The_Coyote
Emperor
more or less this thread is thoug about unit art of the mod (to avoid using all the time a internet webhost to send maniac the files
). If somebody is thinking a unit needs desperadly new art and it´s no human like model, you can also leave a comment here
to do list (Maniac - copied from Planetfall main thread 21.06.09):
so far the three base alien lifeforms have got 'new' art taking the afterworld boss as base and a adjusted texture. The IoD has been flatten and for the Locust a flying egg has been created [if somebody is interested all in nifscope], the mw is the base afterworld model. Pic is below of all three units
@ maniac
Next in the row would be the fungal tower, spore launcher and sea lurk. While by the later two i have an good imagination how an attack could look, i have no idea what to do with the fungal tower.
Also looked at the Ice meshes to have an imagination how much work the trench would be - seems doable but a bit later (need the right mood for this, it will be mostly a texture job, and this is something i´m not really good at)

to do list (Maniac - copied from Planetfall main thread 21.06.09):
Spoiler :
Graphics Task List
* Help create recruitment posters for Planetfall!
See some examples and ideas in this thread.
* Flags for Angels, Drones, Pirates, Caretakers, Usurpers and Native Life/Barbarians
* Trench feature nif model (done by Lord Tirian [adapted Spice resource from Deliviator])
* Textures for the Spartan and Believer citysets
Should explain more...
* Angel & Drone citysets
Should explain more...
* Improvement model of two smaller greenhouses
Spoiler:
Background:
The Algae resources are enabled by the Greenhouse improvement:
On the left you see the Greenhouse. On the right a White Algae resource.
The problem is the Algae resource is hardly visible anymore when placing a Greenhouse on it.
Therefore I'd like to create a seperate improvement for enabling Algae resources, with a different graphic. Namely two somewhat smaller greenhouses, one placed on each side of the algae resource.
* Sea Fungal "Tower" unit model
Spoiler:
The land model of the fungal tower looks kinda odd on water. A possible alternative: create a version without any stalk, with only the crown. And with the tentacles on the sides pointed more upwards, so they are not hanging into the water.
This is the old post for the fungal tower model:
As for possible animations, this may just be an wild dream, but I kinda imagined the fungal tower would have a couple tentacles attached to the sides of the top (as in Units.pcx) which would move randomly in the air while simply animated, and lash out at the target like a whip while being attacked or doing its ranged strike.
Other possibility (especially for a ranged attack animation) would be a little hole opening at the center of the top of the fungal tower, and a little orange cloud (see current spore launcher animations) - representing locusts - streaming out of it and doing an attack run on the target.
* Spawning Spot improvement model
Spoiler:
A geological structure as on the right of the Cult of Planet wallpaper.
Gaian cityset models (with a different texture) perhaps could be recycled for this.
The end result could also be added as a generic cityset building for the Gaians.
* Cloudbase unit model (homeworld model atm available modified by Lord Tirian)
See Cloudbase Academy secret project movie
Plans for this unit are either a slow-moving aircraft carrier, or the last unit in a line of bunker upgrades. It should obviously not be as detailed as on the movie (which shows like half a city on the cloudbase), to save poly's.
* Create buttons for all buildings and techs
The guide is here.
* Spartan HQ building model
Let's hope woodelf re-appears...
* Subspace Generator building model
Example image: subgen_sm.pcx
* Nif of a leafy tree
For use in the Believer cityset as a generic building
* Add glow to the center of the Psi Gate building
Something similar to the FfH Inspiration spell building.
* Unity Library, Unity Cryobay, Unity Hydroponics Bay building models
Spoiler:
The current Headquarters nif model with different textures?
Instead of the faction symbols:
For the Library: the Information Networks icon.
For the Hydroponics Bay, perhaps the leaf with water inside (x1,y2) as on logo_thumbnails_v2.png
For the Cryobay, the medicine icon (x3,y3) as on logo_thumbnails_v2.png
* Unity Observation Bay building model
Perhaps a slightly damaged disc as on the button for this project, together with a small side-building for control, and a windmill for energy.
* Battle Ogre unit model
Spoiler:
As per SMAC Battle Ogre Mk1.
