Search found 294 matches
- 22 Jul 2009, 18:08
- Forum: Artwork
- Topic: Hi-Res textures
- Replies: 27
- Views: 23988
Re: Hi-Res textures
I guess this should go to dev forum but i'm just too lazy to create a new topic :) So, how about making terrain textures for new renderer smaller in size without quality degradation: maybe all those pngs should be converted to 8-bit custom color palette ones? They are tiles which means that there ar...
- 20 Jul 2009, 21:22
- Forum: Ideas and suggestions
- Topic: Possible multi turret solution
- Replies: 57
- Views: 41711
Re: Possible multi turret solution
What is needed at at a minimum is a way to restrict multi-turret options to things that look sane in-game. That does not necessarily have to imply any graphics or UI changes. There are some combinations that are already quite sane, we just need to find a way to offer them. I guess that having an AP...
- 19 Jul 2009, 18:20
- Forum: Mapping / Modding tools & discussions
- Topic: "War School"-A Map/Mod W.I.P.-locked sticky
- Replies: 302
- Views: 166211
Re: "War School" - A Map / Mod W.I.P.
Hi,
Quite a good Project you have here...
Talking about designable Scavs: I've just though that recreation of base vehicles without mounted weapons would be a good staring point for such a task. So, I've spent a whole day slicing and toasting and nearly completed a new Jeep.
Quite a good Project you have here...
Talking about designable Scavs: I've just though that recreation of base vehicles without mounted weapons would be a good staring point for such a task. So, I've spent a whole day slicing and toasting and nearly completed a new Jeep.
- 17 Jul 2009, 02:10
- Forum: Artwork
- Topic: Hi-Res textures
- Replies: 27
- Views: 23988
Re: Hi-Res textures
Was wondering if you had changes in mind for the rocky mountain aka "barbarian-kevlar" page 7 ? There is a problem with a 'kevlar' variant: it's used both in 'cam1c' (late arizona missions) and 'cam3' (all rocky missions)... Of course, sand colored towers will not look good on snow terrai...
- 17 Jul 2009, 00:21
- Forum: Artwork
- Topic: Hi-Res textures
- Replies: 27
- Views: 23988
Re: Hi-Res textures
Will you share your vision with us?Zarel wrote:Just leave page 17 alone - I think that's the one I'm working on.
- 16 Jul 2009, 22:55
- Forum: Artwork
- Topic: Hi-Res textures
- Replies: 27
- Views: 23988
Re: Hi-Res textures
Here are the textures:
Of course they are free for any use - 16 Jul 2009, 21:38
- Forum: Artwork
- Topic: Hi-Res textures
- Replies: 27
- Views: 23988
Re: Hi-Res textures
Ok, how about this: page-7-barbarians-arizona_preview_2.png Probably left is for 'arizona' texture set and right side is for 'urban' one. Red Power Generator spike is just a mod from Black Project , you can see it here http://forums.wz2100.net/viewtopic.php?f=10&t=2959 . It's not related to my t...
- 16 Jul 2009, 03:32
- Forum: Artwork
- Topic: Hi-Res textures
- Replies: 27
- Views: 23988
Hi-Res textures
Hi All, After playing for some time in WZ2100 (trunk version) with the new terrain renderer and poorly textured structures in addition to so-called 'features' I thought I'll be a good idea to update old textures in hi-res. While creating new hi-poly structures probably will take some time, redrawing...
- 06 Dec 2008, 00:06
- Forum: Development
- Topic: Partially Built Structures
- Replies: 13
- Views: 6013
Re: Partially Built Structures
But wants to extend a little: It should start at a percentage of the full health and if someone shoots at building so dealed damage transfer to building in same percentage in built structure. I think the whole idea is to make a structure under construction easier to destroy, so making partial damag...