| This is a list of items planned for use in Xenocide,
including links to model files and screenshots when available. |
|
Last Updated: February 25, 2004 |
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email: team@projectxenocide.com
| Explanation of the table layout: |
| This page is designed to provide a summary of items currently under development by the Xenocide Art Department. These items
are broken down into categories for ease of reference, but may fit in more than one category. Each model being developed for
those areas is linked to the actual file itself and a screen shot, once they're available. This document is intended to provide a
master list of assets needed to model each type of 3d environment, and provide links to screen shots and downloads from one location.
Items will be color-coded based on whether they are being worked on or are completed. Red=Concept not finalized,
or short list concept has not begun the modeling stage; Blue=Concept Complete, Modeling is Assigned (texturing or
animation help might still be needed); Green=Model is Completed or in final stages.
Please use this block as a reference for scale. It is 40 inches/1 meter square, 100 inches/2.5
meters tall, and used for both X-Net models and battlescape models. X-Net models should be scaled to fit inside this block, while battlescape models
should be scaled to be realistic. Don't forget to rotate the model on the X axis if you're not using Milkshape, this saves us time doing it later.
Please note: This is not a list of who's assigned what, but a
collection of ideas to date with links to those who've submitted ideas so far. If you wish to submit a design for something already
here, that's fine. Only items marked green as "COMPLETED" should be considered off limits until we have all the necessary models.
If we find a model that was finished early on does not fit with the looks of other models later on, we will go back and make the
necessary adjustments. If you have concepts for items already listed as completed/green, we would still like to see them as general
concepts for a later date. Again, when we have all the models ready we will double check for consistency and quality, so other concepts
will be reviewed by the senior team members at that time. |
| Textures for the models should be as small as possible without losing detail when at the maximum zoom level. That distance is
currently subjective, as a maximum zoom has not been decided on (grin). However, this is not intended for a 1st person view, so the detail
will not need to be as high for items in the battlescape. Large items that can be viewed in the X-Net interface like aircraft would be the
exception to these rules, but most models should stick to 256px square or less. The texture size should be a power of 2, such as 32, 64,
128, etc. The alpha channel will be used for displaying damage to the model where applicable, and should be used for transparency
when needed. Over time the minimum specifications for a video card will increase, but texture size should always remain small, allowing
more textures and thus larger scenes to be used. An example of memory used by a texture: the texture is 256 by 256, and it has 4
channels including the alpha. Each channel is encoded in 8 bits/1 byte. So the memory needed is 256*256*4=262,144 bytes. So 4 of these
takes about 1MB of video memory. A high detail model such as a unit or large craft could use a 512*512 texture, needing approximately 1MB
of memory on its own. While our target video cards support multitexturing, try not to overuse that, because for example you need 1
additional texture for the bump mapping normal encoded texture, another 1 if you want to use gloss map, and every new texture
adds a hardware rendering pass... If I recall right GF2 can do 4 textures in 1 pass, then 5 to 8 textures will take twice as long to render. The
idea of bump mapping is simple. Instead of using geometry (which is expensive for high level detail) you use an encoded texture for the
surface normals (as you should know the normal of a surface points perpendicular to the face's axis). You then do some
mathematics, taking in account the direction of the light and surface properties. The result is that after applying that function
you get roughness in the surface caused by sporadic, fake shadows on the surface. |
Style guidelines, excerpted from the Artist Submissions Guideline:
Human Tech The human tech at the start of the game should be ultra modern military items. For the items that don't
exist in real life they should look like they could exist and 'could' work on a battlefield. Aircraft start out as the best production
craft humanity can offer a couple dozen of. Experimental craft where only 1 or 2 exist would not count. Consider ultra modern conventional weapons
or items soon to be put in use.
Alien tech Sleek and polished, almost organic in it's look and style. This is where the storyline (with Breunor's
Ammonites and the whole under the seas aspect) comes into play backing up the artistic direction and style of alien tech
and where the influence for the iridium sheen comes from. As alien tech doesn't really change throughout the game it
should be easier to work concepts up. UFOs and big stuff like alien base items need to be worked out as well, but as
the bases are mostly designed for the tactical aspect rather than aesthetic, it could be left till later. Objects that
are made from alien alloys can have the iridium sheen applied by hardware.
| These are the model limits used by Milkshape, which is our supported 3D model importer, as well as our
more restrictive limits for models within the game:
Vertices: 8192
Triangles: 16384
6000 for X-Net models
1500 for units and larger models in the battlescape
500 for weapons and smaller models in the battlescape
building limits will vary
Groups: 128
Materials: 128
Joints: 128
Keyframes: 256
All textures must be saved in .PNG format.
