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Markavian

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About Markavian

  • Birthday 05/21/1911

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    Markavian iTX
  • Website URL
    http://mkv25.net
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    United Kingdom

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  1. Gringo, I'm suprised your troops are standing whilst targetting the incoming Cultists. Usually I pace units forward and automatically given them crouch/watch order. With well positioned and defended parts of the map, you can keep your accuracy high and deal much faster damage to incoming targets, and get almost instant kills without wasting too much ammo. I've not seen some of those maps yet. Most my fights have been around Europe and North America.
  2. I look forward to your future mission logs, perhaps you should start a website for them? I especially prefer the foward defensive positions north of the gutter on this map layout (see http://img356.imageshack.us/my.php?image=assault19hx.jpg) I normally run my HG to the left of the storage tanks with a view down the left side of the building and the door. Plenty of cover to creep everyone else forward, and lots of opportunities for the sniper if positioned far left of the screen just with a view out of the gutter. Good job securing the humans. Maybe you can rent that site out to them in future?
  3. Who calls their troops Scanner isn't that a bit demoralizing for them?
  4. Impressive stuff so far people! This screenshot was from the first time I encountered a crashed alien space ship, I managed to sneak the camera up in close behind the characters (something I'd like to see for every unit) : http://www.mkv25.net/showcase/ufoam_spacecraft.jpg This second one is when I found a highway, I thought the crouch spot was perfect for my sniper: http://www.mkv25.net/showcase/ufoas_sniperhighway.jpg
  5. I had a look at the reticulan models. The bodies are 600 polygons, I had a play with them in 3DSMax, but I was losing alot of information converting between milkshape and .3DS and .3DS back into Max. I'm not sure how the bones and joints are worked out and we'd have to get our hands on one of the source .max files from ALTAR if anyone wanted to add sensational new unit models - I was trying to beef up the reticulan model into a Muton. As for weapons, 600 polys sounds a bit high. Check the count on the existing ones, but I'd be aiming for 350 maybe 500 tops. UFO:AM runs just fine on my 32Mb Geforce 2 Ti, but its a pretty high end Geforce 2. Your weapons look pretty good Shades of Green, nice job. I noticed ALTAR did a really rough job texturing alot models, working at speed, looks fine ingame though. ALTAR should be really aware of the modding potential for UFO:AS and help us as much of possible. Lets try and remind them.
  6. Thanks very much for the advice.. I managed to read through the guide, and get all those programs/plugins installed. Should be interesting trying to get texture maps working in Aftermath.
  7. Heya, Is there anything you can do about the font size in the forums? Like a) an option to make them bigger, b) some more compatable thing you can do with the style sheets so that when I pick 'larger font size' in Internet Explorer, it actually does something? Its just a bit of a strain to read long paragraphs for me. I'm copying and pasting some posts into notepad just tor ead them properly. Other then that, ace forums. Regards, - Markavian (Actually i prefer this size) (As apposed to this size)
  8. Hey, I've played UFO:AM through and started to scope the modding side of things. I'm a relatively experienced 3D modeller and I was wondering what people already knew about the 3D file formats that UFO:AM uses, and any advice for making a mod. Regards, - Markavian
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