Super Transport model submissions for 3.1

Improving the artwork in Warzone2100 - not for mod discussions
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Jorzi
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Re: Super Transport model submissions

Post by Jorzi » 04 Feb 2012, 15:27

What kind of normalmap do you mean? Also do you have the required shader? (the pie files support normal maps but the current default shader doesn't use them, at least not in beta 3.1)
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Berg
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Re: Super Transport model submissions

Post by Berg » 04 Feb 2012, 15:34

Jorzi wrote:the pie files support normal maps but the current default shader doesn't use them, at least not in beta 3.1)
Ok well ill leave that till the game supports the shaders etc I thought everything was up and running.

I have been reading the forum on lighting and other threads its very confusing as to what actualy works.

PS: One should never assume I just looked in the files and the shaders are missing
PPS:

Code: Select all

0(73) : error C1038: declaration of "lightDir" conflicts with previou
info    |12:49:28: [pie_LoadShaders] Failed to load component shader
info    |12:49:28: [pie_LoadShaders] Assert in Warzone: piestate.cpp:303 (result), last script event: ''
Bit beyond Me ill wait till its done.

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effigy
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Re: Super Transport model submissions

Post by effigy » 04 Feb 2012, 16:46

Berg wrote:
The attachment wz2100-20120205_001525-Sk-Rush.jpg is no longer available
just messing with normalmaps same texture I played with material but it seem to have a negative affect unless you had it on default 1.0
Here's my critique :lecture:

I've sketched on the attached image, though, I'm really not sure what's possible with wz texturing:

-paint the flaps on the wings/rudders a non-team color, different from the body

- make the cockpit glass bigger

- what's up with having bay doors on the top of the transport?

-use team colors where the engines meet the body

-reduce the model size in the build menu

-texture rivets on all hard edges of the body
Attachments
wz2100-20120205_001525-Sk-Rush.jpg
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241

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aubergine
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Re: Super Transport model submissions

Post by aubergine » 04 Feb 2012, 16:55

bay doors on top of transport could be used when it's carrying vtols - vtols could fly out the top?
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effigy
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Re: Super Transport model submissions

Post by effigy » 04 Feb 2012, 17:37

I didn't think vtols were allowed into the super transport.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241

Cyp
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Re: Super Transport model submissions

Post by Cyp » 04 Feb 2012, 17:43

Neither did I.

But apparently they are. I guess it can be useful for transporting plasmite VTOLs on slow bodies, or something. The transport seems to be very very slightly faster than a Plasmite scorpion VTOL.

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MaNGusT
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Re: Super Transport model submissions

Post by MaNGusT » 04 Feb 2012, 17:48

Berg wrote:Bit beyond Me ill wait till its done.
you could always make a patch from AR's shader and put it to a new ticket . ;-)
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Olrox
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Re: Super Transport model submissions

Post by Olrox » 05 Feb 2012, 01:02

......
Last edited by Olrox on 05 Feb 2012, 05:35, edited 1 time in total.

zany
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Re: Super Transport model submissions

Post by zany » 05 Feb 2012, 03:09

effigy wrote:
Berg wrote:
wz2100-20120205_001525-Sk-Rush.jpg
just messing with normalmaps same texture I played with material but it seem to have a negative affect unless you had it on default 1.0
Here's my critique :lecture:

I've sketched on the attached image, though, I'm really not sure what's possible with wz texturing:

-paint the flaps on the wings/rudders a non-team color, different from the body

- make the cockpit glass bigger

- what's up with having bay doors on the top of the transport?

-use team colors where the engines meet the body

-reduce the model size in the build menu

-texture rivets on all hard edges of the body
download/file.php?id=10072&mode=view
needs more color

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vexed
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Re: Super Transport model submissions

Post by vexed » 05 Feb 2012, 05:13

:dash1:
Look people, I was just interested in model submissions, not flame wars or anything that isn't constructive criticism.
We had a few good designs in this thread, and most need a bit of tweaking to make them fit the "Warzone" style.

Yes, it is possible to have more than one super transport design.
Yes, the super transport can carry VTOLs in it.
No, you can't change turrets at this time, that requires more code changes, and that isn't what I had planned right now.

Please try to help each other out, if you don't like the way it looks, then ask for the model in question, and tweak it yourself, and then we can compare and contrast.

Make sense ?
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Berg
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Re: Super Transport model submissions

Post by Berg » 05 Feb 2012, 09:19

A revamp of old model larger wings and lift fan
wz2100-20120205_181201-Sk-Rush.png
Attachments
wz2100-20120205_184517-Sk-Rush.png
drtrans.pie
(42.02 KiB) Downloaded 247 times

Remotehorst
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Re: Super Transport model submissions

Post by Remotehorst » 05 Feb 2012, 10:24

Here is my Model. Im sorry but i got some problems with wmit so i cant make a pie file out of it.

To preview the Model watch:
http://www.youtube.com/watch?v=MMQzqBHhq98
Attachments
supertransport001b.zip
Zipped Files: transporter001b.obj transporter001b.mtl transporter-tex.png
(1.48 MiB) Downloaded 271 times
My Blender Tutorials for Beginners (german): http://www.youtube.com/user/voxelgeek

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Emdek
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Re: Super Transport model submissions

Post by Emdek » 05 Feb 2012, 11:46

I'm with vexed. ;-)
But one more thing for future (was talked about more than one year ago), rotating engines. :-P
Or it is already done in game?
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MaNGusT
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Re: Super Transport model submissions

Post by MaNGusT » 05 Feb 2012, 14:09

Emdek wrote:I'm with vexed. ;-)
But one more thing for future (was talked about more than one year ago), rotating engines. :-P
Or it is already done in game?
could be done if devs will allow(in code) using the animation that is used for oil derricks.
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Re: Super Transport model submissions

Post by Remotehorst » 05 Feb 2012, 14:31

Normally i wanted to change a few things in my first model, but then i noticed that it would be easier to start from scratch and
make something similiar. But that wasnt enough for me. My first concept has one big disatvantage. Its too clumsy and looks more like a litte ship than a super transporter.

I wanted to make a shape that looks bigger, so it needs more detail and this came out:
http://www.youtube.com/watch?v=mDP4BaBNLyE

What do you think about it? Is it better than my first one? Im not sure on wich one i should focus.
My Blender Tutorials for Beginners (german): http://www.youtube.com/user/voxelgeek

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