Hey there Warzone 2100 commies!
Just wanted to know if there are any guidelines for artwork for this game; things like texture sizes, polygon count, themes, that kind of stuff.
Great game you guys have here by the way. Specially loving the minimal look.
Any guidelines around here
Re: Any guidelines around here
I'm interested in this info as well, I currently have no docs on these subjects in the modding wiki and would very much like to compile a complete guide to this aspect of modding.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: Any guidelines around here
viewtopic.php?f=5&t=564&p=104577#p104234
There is a greate many threads on art in this very forum look at the dev tab at top of this page also see wzgm wiki plus there is a heap of info looking in the data folder in the game you can see what images are used and the models etc.
As the game is evolving some art info is out dated so you might need to research some.
There is a greate many threads on art in this very forum look at the dev tab at top of this page also see wzgm wiki plus there is a heap of info looking in the data folder in the game you can see what images are used and the models etc.
As the game is evolving some art info is out dated so you might need to research some.
Re: Any guidelines around here
This may be a remarkably stupid question to ask... what is a "pie"?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: Any guidelines around here
Some model format, used internally in wz. You can have a look in the data folders (:
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Re: Any guidelines around here
PIE, as NoQ said, is warzone's text-based 3d model format, the structure of which is somewhat similar to .obj. Specs can be seen here.
As for polycounts, dependes of course on how often that model is used, as well as the target system specs. I'd say keep it around 500-700 for a normal turret-body-propulsion combo. For frequently used models like walls, try to stay below 200, while single models like command center can have up to ~1000 if needed. On high-end systems, the polycount has little if any effect on performance, but try not to go overboard. A good game model is always optimized.
When it comes to texture resolution, remember that many systems only have 256 MB of graphics memory. I've found that 256x256 is enough for most turrets. Bodies and larger propulsions I usually put two of them on a 512x512 texpage. Large bodies like dragon and cyborg transoprt might need a 512x512 page each and for buildings,campaign transport etc, I recommend 1024x1024. I also recommend making the textures in at least double resolution and then downscaling them afterwards.
As for polycounts, dependes of course on how often that model is used, as well as the target system specs. I'd say keep it around 500-700 for a normal turret-body-propulsion combo. For frequently used models like walls, try to stay below 200, while single models like command center can have up to ~1000 if needed. On high-end systems, the polycount has little if any effect on performance, but try not to go overboard. A good game model is always optimized.
When it comes to texture resolution, remember that many systems only have 256 MB of graphics memory. I've found that 256x256 is enough for most turrets. Bodies and larger propulsions I usually put two of them on a 512x512 texpage. Large bodies like dragon and cyborg transoprt might need a 512x512 page each and for buildings,campaign transport etc, I recommend 1024x1024. I also recommend making the textures in at least double resolution and then downscaling them afterwards.
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Re: Any guidelines around here
Is starcraft 2 kind of detail of detail acceptable, i wonder?
Re: Any guidelines around here
I guess, if you're targeting mid to high end only
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