Rethinking WZ GFX

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Watermelon
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Re: Rethinking WZ GFX

Post by Watermelon » 22 Oct 2007, 14:00

hmmm where are the modules?
tasks postponed until the trunk is relatively stable again.

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Re: Rethinking WZ GFX

Post by Chojun » 22 Oct 2007, 15:17

*drags drool from other thread over to here*
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Watermelon
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Re: Rethinking WZ GFX

Post by Watermelon » 22 Oct 2007, 17:39

the cargo lifter part makes the factory look like a shipyard/dock.  :o
tasks postponed until the trunk is relatively stable again.

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Re: Rethinking WZ GFX

Post by Chojun » 23 Oct 2007, 00:44

Cranes like that are used all over the place; an R&D department that I worked for had several of those just for lifting extremely heavy objects, not to mention the Machine Shop attached to our department that had several more heavier duty cranes.  I think it fits very well with the overall feel, Grim.
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Re: Rethinking WZ GFX

Post by Giel » 24 Oct 2007, 14:00

Please don't pay attention to this bucket I'm carrying, I need it to collect my drool, and prevent a major flood caused by it.
"First make sure it works good, only then make it look good." -- Giel
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Re: Rethinking WZ GFX

Post by Serman » 25 Oct 2007, 22:15

So where's the Garage Door for the 1st Module?  :o

I think this looks awesome though.

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Re: Rethinking WZ GFX

Post by Chojun » 26 Oct 2007, 15:16

It's even got little catwalks!  Good crap Grim this stuff is amazing!
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Re: Rethinking WZ GFX

Post by DevUrandom » 26 Oct 2007, 16:15

When I saw the first pictures, I thought it can't get any better than that, this is the optimum you can get.
I was proven wrong.

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Re: Rethinking WZ GFX

Post by Kayiaxo » 26 Oct 2007, 22:55

Really awesome, looks much better the the original wz stuff.  :)
I wonder if those are the final colors ?

STOP making me drool, put them IN THE GAME !  :D
Image
Credits to Kacen for making the image.

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