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Human Base Facilities Unless otherwise noted, all facility wall sections are 1m wide and 2.5m tall. |
Access Lift - Vaaish - The access lift installation is a 15m x 15m x n High unit, and consists of a large hydraulic equipment lift (8 x 8m), a smaller personnel elevator (3 x 4m) and an emergency staircase. The walls of the shafts are 1m thick.
- Elevator - Brushed steel doors, 2m wide; Checker plate steel floor, 3x4 m 128 pixels square; Brushed aluminum walls
- Freight Elevator - Steel floor with black/yellow chevrons; Steel wall panels; Double sliding steel doors opening to 5m
- Stairwell
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Living Quarters - Vaaish - Each 15 x 15m x 2 floor block is a self-contained unit consisting of a small galley kitchen, rec-room / living area, Gym, and sleeping accommodation, there is further sleeping accommodation upstairs. The bunks are similar to Japanese "capsule hotel" beds. Each is a 1.5 x 1.5 x 3m capsule. Washroom and lockers as well.
- Structure - Painted concrete walls; Vinyl flooring; Partition wall sections, 10cm thick; Wooden door in frame-built into wall section; Showers / washroom tiling; Showers floor tiling 1x1
- Kitchen - Kitchen cupboards - wall mounted; Kitchen cupboard - with worktop 1 x 1.5 high x 1.75m deep; Kitchen sink and drainer in unit 2mwide to fit with cupboards; Cooker to fit; Fridge / icebox to fit
- Lounge - Posters - on wall panel; Notice board - on wall panel; TV / HI-FI, games console; Sofa; Chairs; Bookcase
- Sleeping Area - Capsule beds, 1m wide, 1.25m tall, 2m long; Lockers, 1m by 1m, 2m high
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Laboratory - Vaaish - This is a 15 x 15m x 2 floors block containing a chemical laboratory, physics lab, bio-research lab with small alien containment area, morgue, supercomputer suite.
- Structure - Wall panels, stainless steel; Workbench/cupboards – 1m wide, .75 m deep, 1.5 m high; Chairs to suit; Glass partitions; Sliding glass doors for glass partitions
- Alien Containment - Concrete wall panels; Ultra thick glass panels; Security doors
- Chem Lab - Desktop PC; Racks of test tubes; Fridge from kitchen; Lab notes; Centrifuge; Glass fronted fume cupboards with extractor hoods 2m wide 2.5m high 75m deep.
- Physics lab - Desks with PCs, all multi monitor; Big mysterious machine; Supercomputer; Big particle beam weapon thing
- Bio lab - Desks, same as above; Autopsy room; Electron microscope; Desk microscopes; Fridge; PCs on desk; Racks of test tubes
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Workshop - Vaaish - Engineering workshop 15 x 15m 2 floors containing, materials stockroom, weapons test range, manufacturing area, prototyping area, composite autoclaves and machine shop
- Structure - Concrete walls; Workbench with big vice; Pegboard with tools mounted on wall panel; Roll out red toolbox 1W x 1D x 1.5H; Grey Steel cupboard 1W x 1D x 2.5H 2 doors
- Machine Tools - Drill press; Lathe; CNC milling machine
- Electronics - Glass paneled “clean room” with ventilation pipes; Clean workbench; Electronic test gear; Soldering station; Big resin-baking autoclave oven; Huge table with computer controlled cutting rig; PCs
- Gun Range - “Running soldier” flat targets; Desk; Headphones hanging on wall; Warning notices
- Materials Store - Racking shelves; Steel sheet stock; Steel pipes; Carbon fiber cloth; Drums of resins and glues
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Short Range Radar - Vaaish - 15 x 15m x 2 floors area the top floor consists of a radar dome, the lower floor contains turning mechanism, shielded operators rooms, shielded electronics room for supercomputer imaging systems. This also requires a large airflow filtered cooling system.
- Structure - Thick concrete walls; Thick steel doors (submarine style)
- Radar Frame - Big metal frame supporting big motors, driving radar dish
- Computer - Room with Cray style computer core
- Ops Room - Thick walled room; Built in workbench; Radar consoles; Monitor screens; Swivel chair
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Long Range Radar - Vaaish - 15 x 15m.x 2 floors. Similar to Short Range Radar except for the different detectors. Changing detectors also needs a complete rebuild of all the electronics systems, but the room layout is broadly similar
- Structure - Same as Short Range Radar, different arrangement of monitors and different radar dish.
