Models By Berg

Improving the artwork in Warzone2100 - not for mod discussions

Re: Models By Berg

Postby Berg » 23 Dec 2011, 13:37

As there is no real life Satellite strike center to compare with beside the ingame one Concept this one.
wz2100-20111223_223212-Sk-Rush.png
concept sat strike centre
I gave it a base plate but the original does not have a base plate

also rev 2 of sat strike center
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wz2100-20111224_065846-Sk-Rush.png
satstrike.zip
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Re: Models By Berg

Postby Berg » 24 Dec 2011, 04:02

Just for info here is a list of pie files in the lassat
lassat.jpg


Took some times to sort out so I thought i would post the info

Regards Berg

PS: version 3
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Re: Models By Berg

Postby Goth Zagog-Thou » 24 Dec 2011, 05:29

Hey Berg can we have the chain-link fences by themselves? I'd love to have a new type of wall that uses those.
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Re: Models By Berg

Postby Berg » 24 Dec 2011, 06:02

Goth Zagog-Thou wrote:Hey Berg can we have the chain-link fences by themselves? I'd love to have a new type of wall that uses those.

So many models I have made already done a forcefield fence that was similar ...

Remind me later Im on a diff model ATM ... But sure


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Re: Models By Berg

Postby Berg » 24 Dec 2011, 13:08

wz2100-20111224_220458-Sk-Rush.png
concept fence wall


Here is a fence if you like it ill make you a set with team colours

And he made a full set of fence...
wz2100-20111224_223951-Sk-Rush.jpg

You will have to add the texture into the wrf files or make a mod yourself I cant make mods

Merry Christmas from Berg
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Re: Models By Berg

Postby Jorzi » 24 Dec 2011, 16:03

The fences themselves look good, but they remind me of the shadow issue. I know it's not possible to take alpha mapping into account when using shadow volumes, but would it at least be possible to disable certain faces from casting shadows?
Also, would it be possible to make shadows visible through transparent faces?
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Re: Models By Berg

Postby MaNGusT » 24 Dec 2011, 16:47

Jorzi wrote:The fences themselves look good, but they remind me of the shadow issue. I know it's not possible to take alpha mapping into account when using shadow volumes, but would it at least be possible to disable certain faces from casting shadows?
Also, would it be possible to make shadows visible through transparent faces?
I think no, not in this century... it concerns all that we were asking for. :wink:
P.S. well, only if you will start to code something .. XD
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Re: Models By Berg

Postby Jorzi » 24 Dec 2011, 17:42

Heh, who knows....
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Re: Models By Berg

Postby Berg » 24 Dec 2011, 20:01

Disable shadows and or code the ability to disable shadows per models..
Im not a coder so have fun.
http://sourceforge.net/apps/trac/wzgrap ... /PieFormat
WZGM pie 3 flags and format this is not possible in wz2100 source but the code method is already done.


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Re: Models By Berg

Postby Goth Zagog-Thou » 25 Dec 2011, 03:06

Thanks Berg. :) And woot to forcefield walls too!

Make all the models you want -- adding them into the game as new ones that don't overwrite others is easy as pie. *no pun intended :lol2: *
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Re: Models By Berg

Postby Berg » 25 Dec 2011, 13:44

Goth Zagog-Thou wrote:Make all the models you want -- adding them into the game as new ones that don't overwrite others is easy as pie. *no pun intended :lol2: *

I leave the mod stuff to others I just make models for fun.

Rename the models textures etc how you will like.

Goth Zagog-Thou wrote:And woot to forcefield walls too!


Yeah wzgm source has forcefields good fun different!

http://wzgraphicmods.sourceforge.net/joomla/

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Re: Models By Berg

Postby Berg » 04 Jan 2012, 12:55

water tower miwatow.pie
Screenshot.png

Above shot showing new and old model with old texture.

Screenshot-miwatow - WMIT.png

same model with new texture needing dust and rust but looks better..

I uploaded the new model with new texture so you can use as likes.

here is the new model that uses old texture of you want it.