* Spider unit model
Spoiler:
Something like the StarCraft Dragoon.
* Progenitor Scoutship unit model
Spoiler:
The Progenitor ship which appears in the SMAX intro movie and the Progenitor victory movie.
* Aircraft Carrier unit model
Spoiler:
A futuristic version though. I'm thinking it should be a submarine carrier. It would use mass drivers to launch aircraft. No strong idea myself on how it should look. This is an option:
* Textures for the Sea Colony and Material Supplies units
For the record, IIRC someone once said there were some bugs in the nif models for these units which prevented animating them. So besides textures these models might have to be redone entirely. I don't know.
* Drop Pod animation
Spoiler:
Something like the drop pods in Starship Troopers, or like this pic and video I found on Warhammer. (The interior shouldn't have any details of course.
The drop pod could land, open its pod doors and then fade away to be replaced by the unit that just dropped.
http://www.youtube.com/watch?v=Nf157ILqJQQ
* Make the Morganic cityset use Art/Structures/Cities/all_mod_lots.dds as underground
* Empath Specialist button
Button needed for the Empath
I'd suggest using the SMAC Empath graphic for Planetfall's similarly named specialist.
A big problem though which I'm not sure how to solve:
The SMAC source material is rectangle instead of square. This didn't cause a big problem for the other specialist button, as the SMAC source's background was black anyways (so could easily be turned transparent). But it does form a problem for the Empath. The background is an integral part of the button, and without adding stuff to the left and right, the hands would look cut off. Any method to create a good looking square button from the SMAC source material? If not, any other ideas for what the Empath button can look like?
No idea how the following should look like myself:
* Sea Spawning Spot improvement model?
* Nif models, buttons and gamefont icons for the bonus resources which don't yet have any (precise list can be made if anyone is interested in doing this)
* Unit Models for four religions' Missionaries: Ascetic, Creator, Missionary, Thinker
* Unit Models for Great Person units.
* Buttons for the Missionaries of the Consciousness, Edenism and Homo Superior
* Building models for the shrines of the Edenism, Ascetic Virtues and Homo Superior religions
* Planetary Council building model
* Unity Mining Laser building model
* Help create recruitment posters for Planetfall!
See some examples and ideas in this thread.
* Flags for Angels, Drones, Pirates, Caretakers, Usurpers and Native Life/Barbarians
* Trench feature nif model (done by Lord Tirian [adapted Spice resource from Deliviator])
* Textures for the Spartan and Believer citysets
Should explain more...
* Angel & Drone citysets
Should explain more...
* Improvement model of two smaller greenhouses
Spoiler:
Background:
The Algae resources are enabled by the Greenhouse improvement:
On the left you see the Greenhouse. On the right a White Algae resource.
The problem is the Algae resource is hardly visible anymore when placing a Greenhouse on it.
Therefore I'd like to create a seperate improvement for enabling Algae resources, with a different graphic. Namely two somewhat smaller greenhouses, one placed on each side of the algae resource.
* Sea Fungal "Tower" unit model
Spoiler:
The land model of the fungal tower looks kinda odd on water. A possible alternative: create a version without any stalk, with only the crown. And with the tentacles on the sides pointed more upwards, so they are not hanging into the water.
This is the old post for the fungal tower model:
As for possible animations, this may just be an wild dream, but I kinda imagined the fungal tower would have a couple tentacles attached to the sides of the top (as in Units.pcx) which would move randomly in the air while simply animated, and lash out at the target like a whip while being attacked or doing its ranged strike.
Other possibility (especially for a ranged attack animation) would be a little hole opening at the center of the top of the fungal tower, and a little orange cloud (see current spore launcher animations) - representing locusts - streaming out of it and doing an attack run on the target.
* Spawning Spot improvement model
Spoiler:
A geological structure as on the right of the Cult of Planet wallpaper.
Gaian cityset models (with a different texture) perhaps could be recycled for this.
The end result could also be added as a generic cityset building for the Gaians.
* Cloudbase unit model (homeworld model atm available modified by Lord Tirian)
See Cloudbase Academy secret project movie
Plans for this unit are either a slow-moving aircraft carrier, or the last unit in a line of bunker upgrades. It should obviously not be as detailed as on the movie (which shows like half a city on the cloudbase), to save poly's.