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Missile defenses - Vaaish - Must be on the top floor. 15 x 15m this defense system is based on the latest version of the British Aerospace Rapier system fitted with second generation KDC guidance. On an alert the two missile racks are lifted to the surface where each racks own aiming and guidance systems take over tracking the incoming designated targets. Each rack holds 8 missiles. The rest of the facility consists of control room, test area. And missile arsenal
- Structure - Opening system for roof; Big hydraulic rams near walls; Radar and missile rack, (Google for “rapier missile British aerospace”)
- Ops Bunker - Thick bunker; Steel blast door; Radar display; Monitor screens; Console desk built onto walls; Swivel chair
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Laser Defense - Vaaish - Must be on the top floor 15 x 15m all the layouts are similar. The defense systems are in a central block with a corridor around. This acts as a buffer zone if anything blows up. A single large weapon is mounted on a lifting turntable to lift it into the attack position. The rest of the facility contains, control room, cooling systems, and high voltage generator systems.
- Structure - Lifting turntable; Weapon on mounting; Concrete bunker with think walls; Blast proof doors
Generator Room - Huge sparky generator with big insulator things and cables as thick as an arm.
- Ops Room - Console desk with monitors and screens and lots of buttons; Swivel chair
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Plasma Defense - Vaaish - Must be on the top floor 15 x 15m all the layouts are similar. The defense systems are in a central block with a corridor around. This acts as a buffer zone if anything blows up. A single large weapon is mounted on a lifting turntable to lift it into the attack position. The rest of the facility contains, control room, cooling systems, and high voltage generator systems.
- Structure - Lifting turntable; Weapon on mounting; Concrete bunker with think walls; Blast proof doors
Generator Room - Huge sparky generator with big insulator things and cables as thick as an arm.
- Ops Room - Console desk with monitors and screens and lots of buttons; Swivel chair
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General Storage - Vaaish - 15 x 15 x 5m. (single warehouse area two floors high) This facility contains a semi-automated storage and racking system. Pretty much anything can be racked up in here in standard sized containers.
- Structure - Big roller doors (2 m wide) (if they go somewhere); Rack shelves 2m x 4m x 5m.
- Other Stuff - Forklift or similar; Objects on palettes for shelves; 50 gal steel drums; Slabs of steel sheet; Rolls of carbon fiber cloth; Stacks of pipe and tubing; Other materials - make some stuff up
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Alien Containment - Vaaish - 15 x 15m thick walled cells with various barrier materials built into the walls designed to block psi control. This facility also contains security rooms. Heating / cooling an exotic gas supply systems, and a small back-up generator to power the charged security systems.
- Structure - Thick concrete wall panels 1m thick. (Tiled?); Airlock style reinforced steel doors; Ultra thick glass panel windows; Four cells in a block; Floor panels (tiles?); Solid block bed/bench
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Grav Shield - Vaaish - 15 x 15m The grav shield disrupt the systems and flight capabilities of incoming hostiles. This must be built on the top level of the base. This also contains two high energy power systems, and a gravitomagnetic field generator along with the control room. For the four operators needed to run the system. Again this facility requires shielding from the rest of the base.
- Structure - Thick concrete wall panels with steel core; Grav shield room wall panels, odd metallic walls?; Grave dome net thing; High voltage generator system, same as plasma ball weapons.
- Ops Room - Consoles and panels, some look alien; Swivel chairs
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Mind Shield - Vaaish - 15 x 15 m, a large array toroidal psi transmitter, which is a large electromagnetic array which broadcasts phase cancelling jamming signals. Despite the fact that the signals are quite low level the transmitter has to be heavily shielded from the rest of the base in order to prevent unwanted psychological disturbance of physical effects in personnel working nearby. The ops room is not designed to be occupied, but is just big enough for a 19” rack for the machines that run the torus
- Structure - Thick concrete wall panels with steel core; Grav shield room wall panels, odd metallic walls?; Huge torus, wound with metallic cables.
