Models By Berg

Improving the artwork in Warzone2100 - not for mod discussions
IgorBrehm
Trained
Trained
Posts: 160
Joined: 22 Aug 2011, 02:28
Location: Brazil

Re: Models By Berg

Post by IgorBrehm » 04 Dec 2013, 16:19

Nice!!

User avatar
Berg
Regular
Regular
Posts: 2041
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Models By Berg

Post by Berg » 08 Jan 2014, 10:08

Scavenger research centre concept
Screenshot.png
Screenshot.png (119.68 KiB) Viewed 12016 times
Attachments
scavfact.zip
(1.33 MiB) Downloaded 307 times
Last edited by Berg on 09 Jan 2014, 11:31, edited 1 time in total.

User avatar
tmp500
Trained
Trained
Posts: 120
Joined: 30 Jun 2010, 16:31

Re: Models By Berg

Post by tmp500 » 08 Jan 2014, 19:08

hey! its dirty! sweet :D a chimney maybe?

stiv
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 876
Joined: 18 Jul 2008, 04:41
Location: 45N 86W

Re: Models By Berg

Post by stiv » 08 Jan 2014, 19:53

Love the building texture!

User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Models By Berg

Post by Rman Virgil » 09 Jan 2014, 05:13

.

Beautiful texture work all around. :3

The notion of a Scav Research Center got me to thinking about the whole scav modus operandi of cobbling together and re-purposing found or scavenged tech. Certainly the word "research" can encompass that procedure though in actual practice it strikes me more as "tinkering" or "bricolage". :hmm:

.

User avatar
Berg
Regular
Regular
Posts: 2041
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Models By Berg

Post by Berg » 10 Jan 2014, 14:14

I thought to give it more a research feel...by having signs I'll make more soon.
This is just concept.
scafsign.png
scafsign.png (332.77 KiB) Viewed 11925 times

AWarZoner
Trained
Trained
Posts: 129
Joined: 21 May 2013, 17:03

Re: Models By Berg

Post by AWarZoner » 06 Jun 2014, 11:10

Berg wrote:Made a Animated HQ some feed back on it would help
Image
I was thinking of having it light up in team colours but we have black and grey they don’t look good as lights.
Image
It looks great!
Last edited by AWarZoner on 30 Jun 2014, 21:39, edited 1 time in total.

AWarZoner
Trained
Trained
Posts: 129
Joined: 21 May 2013, 17:03

Re: Models By Berg

Post by AWarZoner » 18 Jun 2014, 15:01

Sorry for using this thread but I can't PM you Berg.
Do you still use MM3D (misfit model 3d)?
How did you install it on linux I assume that you use linux? :hmm:
Did you install it from source or did you install it from the repositories? :hmm:

- Andrie

User avatar
Berg
Regular
Regular
Posts: 2041
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Models By Berg

Post by Berg » 18 Jun 2014, 23:08

http://www.misfitcode.com/misfitmodel3d/olh_index.html

AWarZoner wrote: How did you install it on linux I assume that you use linux? :hmm:
Did you install it from source or did you install it from the repositories? :hmm:
Install it which way is easy for you I dont think it matters
If you need more info do a forum search for key words I think most everything about .pie models has been talked about.

AWarZoner
Trained
Trained
Posts: 129
Joined: 21 May 2013, 17:03

Re: Models By Berg

Post by AWarZoner » 19 Jun 2014, 10:24

Struggled (dependencies) with installing it form source. :roll:
So I got the packadge mm3d (version 1.3.7) from the repositories. :lecture:

And thanks the link to the (Help Page). :wheee:

- Andrie

User avatar
Berg
Regular
Regular
Posts: 2041
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Models By Berg

Post by Berg » 15 Sep 2014, 22:54

Gates
I was thinking the original gates need to be changed because at times your attacking the enemy and at a flash you think gates are stock walls which are easier to bring down then gates.
So i gave them a different look just for contrasting gate and wall.
Just an idea not a fact.
snapshot.jpg
snapshot.jpg (63.33 KiB) Viewed 11203 times
Attachments
gates.wz
(591.07 KiB) Downloaded 277 times

User avatar
Tzeentch
Trained
Trained
Posts: 242
Joined: 14 Oct 2012, 14:24

Re: Models By Berg

Post by Tzeentch » 21 Sep 2015, 15:09

note about the crystals.. do we need to make a harvester to collect them then deposit into a refinery to earn more cash...

reminds me of C & C straight away. What else you working on?
More or less grey

User avatar
Berg
Regular
Regular
Posts: 2041
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Models By Berg

Post by Berg » 24 Dec 2015, 05:43

Just messing about with textures and i made a few changes to factories
wz2100-20151224_141842-Sk-Rush.png
Here is the changed texture replace it in you data/base/texpages
page-13-player-buildings.png

User avatar
montetank
Regular
Regular
Posts: 629
Joined: 14 Feb 2013, 00:05
Location: Montenegro

Re: Models By Berg

Post by montetank » 25 Dec 2015, 03:51

Many changes. I like the "dirt and damaged" look at the sides. Its logical. Why should a factory looks clean? Excellent.
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

User avatar
Berg
Regular
Regular
Posts: 2041
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Models By Berg

Post by Berg » 04 Jan 2016, 10:47


Post Reply