Code: Select all
PIE 3
TYPE 200
TEXTURE 0 page-7-barbarians-arizona.png 0 0
LEVELS 1
LEVEL 1
POINTS 37
   21.009 0.039911 -20.7382
   -20.911 -0.002415 -21.06
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   -21.2329 0.039912 20.86
   -11.8095 45.4467 11.4892
   20.6871 0.082238 21.1818
   11.317 45.4701 11.6668
   -20.7031 -0.001991 -20.8488
   20.7978 0.039911 -20.5302
   11.3781 45.4467 -11.345
   -11.5172 45.4236 -11.5208
   -21.0217 0.039912 20.652
   -11.693 45.4467 11.3745
   20.4791 0.081815 20.9706
   11.2023 45.4698 11.5503
   -23.7108 45.6063 0.464588
   -19.1896 45.6037 14.3794
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   -7.35292 45.5967 22.9793
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   19.1147 45.5812 14.3795
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   23.6359 45.5786 0.46459
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   19.1147 45.5812 -13.4503
   19.1334 77.4921 -13.4503
   7.27803 45.5882 -22.0501
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   -7.35291 45.5967 -22.0501
   -7.33423 77.5075 -22.0501
   -19.1896 45.6037 -13.4503
   -19.1709 77.5145 -13.4503
   -0.01876 77.5033 0.464588
POLYGONS 54
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   200 3 1 3 2 0.763767 0.97637 0.740778 0.760014 0.698557 0.759802
   200 3 1 4 3 0.852488 0.97627 0.77134 0.97612 0.832513 0.758595
   200 3 4 5 3 0.77134 0.97612 0.78905 0.758446 0.832513 0.758595
   200 3 4 6 5 0.764162 0.976158 0.678617 0.975947 0.740973 0.759802
   200 3 6 7 5 0.678617 0.975947 0.698753 0.75959 0.740973 0.759802
   200 3 6 0 7 0.770964 0.97597 0.852112 0.97612 0.788848 0.758296
   200 3 0 2 7 0.852112 0.97612 0.832312 0.758446 0.788848 0.758296
   200 3 8 9 10 0.763341 0.976368 0.678651 0.976159 0.698769 0.759802
   200 3 8 10 11 0.763341 0.976368 0.698769 0.759802 0.740568 0.760012
   200 3 12 8 11 0.771744 0.97612 0.85208 0.976269 0.832295 0.758594
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   200 3 14 12 13 0.679043 0.975949 0.763733 0.976158 0.740761 0.759802
   200 3 14 13 15 0.679043 0.975949 0.740761 0.759802 0.698963 0.759592
   200 3 9 14 15 0.851708 0.97612 0.771372 0.975972 0.789067 0.758298
   200 3 9 15 10 0.851708 0.97612 0.789067 0.758298 0.832096 0.758446
   200 3 1 0 9 0.763767 0.97637 0.678222 0.976159 0.678651 0.976159
   200 3 1 9 8 0.763767 0.97637 0.678651 0.976159 0.763341 0.976368
   200 3 4 1 8 0.77134 0.97612 0.852488 0.97627 0.85208 0.976269
   200 3 4 8 12 0.77134 0.97612 0.85208 0.976269 0.771744 0.97612
   200 3 6 4 12 0.678617 0.975947 0.764162 0.976158 0.763733 0.976158
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   200 3 17 19 18 0.655621 0.491713 0.655621 0.368836 0.713936 0.368826
   200 3 17 20 19 0.65719 0.490221 0.692244 0.490247 0.657246 0.367884
   200 3 20 21 19 0.692244 0.490247 0.6923 0.367911 0.657246 0.367884
   200 3 20 22 21 0.692244 0.490247 0.735573 0.49028 0.6923 0.367911
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   200 3 28 29 27 0.772252 0.4918 0.772252 0.368923 0.713936 0.368933
   200 3 28 30 29 0.770627 0.490307 0.735573 0.49028 0.770683 0.36797
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   200 3 32 34 33 0.692244 0.490247 0.65719 0.490221 0.6923 0.367911
   200 3 34 35 33 0.65719 0.490221 0.657246 0.367884 0.6923 0.367911
   200 3 34 16 35 0.772252 0.491713 0.713936 0.491703 0.772252 0.368836
   200 3 16 18 35 0.713936 0.491703 0.713936 0.368826 0.772252 0.368836
   200 3 36 18 19 0.687734 0.428811 0.671841 0.484392 0.709577 0.484392
   200 3 36 19 21 0.687734 0.428811 0.671841 0.484392 0.709577 0.484392
   200 3 36 21 23 0.687734 0.428811 0.671841 0.484392 0.709577 0.484392
   200 3 36 23 25 0.687734 0.428811 0.671841 0.484392 0.709577 0.484392
   200 3 36 25 27 0.687734 0.428811 0.671841 0.484392 0.709577 0.484392
   200 3 36 27 29 0.687734 0.428811 0.671841 0.484392 0.709577 0.484392
   200 3 36 29 31 0.687734 0.428811 0.671841 0.484392 0.709577 0.484392
   200 3 36 31 33 0.687734 0.428811 0.671841 0.484392 0.709577 0.484392
   200 3 36 33 35 0.687734 0.428811 0.671841 0.484392 0.709577 0.484392
   200 3 36 35 18 0.687734 0.428811 0.671841 0.484392 0.709577 0.484392



Thay are all in PIE 3 format
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Re: Models By Berg

Postby Berg » 08 Jan 2012, 01:16

I made a map so ill shove it here. 4 player 12 oil per base
map.jpg
wz2100-20120108_114533-fourfoes-T1.png
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Re: Models By Berg

Postby macuser » 09 Jan 2012, 16:23

This whole issue of shadows brings us back to the whole issue of a rendering engine.

We don't want shadows to be render or CPU intensive. But porting to a new engine will be hard and take a while.
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Re: Models By Berg

Postby Berg » 14 Jan 2012, 12:09

Another map 2 man war no fancy bits but should be fun strategy
2c-twomanwar.wz
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Find new actics on this larger then normal 2 player map
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newmap.png
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