- Ops Room - Ops room isn’t much bigger than a large cupboard – might be made as a unit; Airlock style steel doors; 2m high 19inch rack (google search 19 inch rack) with monitors and panels
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Hyperwave Decoder - Vaaish - 15 x 15m x 2 floors; Alien communication relies on split nucleus pair quantum effects. In which rotation changes in one particle are instantly mirrored in the matching pair particle; While it is possible to find traces of the quantum thread that joins the two particles, staying locked on and decoding the signals is a computationally intensive task. This facility consists of a right-angled triad of isolated charged tank thread detectors; These are large tanks lined with photoreceptors, (10 x 10 x 20m) a small charge is passed across the length of the tank. The gel inside gives off photons when it is disturbed by a quantum pair thread. The detectors triangulate within the tank, and the three tanks together give a direction vector, which helps to lock onto the signal. This is linked to a liquid nitrogen cooled transputer processor core and linked terminal suite. NB. (This could be a two stage research thing, detector first, triangulation idea afterwards).
- Structure - Three huge rectangular steel tanks, tons of cables over the outside going to a grid of receptors
- Terminal Suite - Console desk with three big monitors and one keyboard; Swivel chair
- Computer Core - Huge Cray-style core; Cylinders of liquid nitrogen; Big machine pumps; Frost effects
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Hangar - Vaaish - The hangar is more than two floors high (10m) and is 30m square. The hangar ceiling is level with the ground. (The rest of the base is at least 5m underground, there is also a space underneath with hydraulic lift gear, and a shaped concrete pit, more of which later.) The room is positioned by positioning the bottom floor. The hangar must have the roof section against a free space suitable for aircraft access. The facility also includes maintenance area and reinforced and shielded fuel storage tanks
- Structure - Slightly oily / slightly burnt textures; Big structural pillars up the sides; big lift / turntable on scissor lift; Possible launch cradle /catapult; Blast doors
- Blast-Proof Enclosure - Steel roller/doors , 2m wide including pillars either end; Fuel umbilicals; Bomb loading gear, rolling racks and lifts; Pilot ladder
- Ops Room - Concrete wall panel with thick glass (Like alien containment but retextured); Small room containing console desk with monitors/keyboard; Swivel chair
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| Craft, Armament, and HWPs - In addition to use in the battlescape, these models will be seen in the X-Net database and possibly in various
intercept windows.
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| Weapons
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| Units - Aliens, soldiers, and civs, oh my!
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| UFO & Alien Base Objects
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Environmental Objects - Buildings, signs, plants, etc. We will need several versions of most items, so
feel free to make variants of existing models. We will need plants and animals for desert, jungle, temperate, mountainous, and snow settings.
- Bushes and Shrubs - Mindblighter
- Small plants and Flowers
- Various building models - Building blocks to piece together buildings from:
Wall with Window, 4 Panel Door,
Lower Stairs, Upper Stairs,
Door with Oval Window Partial Building
- Furniture Objects: Table, Bookcase,
Bench, Chair (j'ordos);
Vending Machine, Soda Machine (Kenshiro);
Dust bin, Desk (Jim69);
Wood Chair, Wood Table (SupSuper)
- Outdoor Items:
Fire Hydrant, Mailbox (Lambers);
Bench,
Oil Tank,
Bus Shelter(j'ordos);
Ad Bench,
Stop Sign,
Street Lamp,
Billboard (Maverick);
Barrel;
Dumpster:Pic,
Power Pole,
Street Car,
Crossing Sign (Kenshiro);
Soccer Court,
Basketball Court (Jim69)
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| User Interface Source File - contains layers for making the various screens and dialog boxes.
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| Textures |
Here are the current guidelines for model textures and their use:
Texture size in pixels needs to follow the 'power of two', which includes 8px, 16, 32, 64, 128, and 256px per side. While 512px is possible, many older
cards do not support it, so it should be avoided if possible. Color depth should typically be 24 bit or 32 bit. If you are retexturing an object do not
change the mapping co-ordinates unless you intend to save it as a completely new object, as this will invalidate to previous texturing. We should re-use
objects wherever possible to save space.
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Ground Textures
- Temperate Climate - Links to various grass textures; short/long grass, hay field, harvested hay, vegetable patch, bushes, flowers, deciduous/evergreen trees
- Desert Climate - Links to various sand textures; sand, rocks, cacti, snakes/scorpions
- Jungle Climate - Links to various jungle textures; bushes, trees, thick grass, exotic flowers
- Snow Climate- Links to various snow-covered textures; snow, frozen pond/lake, ice formations, icy rocks
- Mountainous Climate - rocks of various sizes, caves, patchy grass, gravel, stunted evergreen trees
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Building Textures - Some materials can be used in several areas, but for brevity they are linked just once. Browse about, you might find a texture in one area that would work great in another.
