New Base Structures Mod

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elio
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New Base Structures Mod

Post by elio » 15 Aug 2009, 18:49

i've scratched some of my models togheter and here it is: the alpha version of the base structure.
mod includes:
  • Power Generator
  • Factory
  • Research
  • Headquarter (without weapons)
i know...
  • Textures aren't 'balanced'.
  • that there are some texture glitches.
  • that green is the only team colour (this will not change until the engine is updated, because it's a liitle to much work with so many polys. (and the blender exporter doesn't even work atm)
  • the textures look a bit plain
ok, now check them out and post comments what can be done to improve 'em.

Download for trunk (created with revision 7950) http://files.wz2100.net/elio/newbasestr ... unk7950.wz
Download for 2.2: http://files.wz2100.net/elio/newbasestructures0-2.2.wz

regards
elio
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wari
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Re: New Base Structures Mod

Post by wari » 15 Aug 2009, 21:24

Unreal man fantastic work.

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Mysteryem
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Re: New Base Structures Mod

Post by Mysteryem » 16 Aug 2009, 13:27

Thank you very much elio! This has been long awaited.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."

elio
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Re: New Base Structures Mod

Post by elio » 16 Aug 2009, 21:42

thanks :D

PS: i'm away next week

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DylanDog
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Re: New Base Structures Mod

Post by DylanDog » 17 Aug 2009, 17:49

This looks great!
My Warzone 2100 mods:
Download DyDo-AI for Warzone skirmish/multiplayer games.
Download A2C-HM (Alpha 2 Campaign - Hard Mode).
Download A3C-HM (Alpha 3 Campaign - Hard Mode).

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astorian
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Re: New Base Structures Mod

Post by astorian » 18 Aug 2009, 19:42

Hi elio,
Very cool work you have done.
Impressive.

My best regards,
Astorian

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Black Project
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Re: New Base Structures Mod

Post by Black Project » 19 Aug 2009, 03:41

Great work!

Regards BP

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Re: New Base Structures Mod

Post by i-NoD » 19 Aug 2009, 22:52

thats a good work, man :)
while the textures looks lovely on urban and snowy terrain i think they should be more sand colored for arizona
and surely you should index those pngs - will give a /4 in size at least - its a pain to dload 20megs when it can be 5

zeland
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Re: New Base Structures Mod

Post by zeland » 20 Aug 2009, 04:46

i-NoD wrote:surely you should index those pngs
As far as I know (an correct me if I'm wrong), indexing an image means to brining down the number of colours into a pallet of 256 colours causing loss of detail and introduces banding artefacts with gradients. Unless you mean indexing the sample images for viewing in the forum which is another story.

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Re: New Base Structures Mod

Post by i-NoD » 20 Aug 2009, 09:26

zeland wrote:indexing an image means to brining down the number of colours into a pallet of 256 colours
That's what i'm talking about. And if you try it then you'll see that there is no such thing as
zeland wrote:loss of detai
for elio's textures. Btw, almost all wz textures are now indexed, even the gradient water textures (the only case where the quality was degraded slightly, but it will not be noticeable ingame
zeland wrote:and introduces banding artefacts with gradients
), not mention that wz package was halved in size.

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milo christiansen
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Re: New Base Structures Mod

Post by milo christiansen » 20 Aug 2009, 17:20

Awesome!!!
Finally and at last we get the new buildings.
In general, if you see glowing, pulsating things in the game, you should click on them.
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Powzone
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Re: New Base Structures Mod

Post by Powzone » 23 Aug 2009, 23:59

They fit nicely in the game!! Well the size of the MOD's quite big, but it's Alpha! So what!? :D
Manjaro XFCE / Intel Core i7 6700 / 32GB RAM / NVidia GTX1050Ti

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Powzone
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Re: New Base Structures Mod

Post by Powzone » 25 Aug 2009, 01:12

Just a little idea I have after being awake for around 40 hours...

Is it possible to make the "gates"/"doors" movable, so that they are closed while building and open up when finished building a vehicle? Furthermore the spot where the new unit is dropped should be "inside" the factory for logical purpose.

Would be alot better I think, but it's just an idea... :)
Manjaro XFCE / Intel Core i7 6700 / 32GB RAM / NVidia GTX1050Ti

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Zarel
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Re: New Base Structures Mod

Post by Zarel » 25 Aug 2009, 01:26

zeland wrote:As far as I know (an correct me if I'm wrong), indexing an image means to brining down the number of colours into a pallet of 256 colours causing loss of detail and introduces banding artefacts with gradients. Unless you mean indexing the sample images for viewing in the forum which is another story.
The loss of detail is unnoticeable. If you have a lot of gradients, you can remove the banding artifacts by dithering.

winsrp
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Re: New Base Structures Mod

Post by winsrp » 25 Aug 2009, 01:50

well they look nice, i do think there should be a little bit more difference between factory level 2 and 3, since, i know they don't look the same, but on the rush i don't know if they are 2 or 3, same as with research things, they are different, but they don't look like and upgraded version, they are just a different building. It would look best, if it is like the same base but actually upgraded, and not mostly different.

Also on the power building you should raise a little bit the lower beam going around since it looks like in the building.

But overall they are a great improvement over the old ones, actually Ive put this mod into a coupled fixed textures from other mod and the BP mod too, so its quite a great experience to play this way, great job.

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