Rethinking WZ GFX

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Rman Virgil
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Re: Rethinking WZ GFX

Post by Rman Virgil » 27 Oct 2007, 01:46

--------->


* Seeing is believing & artistry makes believers of us all.

* Then prophecy follows, for once you believe, there's no turning back.

* Anything that falls short of this new incarnation, stumbles by the wayside.

- RV :)
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Impact = C x (R + E + A + T + E)

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Rman Virgil
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Re: Rethinking WZ GFX

Post by Rman Virgil » 27 Oct 2007, 02:12

GrimMoroe wrote: Oh my, now I have set a standard that I can not possibly continue to live up to.
Maybe I could just mark this one up as luck?
* Hehe... I meant in comparison to the Pumpkin GFX. :) (Play with your GFX & going back to the originals - nah !)

* Carpe diem creates it's own luck, I believe. (Or as in my experience you have to be willing to do what may be so-so (if not crap) 90% of the time to get to that 10% pure gold. I think it was Thomas  Alva Edison who said genius is 90% perspiration & 10% inspiration. Then there's Sturgeon's Law: 90% of ANYTHING IS crap.)

- RV :)
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Impact = C x (R + E + A + T + E)

Contrast
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kage
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Re: Rethinking WZ GFX

Post by kage » 27 Oct 2007, 20:37

aha, so you did try out the negative y-coord hack structure thing =)

i think it's a good model, but that the exhaust shafts (smoke stacks, or whatever you want to call them) would benefit from having the interior of the shaft partially rendered -- as in using inner polys instead of just a black cap.

also, how are you going to change the texturing of player buildings, or the texturing of destroyable non-player buildings (probably considered features by the engine) to distinguish them, if at all?

Kayiaxo
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Re: Rethinking WZ GFX

Post by Kayiaxo » 27 Oct 2007, 21:06

Looks even better in the pics.
I wonder if the crane will be animated ?
Would be cool if it is =) *dreaming*
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Chojun
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Re: Rethinking WZ GFX

Post by Chojun » 27 Oct 2007, 21:31

:o

my only complaint is that the buildings aren't shadowed.

Do you have plans on adding shadows to them?  How long until that is done?  A week?
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.

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Terminator
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Re: Rethinking WZ GFX

Post by Terminator » 27 Oct 2007, 23:12

Grim I just got an idia, replace an oilderek tower with something "unmoveable" =) & cut this f..cking oil sound that always break wz. ;D
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Re: Rethinking WZ GFX

Post by Kayiaxo » 27 Oct 2007, 23:33

I agree with terminator on the oil derrick.
I was just thinking the oil derrick shouldn't be left out =)

An unmoveable derrick is nice but then it needs at least some effect like smoke or lights.
I don't think the derrick sound should be cutted out, but replaced by something less annoying.
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Re: Rethinking WZ GFX

Post by Chojun » 28 Oct 2007, 05:24

A derrick that doesn't move is not an oil derrick.
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.

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Terminator
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Re: Rethinking WZ GFX

Post by Terminator » 28 Oct 2007, 13:05

Chojun wrote: A derrick that doesn't move is not an oil derrick.
well warzone - is a sci-fy game so tech level I think must be higher that todays( if to speack about oil derecks)
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Re: Rethinking WZ GFX

Post by Kayiaxo » 28 Oct 2007, 16:02

Once again, I have to agree with Terminator on this one.
He marks a good point, the game has cyborgs, synaptics link technology and a lot more but still is using old derricks.
No wonder they have trouble getting resources for the tech =)

Also, since warzone is high tech future, I believe it gives GrimMoroe more freedom to bring up new GFX and use more of his imagination instead of being restricted to imitating warzone GFX or real life stuff.
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Credits to Kacen for making the image.

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