points sitting there when I evac'd.
That's not even all of them, it obviously doesn't count codex-splitter, btw whoever came up with that - fuck you. Allowing it to split on split - and then split again AND shoot you is complete bollocks. If not dealt with, the next turn they'll gain +2 HP which will allow the process to go all over again and before you know it, the entire map is crawling with them.
Also learned the hard way to not ever position my soldiers on roofs of buildings if I know there's a MEC Longbow lurking around - this piece of shit launches micro missiles even with no line of sight, and that action doesn't proc Covering Fire overwatch for some reason.
I almost thought that I could power through it at one point, but then Muton-spotter came out of the fog and spawned reinforcement - next turn I had three 'zerkers right in the middle of my position because fuck me. In the end it turned out well - the Retaliation happened in my home region, so it couldn't withdraw, and all my guys but one survived. I wanted difficulty, I got it, I'm too far into this mess to give up and start unchecking mods.
The ABA+ABP+LWAP combo even got Marbozir on his first campaign with that combo.
Taken me a while to get back up to speed with modeling but i'm getting there. A black hawk down style helmet.
[quote]
[IMG]http://i66.tinypic.com/t9fl11.jpg[/IMG]
[/quote]
Gonna start over but ideally i'll be getting this done sometime soon, well the model at least. I got no idea how to rig / bone any of this nor do i know whats a good poly count for a prop either. Ah well figured i'd post it as some kind of memento.
I'll also be adding, versions of this with different rail configerations, NVG, headset, Goggles ect ect but baby steps first.
Are you modelling it freehand or are you using reference pictures with ProTec (name of the actual helmet) helmets in them?
I've broken down and switched ABP+ to just ABP. Because this
[t]http://images.akamai.steamusercontent.com/ugc/261594687634101784/A1D78AE0426AC2383664B17750291AF905E46264/[/t]
[i]lol at evacuation timer getting stuck there from previous mission[/i]
is not a pod size I want to deal with. I tried doing a protect device mission with 10 soldiers. Device was destroyed in three turns by Andromedon smashing against it and Muton Elite (looks awesome) shooting it. I barely cleared the area with 3 guys left, killing 33 ayys most of which were variations of advent officers and guys that deploy bullshit shields. Fuck that.
[QUOTE=Viper123_SWE;50988075]Are you modelling it freehand or are you using reference pictures with ProTec (name of the actual helmet) helmets in them?[/QUOTE]
Been using 'Fast Helmet' reference pictures mostly, but due to xcom's exagerated proportions i'm also using a bit of poetic license.
Minor update on my spec ops helmet, working on the night vision goggles atm till i can figure out a better way of making the helmet without it being a mess of triangles.
[IMG]http://i64.tinypic.com/xo0gvd.jpg[/IMG]
Not sure how i'll go about the use of this yet, i think it's gotta cause a tonne of clipping issues with the way the rifles are held.
Well guys, it's now possible to mod the music for X2, after fighting it for so long. I wish I had a Youtube video to show you guys, but I had to nuke the SDK, since it was taking forever to compile things. The first ever music mod, featuring the Enemy Unknown Soundtrack, is released!
[t]http://images.akamai.steamusercontent.com/ugc/254839631178173934/D2756BCAE34FB66696201FCFF2B325EEAD5605B5/?[/t]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=757607799"]http://steamcommunity.com/sharedfiles/filedetails/?id=757607799[/URL]
I also released several mods down the line, if anyone's interested:
Colt M1911:
[t]http://images.akamai.steamusercontent.com/ugc/261594144873351991/F238E3D12C5E9A43CB7169E7D1E393C93F91AA05/[/t]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=754462241"]http://steamcommunity.com/sharedfiles/filedetails/?id=754462241[/URL]
Desert Eagle XIX:
[t]http://images.akamai.steamusercontent.com/ugc/261594672026424138/E2F54880D263165491590D922F162BAC19E24572/[/t]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=755206093"]http://steamcommunity.com/sharedfiles/filedetails/?id=755206093[/URL]
And an Extended Material Library, a modder's resource for those that want to do more with the materials: [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=756930660"]http://steamcommunity.com/sharedfiles/filedetails/?id=756930660[/URL]
Sweet. Totally gonna port over Tim Wynn's Red Alert 3 OST and probably the Freespace OST. Is it basically the same as voice packs?
