Search found 21 matches
- 16 Mar 2011, 15:44
- Forum: Ideas and suggestions
- Topic: turrets need buffing
- Replies: 18
- Views: 6406
Re: turrets need buffing
Yeah, exactly. It's usualy not a matter of weapond being useless, but of players using weapons not the way the were meant to be used. Try taking a closer look on all those weapons availible in game, because it looks like You don't really get the game mechanics. Modern games are made simple and bette...
- 09 Feb 2011, 13:55
- Forum: Other Talk
- Topic: DIY hmg viper wheels (papercraft)
- Replies: 37
- Views: 39189
Re: DIY hmg viper wheels (papercraft)
Hah ! Now do the same with a high poly model
- 07 Feb 2011, 15:02
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 966523
Re: Models by Jorzi (AR)
I don't think air has to flow in straight lines to reach the fan ;) You would have to literaly stick something in it to block the air flow, and those linked photos here just show what i mean because these machines work and driver (pilot?) does not block the air flow at all, despite he sits just in f...
- 06 Feb 2011, 21:28
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 966523
Re: Models by Jorzi (AR)
I think hover could have only ONE fan for light bodies with two for meds and heavys. That would look much better if we consider weight of lights, mediums and heavys. With the same amout for all it looks like those heavy and meds are little "underpowered", while they're not ... EDIT: Like t...
- 06 Feb 2011, 21:21
- Forum: Ideas and suggestions
- Topic: Beautiful Water
- Replies: 38
- Views: 20751
Re: Beautiful Water
I think it's not that simple. I never seen ANY shine and reflexion effects in WZ 2100, so there is just NO such mechanism implemented in the game engine itself that would enable such things, but of course im not SURE of it :). Adding double texturing to everything in the game on the other hand is po...
- 14 Jan 2011, 15:30
- Forum: Ideas and suggestions
- Topic: New (turret)laser effects??
- Replies: 39
- Views: 18143
Re: New (turret)laser effects??
In that case would it be possible just to stretch those effects we have now to the size od the distance between units ? This way it would still be a projectile but so "big" that it would "start" in the attacker and "end" in the victim looking almost exactly as the thing...
- 08 Jan 2011, 03:18
- Forum: Ideas and suggestions
- Topic: New (turret)laser effects??
- Replies: 39
- Views: 18143
Re: New (turret)laser effects??
Well the trucks have a beam of sorts..... maybe those could be retooled and some of the same code used for lasers :geek: Those beams are just new surfaces in 3d render created by selefting on constant point in the truck and rapidly changing points in the built structure (i'm guessing its totaly ran...
- 29 Dec 2010, 00:39
- Forum: Mapping / Modding tools & discussions
- Topic: *.wrf files
- Replies: 4
- Views: 2584
Re: *.wrf files
We (or at least I) want to remove as much of that WRF business as possible in the new map format, allowing custom textures via a new/different mechanism. Can't this be a part of the map file itself? That would be usefull, and IF custom objects on map were ALSO included in th emap file it would doub...
- 28 Dec 2010, 03:09
- Forum: Other Talk
- Topic: Unlimited resources (hi-power)....
- Replies: 26
- Views: 10201
Re: Unlimited resources (hi-power)....
You can always make a map with no resources at the base, only in the middle of the battlefield ... constant fight for those and often destroyed pumps would make a BIT of what You like in RTS games
- 28 Dec 2010, 03:06
- Forum: Mapping / Modding tools & discussions
- Topic: Creating models with GMAX for Warzone?
- Replies: 8
- Views: 4197
Re: Creating models with GMAX for Warzone?
Ok so in that case ... shouldn't the 3DS 2 PIE converter work with gmax ? Its basicaly based on normal 3DSmax, so plugins for it might be working with it ...i have no idea ofc, and its just a guess, because i never used GMAX. (3DS Max ftw )
- 27 Dec 2010, 23:27
- Forum: Ideas and suggestions
- Topic: Multi-planar combat in skirmish
- Replies: 10
- Views: 4565
Re: Multi-planar combat in skirmish
Actualy there is a simple... a REALLY SIMPLE way to make this work! It would only require adding new class ob tiles to a map, that are like "Super cliffs", so they would block not only bround units but also VTOL (NOT including transporters). This way players would just build their bases in...
- 27 Dec 2010, 21:45
- Forum: Ideas and suggestions
- Topic: New unit for scavengers
- Replies: 16
- Views: 6835
Re: New unit for scavengers
Yeah basicaly it's a sort of nexus for scavengers, just with the difference, that there could be some "immobilised units" without ANY user on the map if it happends that scavenger never makes it to "hop on inside" and drive
- 27 Dec 2010, 21:36
- Forum: Mapping / Modding tools & discussions
- Topic: Creating models with GMAX for Warzone?
- Replies: 8
- Views: 4197
Re: Creating models with GMAX for Warzone?
FROM: http://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php It's also possible, using the gmax2obj export script to save models from gmax as OBJ formatted objects. To learn more about this process read the gmax to obj tutorial here. In other words: I's possible to export GMAX models...
- 27 Dec 2010, 14:03
- Forum: Mapping / Modding tools & discussions
- Topic: Mapmakers Questions and Problems
- Replies: 39
- Views: 12050
Re: Mapmakers Questions and Problems
So my maps will look just fine when 3.0 gets an update, and i don't have to reedit it, just wait for that v3.0 update of some sort ? In that cas i'll just keep on making maps
- 27 Dec 2010, 04:32
- Forum: Addon discussions
- Topic: My maps
- Replies: 0
- Views: 1503
My maps
Ok ... at the moment it will be only one map, and i'm afraid it might be bugged (or at least trees and buildings look strange in 3.0 beta 4 version :D). Anyway its my first map added here, so ... there it goes: LOST TEMPLE And Yes, it is a starcraft map brought to WZ 2100 :D. I made the layout of ba...