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oracle1990

Possible female Civilian mod?

12 posts in this topic

Female dress:

femcivildressa.jpg

Female school uniform - for countries where they use school uniform (colour variations aviable):

femcivilschoolgirl.jpg

Female "Hollywood":

femcivilhollywoodj.jpg

Female causal wear:

causalwalk.gif

Female Asian dress:

asianwalk.gif

Edited by oracle1990

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The female hollywood model looks like she is about to tip over forwards. Do you have a vertcally level front and side view you could show?

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The female hollywood model looks like she is about to tip over forwards. Do you have a vertcally level front and side view you could show?

I didn't save that figure, I started experience errors with the software and discarded that figure. I have made a new version, but with a slightly different postiture.

I have used most of the day reading forums to find a solution for my software problems after I installed the latest service pack (for that software). I have used it now for 15 min without experience problems, but that is longer than it have done for the last 9 hours...

Screenshoot:

clip0003h.jpg

clip0002p.jpg

clip0001q.jpg

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That is one seriously scary looking school girl.

Also you have to put in game you have to render out using isometric camera, all angles, poses and paint

http://www.pcgamer.com/2011/09/12/xenonauts-dev-diary-2/

I think Oracle1990 knows that. He posted them from other view points because I thought the models looked funny and asked for the additional angels.

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If I was looking into this type of mod I would concentrate on a single model.

Get that one actually into the game before worrying about other variations.

Once you know how much time and effort is involved in getting them to look right then you can think about multiple others :)

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That is one seriously scary looking school girl.

"The Grudge" is invating Xenonauts... ;)

Also you have to put in game you have to render out using isometric camera, all angles, poses and paint

http://www.pcgamer.com/2011/09/12/xenonauts-dev-diary-2/

This is one of the excisting civilian animation.

Clip0004.jpg

I have a "slight" idea of what to make. At least 230 single pictures (or to get a even smoother animation 1024 single pictures or more) and 72 text files (.xml)

Clip0004.jpg

Clip0004.jpg.b2ae8a18a0fddc5455460eb912b

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Have you had any luck making the models into sprites yet?

I just have to decide how many pictures a animation has be, put them in a single file and create a text file (.xlm) - see example in bottom for a 16 picture animation.

I still have to figure out what the regx and regy is used for and how to trigger a new animation in the game.

This has to be done for every new figure that has to be added to the game. I probably will use a new female civilian figure for testing purpose just to get the female soldier animation correct.

Example:

41644666.gif

crouch_SE.jpg

Control of the animation:

<sequence name="crouch_se.xml" source="./crouch_SE*.png">

<img regx="xx" regy="yy" name="crouch_se" w="0" h="0" />

<framelist>

<frame regx="xx" regy="yy" x="0" y="0" w="173" h="120" name="crouch_SE001.png" />

<frame regx="xx" regy="yy" x="0" y="173" w="173" h="120" name="crouch_SE002.png" />

<frame regx="xx" regy="yy" x="0" y="346" w="173" h="120" name="crouch_SE003.png" />

<frame regx="xx" regy="yy" x="0" y="519" w="173" h="120" name="crouch_SE004.png" />

<frame regx="xx" regy="yy" x="120" y="0" w="173" h="120" name="crouch_SE005.png" />

<frame regx="xx" regy="yy" x="120" y="173" w="173" h="120" name="crouch_SE006.png" />

<frame regx="xx" regy="yy" x="120" y="346" w="173" h="120" name="crouch_SE007.png" />

<frame regx="xx" regy="yy" x="120" y="519" w="173" h="120" name="crouch_SE008.png" />

<frame regx="xx" regy="yy" x="240" y="0" w="173" h="120" name="crouch_SE009.png" />

<frame regx="xx" regy="yy" x="240" y="173" w="173" h="120" name="crouch_SE010.png" />

<frame regx="xx" regy="yy" x="240" y="346" w="173" h="120" name="crouch_SE011.png" />

<frame regx="xx" regy="yy" x="240" y="519" w="173" h="120" name="crouch_SE012.png" />

<frame regx="xx" regy="yy" x="360" y="0" w="173" h="120" name="crouch_SE013.png" />

<frame regx="xx" regy="yy" x="360" y="173" w="173" h="120" name="crouch_SE014.png" />

<frame regx="xx" regy="yy" x="360" y="346" w="173" h="120" name="crouch_SE015.png" />

<frame regx="xx" regy="yy" x="360" y="519" w="173" h="120" name="crouch_SE016.png" />

</framelist>

<timeline name="main" frametime="35">

<keyframe frame="1" />

<keyframe frame="2" />

<keyframe frame="3" />

<keyframe frame="4" />

<keyframe frame="5" />

<keyframe frame="6" />

<keyframe frame="7" />

<keyframe frame="8" />

<keyframe frame="9" />

<keyframe frame="10" />

<keyframe frame="11" />

<keyframe frame="12" />

<keyframe frame="13" />

<keyframe frame="14" />

<keyframe frame="15" />

<keyframe frame="16" />

</timeline>

</sequence>

crouch_SE.jpg

crouch_SE.jpg.b6256d66f0873b23029d414b78

Edited by oracle1990

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So x and y are the point in the spritesheet that the image in that fromae begins, w and h are the dimensions of that image correct?

As regx and regy are always roughly the same I would assume they were some kind of visual offset to that frame of the animation.

For example if frame 15 twitched slightly to one side because of the position of the image in its frame you could use the reg settings to bring it back into alignment.

What do you think?

*edit* Just adjusted the regy setting in the middle of a run animation and it does appear to shift that frame upwards.

*edit again* The image regx and regy seem to have no effect even when you adjust them massively.

maybe this is from the spritesheet creation process?

Edited by Gauddlike

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So x and y are the point in the spritesheet that the image in that fromae begins, w and h are the dimensions of that image correct?

Yes, that is what I have figured out.

As regx and regy are always roughly the same I would assume they were some kind of visual offset to that frame of the animation.

For example if frame 15 twitched slightly to one side because of the position of the image in its frame you could use the reg settings to bring it back into alignment.

What do you think?

Yes, it look like that.

Not sure why it has to be used, it would be easier to use a fixed image size, even if the animation files become a litle bigger. Less work, maybee...

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I have no idea where you could add new civilians to the maps.

I wonder if they are currently determined in the code rather than from an xml file?

I think for soldiers you could add a new racial setting for female so that any female names would show up and be allocated a female portrait.

That wouldn't change the body in the soldier equip screen though, that would need to be added as a flag by the coder I reckon.

A line in the naming file for each race to allow you to define the soldier image used would do the trick.

Then if you added your animations as a new set of armour, for example Jackal (female) then anyone given that particular armour type would use your female sprites on the ground combat.

It works for testing purposes, not great otherwise.

Another flag would be needed here to limit certain name/race sections from certain armour types maybe?

Then you can just limit any female names from using the male armour sprites and prevent male names from using the female armour sprites.

*edit* If a method to block certain armour types was added it would be nice to also be able to block some weapons and equipment.

That ties in to the "drones as troops" idea on another thread though.

Edited by Gauddlike

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