Pillboxes

Improving the artwork in Warzone2100 - not for mod discussions
stiv
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Re: Pillboxes

Post by stiv »

And just when it looked like everyone was playing nice and actually being helpful for a change...
Jorzi
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Re: Pillboxes

Post by Jorzi »

@Mangust: we all know that these things can be found by googling, but since I'm here answering questions anyway, just let him ask any question, it's no problem as long as it stays in this thread.

@swatspeedman: when adding circles you can adjust the amount of vertices in the parameters. Just scroll down to the bottom of the tool shelf (left toolbar in 3dview) and you will find a "last action" panel.
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swatspeedman
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Re: Pillboxes

Post by swatspeedman »

Last night I cut down the polys more, just got to get round to doing the circles properly.
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zany
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Re: Pillboxes

Post by zany »

swatspeedman wrote:Created a low poly version.
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how does this look in the game?
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Berg
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Re: Pillboxes

Post by Berg »

zany wrote:how does this look in the game?
That is an entire new lesson.

You need to convert your blender model to pie format.

Best way to do this is to save it first in object format then convert it using either object to pie or WMIT viewer.

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swatspeedman
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Re: Pillboxes

Post by swatspeedman »

Can you give a link to a compatible pie converter for Warzone?

EDIT: Would that mean saving the actual rocket pod as one object and stand as another?
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Berg
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Re: Pillboxes

Post by Berg »

if you look in your warzone source code there is a folder called tools
One folder WMIT contains a viewer and converter
in coversions folder there is a cood few .C programs that can convert many formats I use obj2pie.c

I use this method viewtopic.php?f=32&t=8579#p89547

Just a Note with the above you need to save your models in the required format blender format has no converter as yet.
swatspeedman
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Re: Pillboxes

Post by swatspeedman »

Where is this? I've checked the directory where I installed Warzone but I can't find 'tools'. I'm on Windows btw
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Berg
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Re: Pillboxes

Post by Berg »

You will need to either download the source code or the folder from within it to get these files
The full source can be found here http://www.wz2100.net/download
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Berg
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Re: Pillboxes

Post by Berg »

If you want to use a pre-compiled windows obj2pie there is one here http://sourceforge.net/projects/wzgraph ... j2pie-win/

You can use the python user interface but you will have to install it on your OS.
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MaNGusT
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Re: Pillboxes

Post by MaNGusT »

http://www.mediafire.com/?jp29y1i5i9e3qqq just use this tool. isn't the latest version but latest doesn't have something useful anyway, so you don't need it.
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Jorzi
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Re: Pillboxes

Post by Jorzi »

I use the one that ManGusT linked to. The weapons are separated into "barrel" and "turret". Also note that the emplacement is a separate model. This means that you will need to export your ripple battery as three parts.
https://sites.google.com/site/iluvalar/wz/pielist here is a list of names of the different models (they have to be exact in order to replace the old models)
As you can see, the barrel parts start with "gn" while the turret parts start with "tr"

If you want, you can also use the tool for converting the original models into .obj files, which can be easily imported into blender.
The original models can be easily found by extracting the base.wz file (it's just a disguised zip file)
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Berg
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Re: Pillboxes

Post by Berg »

Jorzi wrote:I use the one that ManGusT linked to.
Does this do PIE2 format also?
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MaNGusT
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Re: Pillboxes

Post by MaNGusT »

Berg wrote:Does this do PIE2 format also?
ofc no, who need it except some devs and oldschool guys?)
also, cybersphinx even didn't give us the version with his changes :/
I can't and won't compile it..
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swatspeedman
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Re: Pillboxes

Post by swatspeedman »

I import my .obj into wmit but nothing shows up? Do I need to add a texture?

EDIT: Dm, it was inside the axis so I couldn't see it. The question about texture still stands though. Also, how do I actually import?
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