* Create buttons for all buildings and techs
The guide is here.
* Spartan HQ building model
Let's hope woodelf re-appears...
* Subspace Generator building model
Example image: subgen_sm.pcx
* Nif of a leafy tree
For use in the Believer cityset as a generic building
* Add glow to the center of the Psi Gate building
Something similar to the FfH Inspiration spell building.
* Unity Library, Unity Cryobay, Unity Hydroponics Bay building models
Spoiler:
The current Headquarters nif model with different textures?
Instead of the faction symbols:
For the Library: the Information Networks icon.
For the Hydroponics Bay, perhaps the leaf with water inside (x1,y2) as on logo_thumbnails_v2.png
For the Cryobay, the medicine icon (x3,y3) as on logo_thumbnails_v2.png
* Unity Observation Bay building model
Perhaps a slightly damaged disc as on the button for this project, together with a small side-building for control, and a windmill for energy.
* Battle Ogre unit model
Spoiler:
As per SMAC Battle Ogre Mk1.
* Spider unit model
Spoiler:
Something like the StarCraft Dragoon.
* Progenitor Scoutship unit model
Spoiler:
The Progenitor ship which appears in the SMAX intro movie and the Progenitor victory movie.
* Aircraft Carrier unit model
Spoiler:
A futuristic version though. I'm thinking it should be a submarine carrier. It would use mass drivers to launch aircraft. No strong idea myself on how it should look. This is an option:
* Textures for the Sea Colony and Material Supplies units
For the record, IIRC someone once said there were some bugs in the nif models for these units which prevented animating them. So besides textures these models might have to be redone entirely. I don't know.
* Drop Pod animation
Spoiler:
Something like the drop pods in Starship Troopers, or like this pic and video I found on Warhammer. (The interior shouldn't have any details of course.
The drop pod could land, open its pod doors and then fade away to be replaced by the unit that just dropped.
http://www.youtube.com/watch?v=Nf157ILqJQQ
* Make the Morganic cityset use Art/Structures/Cities/all_mod_lots.dds as underground
* Empath Specialist button
Button needed for the Empath
I'd suggest using the SMAC Empath graphic for Planetfall's similarly named specialist.
A big problem though which I'm not sure how to solve:
The SMAC source material is rectangle instead of square. This didn't cause a big problem for the other specialist button, as the SMAC source's background was black anyways (so could easily be turned transparent). But it does form a problem for the Empath. The background is an integral part of the button, and without adding stuff to the left and right, the hands would look cut off. Any method to create a good looking square button from the SMAC source material? If not, any other ideas for what the Empath button can look like?
No idea how the following should look like myself:
* Sea Spawning Spot improvement model?
* Nif models, buttons and gamefont icons for the bonus resources which don't yet have any (precise list can be made if anyone is interested in doing this)
* Unit Models for four religions' Missionaries: Ascetic, Creator, Missionary, Thinker
* Unit Models for Great Person units.
* Buttons for the Missionaries of the Consciousness, Edenism and Homo Superior
* Building models for the shrines of the Edenism, Ascetic Virtues and Homo Superior religions
* Planetary Council building model
* Unity Mining Laser building model
so far the three base alien lifeforms have got 'new' art taking the afterworld boss as base and a adjusted texture. The IoD has been flatten and for the Locust a flying egg has been created [if somebody is interested all in nifscope], the mw is the base afterworld model. Pic is below of all three units
@ maniac
Spoiler :
the centering problem can be reduced in teh xml changing the formation type to default (atm it´s animal) and for the IoD and Locust it´s good to reduce the fBattleDistance in the ArtDefines to something 0.1 (it´s godd for the IoD but for the Locust it could need a minor adjustment). And yes would be nice to use the delete link
Next in the row would be the fungal tower, spore launcher and sea lurk. While by the later two i have an good imagination how an attack could look, i have no idea what to do with the fungal tower.
Also looked at the Ice meshes to have an imagination how much work the trench would be - seems doable but a bit later (need the right mood for this, it will be mostly a texture job, and this is something i´m not really good at)