[QUOTE=mralexs;50997344]Sweet. Totally gonna port over Tim Wynn's Red Alert 3 OST and probably the Freespace OST. Is it basically the same as voice packs?[/QUOTE]
Sorta, except there are a couple of changes. You might have to download the Enemy Unknown soundtrack and see how its done for now.
I'm writing a guide on music modding at this very moment, while I wait for the SDK to redownload.
[editline]3rd September 2016[/editline]
Forgot to mention, I wrote an Etiquette guide on this sort of thing. It might tell you some things to know when assembling your audio samples (could of been useful for Voicepack modding).
[url]http://steamcommunity.com/workshop/filedetails/discussion/757398474/350540973995382503/[/url]
Anyone else have an issue with the SPARK units where even though they're in the shop for repairs they never actually recieve repairs? Am I missing something?
Oh boy, my latest Blacksite run was a shitshow. Entire squad on a roof, one guy moves to the edge, runs into the invisible view radius of a pod on the ground, my squad is revealed to two enemy pods while out of actions and not overwatching. An enemy robot blows out the floor from under three of my five people, they all panic, one immediately dies to overwatch fire, then concentrated enemy fire takes down my EXO-wearing super Ranger, while the first dead guy is reanimated as a zombie, making his corpse (and the gas grenade he carried) forfeit.
I then proceed to limp through the entire mission with three injured people, one of them lugging the corpse of the Ranger around. In the end, my medic-specced Specialist evacuates with just one pip of HP left and the lifeless body of his old comrade, while the other two grab the vial and book it past the ADVENT reinforcements.
Horror movies ain't got shit on this level of terror.
[QUOTE=Fr3ddi3;50986650]Taken me a while to get back up to speed with modeling but i'm getting there. A black hawk down style helmet.
Gonna start over but ideally i'll be getting this done sometime soon, well the model at least. I got no idea how to rig / bone any of this nor do i know whats a good poly count for a prop either. Ah well figured i'd post it as some kind of memento.
I'll also be adding, versions of this with different rail configerations, NVG, headset, Goggles ect ect but baby steps first.[/QUOTE]
If you don't mind, would you do a version that stays black, so it's not affected by camofaluge patterns?
I ask because I've been trying to [URL="https://my.mixtape.moe/dblohz.jpg"]recreate this[/URL], but all the helmets are affected by the colors/patterns.
So I think for music the Tiberian Sun soundtrack would fit quite nicely. I'm thinking about adding this to the Avenger
[video=youtube;9W36KtnHv6k]https://www.youtube.com/watch?v=9W36KtnHv6k[/video]
[QUOTE=richard9311;50999619]If you don't mind, would you do a version that stays black, so it's not affected by camofaluge patterns?
I ask because I've been trying to [URL="https://my.mixtape.moe/dblohz.jpg"]recreate this[/URL], but all the helmets are affected by the colors/patterns.[/QUOTE]
I gotta warn you now this is a long way off being in game, iv'e only ever made models for rendering static scenes which is pretty easy, making a game ready model requires a different modeling technique i'm getting to grips with in my own time.
That said, I do plan on having a standard version, with uncovered air holes too.
As it stands, this is what it looks like (low poly and an errors around the rim).
[IMG]http://i65.tinypic.com/15qe0pl.jpg[/IMG][IMG]http://i64.tinypic.com/2a5fxcp.jpg[/IMG]
The Music Modding tutorial is finished!
[url]https://docs.google.com/document/d/1qWKWoiinOu-A4u4W6L9g7gUdWPabb5_vkd0zHO6egSw/edit?usp=sharing[/url]
Feedback is appreciated. I'm also here to help if you're stuck at a certain part of the tutorial.
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