New Models for 3.0, that make use of the mask feature wanted

Improving the artwork in Warzone2100 - not for mod discussions
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Rman Virgil
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Re: New Models for 3.0, that make use of the mask feature wa

Post by Rman Virgil »

Berg wrote:Yes Rman it could be enhanced to have more faithful sand bag appearance BUT for now ill leave it at default for the forum but my local repo has flashing lights and a mouse with a house and a door that is green.


:lol2: :lol2: :lol2:
I'm glad to hear that about your local repo. :wink:

BUT - don't forget the X-mas tinsel and tufts of angel hair. :lol2:

- Synergistically, Rman. 8)

.
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Berg
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Re: New Models for 3.0, that make use of the mask feature wa

Post by Berg »

New Nuke silo minuke.pie
nuke.ingame.png
I have uploaded the pie and textures for this model

Best regards Berg

PS: this tcmask on this model is done in green...(evil laugh)
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Slye_Fox
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Re: New Models for 3.0, that make use of the mask feature wa

Post by Slye_Fox »

I'm sorry I have to say this, but;
I hope these are for a mod and are not official replacements.

They are good models, but honestly I like the official stuff better.
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JDW
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Re: New Models for 3.0, that make use of the mask feature wa

Post by JDW »

Slye_Fox wrote:I'm sorry I have to say this, but;
I hope these are for a mod and are not official replacements.

They are good models, but honestly I like the official stuff better.

Very encouraging words...
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce
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Re: New Models for 3.0, that make use of the mask feature wa

Post by CinC »

j0shdrunk0nwar wrote:
Slye_Fox wrote:I'm sorry I have to say this, but;
I hope these are for a mod and are not official replacements.

They are good models, but honestly I like the official stuff better.

Very encouraging words...
I would say the model is great. But as an improvement: set the missiles deeper in the ground, but let the control building how it is.
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Re: New Models for 3.0, that make use of the mask feature wa

Post by Rman Virgil »

.
CinC wrote:...... set the missiles deeper in the ground, but let the control building how it is.
Constructive input. I can see that as a viable variant worth exploring.

Imagination, nerve, a persistent work ethic & a fine sense of humor - you have those qualities in spades, Berg, and they are, I believe, the sole bridge that can span that great chasm between the good but mediocre and the peerless.

Your efforts also remind me of a comment made by one of my all time favorite artist-heroes, Pablo Picasso:

“Others have seen what is and asked why. I have seen what could be and asked why not.”
Over the last decade+ there have been a number of game mods that have equaled, and even out-stripped, the popularity and success of the original game such that they have been embraced as "official" retroactively. :3

- Regards, Rman. :hmm:
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Impact = C x (R + E + A + T + E)

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Berg
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Re: New Models for 3.0, that make use of the mask feature wa

Post by Berg »

I have cut the height of launch bays down half and Just for fun if you would like to texture the model again i have included a bare texture with wireframe outline and the texture positions named so it might be a case of paint by numbers I hope someone find a use for this.
Also if you want to view your model Safety0ff's program WMIT can be found in the git repo http://www.gitorious.org/wmit You will need to install the program QT to compile this viewer
snapshot.jpg
I have included the pie file and the blank texture if you dont won't to texture it yourself the previous archive has the texture you see in screenshot.


Regards Berg
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Re: New Models for 3.0, that make use of the mask feature wa

Post by MetalWarrior95 »

It looks awfull...The nuke silos should be practicaly underground...The control center of NS is too close...
Il crush you!If i get crushed,il crush you twice stronger!!If you crush me again,then il blow up your PC!!
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Berg
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Re: New Models for 3.0, that make use of the mask feature wa

Post by Berg »

Good idea unground buildings..
I took your advise.
MetalWarrior95 wrote:It looks awfull...The nuke silos should be practicaly underground...The control center of NS is too close...
Here is an underground rocket base.
1.jpg
In this structure there is a control centre a rocket testing lab a huge wind tunnel and service elevaltor that goes down 700 feet below the surface also there is a satellite uplink with eye in the sky capability.
Here is an ingame screen shot.
ingame veiw rocket base
ingame veiw rocket base
The entrance is under the mouse pointer.

PS:You cant see the door or the rocket silos because they are hidden
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Re: New Models for 3.0, that make use of the mask feature wa

Post by stiv »

Here is an underground rocket base.
Dammit, Berg! Not only did I spritz coffee all over my keyboard, I think I sprained a muscle laughing.

A nice reminder we are dealing with a game here and not a real-world simulation. Plus, in addition to the amazing textures, I love the details like the personal decals on the lockers in the lab and the little snack packets in the vending machine over in the corner.
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Re: New Models for 3.0, that make use of the mask feature wa

Post by superpirson »

do your V.T.O.L.s gain experience from the wind tunnel? :geek:
we gotta take this joke all the way to an in-game level. :idea:
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Rman Virgil
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Re: New Models for 3.0, that make use of the mask feature wa

Post by Rman Virgil »

Berg wrote:Good idea unground buildings..
I took your advise.

.................

PS:You cant see the door or the rocket silos because they are hidden
:lol2: Touché ! Perfectly executed. :3


Also appreciate your changes in the 2nd version too - like what I would take to be service conduit passageways between the silos. I always thought the spartan way Pumpkin did their silos left too much to the imagination - I mean, you wanna see in a game a little bit of missile poking its pointy head out of it's silo sheath and not just the closed blast doors you'd see in RL until launch. 8)

Just thought of something - puffs of steam. You know what mean. :wink:

- Rman. :hmm:

.
Last edited by Rman Virgil on 14 Nov 2010, 20:02, edited 1 time in total.
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Re: New Models for 3.0, that make use of the mask feature wa

Post by superpirson »

I love your stuff, Berg. regardless, if I were in charge, I wouldn't put it in-game permanently because it doesn't feel "warzone". it's far to nice and cool to be post apocalyptic. it still looks awesome, though. it belongs in a game where your don't have lame uber nerds crying about how somebody took their favorite game and edited some of the visuals. :geek: :geek: :geek:
-PS: I am talking about myself when i say "lame uber nerds", I'm not trying to say you guys are lame uber nerds. :stare:
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Re: New Models for 3.0, that make use of the mask feature wa

Post by JDW »

Berg wrote:Good idea unground buildings..
I took your advise.
MetalWarrior95 wrote:It looks awfull...The nuke silos should be practicaly underground...The control center of NS is too close...
Here is an underground rocket base.

In this structure there is a control centre a rocket testing lab a huge wind tunnel and service elevaltor that goes down 700 feet below the surface also there is a satellite uplink with eye in the sky capability.

The entrance is under the mouse pointer.

PS:You cant see the door or the rocket silos because they are hidden
XD :lol2: XD :lol2: XD
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Re: New Models for 3.0, that make use of the mask feature wa

Post by Wibble199 »

superpirson wrote:...the wind tunnel?
The what now? O_o

By the way, interesting model but I don't think it looks right.
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