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Two unused transgenant models!


sigget

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Not to spoil it for anyone who's not got there, but isn't the bottom spidery one the one from the end of the game? :power:

Yea, you're right. The model name is even octopus as well hehe :). As for the tree one, I've not seen that before (that I noticed :D )

 

sigget, did you write that plugin especially for UFO:A models? If so, is it possible to do something similar to edit/create ublocks? I notice the files are completly different, so I'm guessing it wouldn't be done the same way, but you seem like a clever lad :) .

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It works like this:

 

Ublocks are rectangular pieces of ground with models contained in the file. They also contain a list of external particle files. And lightmap and transparancy information. There's also something called a VARMESH which i assume is a variable mesh, perhaps something you can blow up.

 

Kulisas are rectangular pices of ground with a list of external models, the models are under tactical/scenecomponents.

 

ExtKulisas are the same as kulisas except they contain transparancy and shadow information. Only used for trees i think.

 

The rectangular piece of ground is a height map and a table of information for each square.

 

 

The ublocks are so much more than just a model but perhaps one could import and export the model from it. I see a whole range of missing tools here.

 

(and yes, the plugin is only for ufo:am models)

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Area51 contains 1262 models, i tried getting all of them into lightwave (i extended my plugin to harvest meshes from ublocks), lightwave wasnt happy to handle all this data :power:

 

EDIT: after merging everything to one layer i managed to get lw to render it, i included an image of it at the link posted above. Notice that Altar were kind enough to provide the trees with roots. :)

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Apart from the special missions, it works like this:

 

A mission occurs at a certain position on the globe. The game looks in peopdensity.tga to determine wether its a city or terrain mission. If its a city mission it generates a city by consulting the tileset (out of 7) that maps to that location. If its a terrain mission it looks up the vegetation area and geological area from vegetation_map.tga and land_map.tga. Then it looks in the settings files for those areas (tactical/configs/game/generator/ geological_areaX.txt and vegatation_areaX.txt). These files are lists of kulisas that can be brought in. The kulisas refer to models in tactical/models/scenecomponents. Examples of such are the icebergs at the polar missions, farm houses, gravestones, buddhist statues and those little houses you find in missions in asia.

 

The special missions are: tutorial, area51, ruska51, savegreys and the moon.

 

Then there are 3 more categories, own base, alien base, and ufo crash sites.

own base and alien base have tilesets of their own, so they're probably handled just like city missions. Crash sites on the other hand dont, so my guess is they're first part is a special case of a city mission, and the second part is a alien base tileset (in fact its not called alien base internaly, but ufo-int, ufo internal i guess).

 

Oh, and a tileset is a list of ublocks, and for every ublock it states what parts of its sides need to perfectly match its neighbour, sort of like a jigsaw puzzle, the tileset is a list of the pieces and for every piece it describes what the "cut" looks like.

 

 

These things dont seem very moddable at all im afraid. I cant even find references to those messages you see in the tutorial mission. No scripts whatsoever.

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The tree-like transgenant is called a headroot (or something like that, I can't remember if that is the "proper" name for it, or the ID) & it's got all the correct data (such as armour stats, & a weapon) & ufopedia/autopsy info, but for some reason that game doesn't spawn it in missions. If you want to have a look at it's weapon/armour stats, they should be in my weapons & armour excel file here.

 

Update: Link fixed

Edited by Slaughter
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