September 3, 200421 yr i have finished my x8 model..al i have to do is skin it, i never skined in milkshape, so lets see how i do..and the smothing tool..is a really good one
September 4, 200421 yr Author The waiting is killing me But please take your time, i like being killed that way
September 6, 200421 yr Author Btw, maybe i could add some more enemies to the next mod version AFTER version 2. What enemies do we need ? Look here for Xcom enemies: https://dynamic.gamespy.com/~xcom/x1u6.shtml https://dynamic.gamespy.com/~xcom/x2u6.shtml https://dynamic.gamespy.com/~xcom/x3u7.shtml The chrysallid could maybe be done by altering my "Disco-Reti" , the cyberdisc could be done by adding a new "floating fish"-model with cyberdisc-look (with a laser weapon), the snakeman could be done, maybe the calcinite. And perhaps i could do a brainsucker by giving a yellow chomper a short-range mind-control weapon ? Anthropod and Skeletoid, would be difficult...
September 6, 200421 yr we need bionic enemys....we should beet the intoduction of bioncs in aftershock..and place it into after math...what do you think...than if it sucks..all we hacve to do is play aftermath
September 6, 200421 yr Author Hm, bionic enemies... What exactly does that mean? Organic creatures with mechanical parts?
September 6, 200421 yr Pretty much. EDIT:Some while back I suggested making a Floating Shark... I think someone made it too, that would be a funky new enemy.
September 6, 200421 yr Author Could be done by giving the floating fish model an overhaul and a new biting-weapon! I would add the enemies the way i added the spitter and the popper, you would see the wrong name (e.g. Floating Fish) but you would see the shark. I tested to add them (back then) without showing a name, but some users complained about that (i admit it was disturbing).
September 6, 200421 yr Author Ahem, one thing though: I can make the textures on existing models, but as i have no working Milkshape (expired), someone will have to edit the models a bit. I would do all the "file-stuff" like textures, copied models, weapons, icons, sounds, but the model-editing would have to be done by someone else. Some of the mentioned creatures could be done without editing models, but some of them (cyberdisk, bio-organic tank) would need a model... Ah, let's wait for v.2 first
September 6, 200421 yr cyberdisk..not to easy..bu if i could make the crysalis falt and round, and the guy inside diafppear it should be okay...and i found a way to make a monster almost invisible its in the model editor...it looks creappy...so any monster can have that...pick one...or maybe i'll just add a preditor
September 6, 200421 yr Author The predator would be cool! I think Slaughter will give you his sincerest thanks then!
September 7, 200421 yr wait maybe not..do the rectilians have close combat animation..if not i will have to give them a weapon
September 7, 200421 yr okay i have made a new deagle model with a new skin, i'm thinking of changing the berata back to the colt....or i could just make a new model to actuel fit my skin
September 7, 200421 yr Author The reticulans have NO melee attack, but for the Disco-Reti (which sometimes is a meleefighter and sometimes a PSI-unit) i gave them the knife, which is a deadly close-combat weapon. Maybe you could do something similar? Or you just use the knife, too
September 7, 200421 yr Author BA, if i would send you the replacement skin for the Disco-Reti (to make it look a bit more like the chrysallis) could you add it to the mod? It's only a small file and should not be difficult. Or shall i wait until after the version 2.0 ?
September 7, 200421 yr *chants for the Balloon Shark!* BTW, the SG ALPine plugin has the Energy Staff in it! If it has a new model you might wanna look at it. I haven't tried it yet, due to the fact I'm using RBmod, and I know that adding other weapons would probably FUBAR RB and not make it work or something?. Or would it not? No idea here.
September 7, 200421 yr Really? Sure you weren't running any other weapon mods at the same time? The staff should have a very "staffy" SFX for firing.
September 7, 200421 yr well wait until you see my version of this then we talk again. I generally like redotters work on sound, loadingscreens and some other details, which i will use with his permission in my sg1 mod.
September 7, 200421 yr Author If you edit the Targafile for the main menu you'd have an easy-to-make menu-improvment. One could simply paste a Combo-Mod sign there. Shall i do one?
September 7, 200421 yr what are you waiting for i expect the first preview by tomorrow ! i might do one myself also wheres the file located im too lazy to seek :angel:
September 7, 200421 yr Author Tomorrow? Eekk! You catch me pants down, i also don't know the location of the file atm But i simply searched for TARGA files in the unpacked gamedata's folder and sorted them by size in the results-explorer. It was in the top 20 if iirc.
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