- Roofing -
White Shingles, Brown Shingles,
Brown Shingles, Grey Shingles, Red Shingles,
Grey Metal Roof, Black Metal Roof, Blue Metal Roof,
Red Metal Roof, White Metal Roof, Maroon Metal Roof,
Spanish Tile Roof, Spanish Tile Roof, Wood Roofing,
Wood Roofing, Wood Roofing, Wood Roofing,
Wood Roofing, Wood Roofing, Shingle Roofing,
Roofing, Roofing, Roofing,
Roofing, Roofing, Roofing,
Roofing, Roofing, Roofing,
- Flooring/Ground - Wood Chip Mulch, River Rock Aggregate, Course Cement, Course White Cement,
Reddish Grey Cement, Grey Cement, Fine Slate Cement, Course Slate Cement,
Rough Grey Cement, Course Brown Cement, Brown Cement, Dark Brown Cement,
White Cement, Dark Blue Marble, Speckled Blue Marble,
Greyscale Cedar, Rough Grey Stone, Speckled Grey Stone, Rough White Stone,
Marble Tile, Marble Tile, Marble Tile,
Marble Tile, Marble Tile, Marble Tile,
Marble Tile, Marble Tile, Marble Tile,
Marble Tile, Marble Tile, Marble Tile,
Marble Tile, Marble Tile, Marble Tile
Dark Grass, Light Grass, Medium Grass, Snowy Grass,
Dark Gravel, Medium Gravel, White Gravel,
Rock Composite?,
Clay Pavers,
White Pavers, Brown Pavers, White Pavers 2,
Dark Grey Pavers, Fancy Paver 1, Fancy Paver 2,
Brick Paver, Brick Paver, Brick Paver,
Brick Paver, Brick Paver, Brick Paver,
Brick Paver, Brick Paver, Brick Paver,
Brick Paver, Cracked Slate, Cracked Slate, Patterned Stone,
Carpet, Carpet, Carpet,
Carpet, Carpet, Carpet,
Carpet, Floor Tile, Floor Tile,
Floor Tile, Floor Tile, Floor Tile,
Floor Tile, Floor Tile, Floor Tile,
Floor Tile,
- Inside Walls -
Blue Stucco, White Stucco, Green Stucco, Grey Stucco,
Brown Stucco, Red Stucco,
Wallpaper, Wallpaper, Wallpaper,
Wallpaper, Wallpaper, Wallpaper,
Blue Denim, White Denim, Linen,
Dark Floral, Brown Weave, White Weave,
Brass Fireplace,
- Outside Walls -
Brown Wood Siding, Thick White Vinyl Siding, Medium White Vinyl Siding, White Wood Siding,
Thick Light Brown Siding, Thin Light Brown Siding, White Cedar Clapboard, White Scallop Siding,
Thick Grey Siding, Medium Grey Siding, Fine Grey Siding,
Thin White Vinyl Siding, Medium Grey-Brown Siding, Medium Brown Siding,
Medium Dark Brown Siding, Medium Darker Brown Siding, Medium Grey Wood Siding,
Brown Wood Siding, White Vertical Brick,
Square White Brick, White Brick, White Allen Block,
Smooth Grey Brick, Vertical Mortar Brick, Vertical Grey Brick, Course White Brick,
Square Grey Brick, Course Brown Brick, Course Brown Brick 2, Sand Mortar Brick,
Peach Retaining Block, White Retaining Block, Multi Color Brick, Fire Brick,
Bright Red Brick, Brown Brick, Dark Brick, Medium Brown Brick,
Light Brown Brick, Rough Brown Brick, Dark Flat Brick, Medium Flat Brick,
Marbled Ivory Cinder Block, White Cinder Block,
Smooth Brown Block, Rough Grey Block, Mahogany Floor, Cedar Floor,
Dark Marble, White Vertical Siding,
Oval Window Door, Horizon, Horizon,
Horizon, Horizon, Horizon,
Wall Stone, Water,
Wood, Wood, Wood,
Wood, Wood, Wood,
Wood, Wood, Wood,
Wood, Wood, Wood,
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Base Textures
- Walls - Links
- Flooring - Links
- Consoles&Panels - Links
- Aircraft - Camo
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Alien Base Textures
- Walls - Links
- Flooring - Links
- Consoles&Panels - Links
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