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New Base Structures Mod

Posted: 15 Aug 2009, 18:49
by elio
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

Re: New Base Structures Mod

Posted: 15 Aug 2009, 21:24
by wari
Unreal man fantastic work.

Re: New Base Structures Mod

Posted: 16 Aug 2009, 13:27
by Mysteryem
Thank you very much elio! This has been long awaited.

Re: New Base Structures Mod

Posted: 16 Aug 2009, 21:42
by elio
thanks :D

PS: i'm away next week

Re: New Base Structures Mod

Posted: 17 Aug 2009, 17:49
by DylanDog
This looks great!

Re: New Base Structures Mod

Posted: 18 Aug 2009, 19:42
by astorian
Hi elio,
Very cool work you have done.
Impressive.

My best regards,
Astorian

Re: New Base Structures Mod

Posted: 19 Aug 2009, 03:41
by Black Project
Great work!

Regards BP

Re: New Base Structures Mod

Posted: 19 Aug 2009, 22:52
by i-NoD
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

Re: New Base Structures Mod

Posted: 20 Aug 2009, 04:46
by zeland
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.

Re: New Base Structures Mod

Posted: 20 Aug 2009, 09:26
by i-NoD
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.

Re: New Base Structures Mod

Posted: 20 Aug 2009, 17:20
by milo christiansen
Awesome!!!
Finally and at last we get the new buildings.

Re: New Base Structures Mod

Posted: 23 Aug 2009, 23:59
by Powzone
They fit nicely in the game!! Well the size of the MOD's quite big, but it's Alpha! So what!? :D

Re: New Base Structures Mod

Posted: 25 Aug 2009, 01:12
by Powzone
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... :)

Re: New Base Structures Mod

Posted: 25 Aug 2009, 01:26
by Zarel
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.

Re: New Base Structures Mod

Posted: 25 Aug 2009, 01:50
by winsrp
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.