Re-done PIEs

Improving the artwork in Warzone2100 - not for mod discussions
Kyor
Trained
Trained
Posts: 73
Joined: 03 Apr 2007, 15:28

Re: Re-done PIEs

Post by Kyor »

Yeah, later i'll do more changes... now i'm really busy =\
r34ch
Greenhorn
Posts: 15
Joined: 19 Mar 2007, 20:55

Re: Re-done PIEs

Post by r34ch »

Kyor wrote: Don't look to the arrows, they're a personal change =)
I know you said they are a personal change but they look so good!!! Is there any way you would consider releasing them for use?
Sonsalt
Trained
Trained
Posts: 114
Joined: 25 Jul 2007, 22:10

Re: Re-done PIEs

Post by Sonsalt »

Those are some really fine things.

:P :P Its a shame they were never released  :-\
Computerboy319
Rookie
Rookie
Posts: 28
Joined: 29 Mar 2007, 16:07

Re: Re-done PIEs

Post by Computerboy319 »

Hmm. I don't remember this topic being 11 pages long.
Anyway, yeah, real life has been in the way. Plus my laptop is broken and all those models are gone. And I don't have any time for this, still. But, I have a question...if I did make new models, would they ever be put in-game, into the official version? Or would they just have to be a mod?
User avatar
DevUrandom
Regular
Regular
Posts: 1690
Joined: 31 Jul 2006, 23:14

Re: Re-done PIEs

Post by DevUrandom »

Computerboy319 wrote: Hmm. I don't remember this topic being 11 pages long.
Anyway, yeah, real life has been in the way. Plus my laptop is broken and all those models are gone. And I don't have any time for this, still. But, I have a question...if I did make new models, would they ever be put in-game, into the official version? Or would they just have to be a mod?
If you release them under the "GPL v2 or later" or "CC BY-SA 3.0", and they are of good quality, then yes, there is a very good chance that they will get included. Of course we cannot guarantee that in advance...
User avatar
Rider
Trained
Trained
Posts: 106
Joined: 31 May 2007, 16:06

Re: Re-done PIEs

Post by Rider »

Y'know... it's becoming commonplace that revamping of models/textures begins, gets some progress and dies down for one reason or another... it's a real shame because there are some VERY interesting models/textures in this thread, and I'd love to have stuff like that ingame.

So I suppose I'm saying: Is anyone going to finish this soon? :)
User avatar
psychopompos
Trained
Trained
Posts: 470
Joined: 08 Nov 2007, 09:18
Location: UK

Re: Re-done PIEs

Post by psychopompos »

nope.
there will always be someone else with different ideas for improvements.

as much as getting your own model put in the game would be a bonus, its hardly a guarentee.
the rest could be gfx mods.

it would be pretty cool in mp games if people could use custom units in one game.
what i mean would be 4 people with 4 varients of the python, 4 varients of the tiger, and be able to see each others gfx changes without having them them selves.
unless you want to add a way of nicking them via artifacts.
MOTHERBOARD - MSI P7N PLATINUM¦-¦PROCESSOR - C2D E7300 @ 4.00GHZ
MEMORY - 4 Gig (2x2gig) ddr2 1066mhz¦-¦OPERATING SYSTEM - WINDOWS 7 (ULT)
GRAPHICS - BFG GTX 260 OCX (requires ForceWare drivers for good openGL)
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Re-done PIEs

Post by Rman Virgil »

------>

* It's a tremendous challange that only begins with talent / know-how & is  bound by unflagging unified support. In between that there is the sustained passion, the persistence over many months, to see it done, day by day, working towards the goal with the same freshness of vision that began the journey.

* And though you have a family to take care of and the responsibilities of not one but three jobs ! - you continue to create and you take care of it all.... a demanding RL as well as this tremendous journey.

* So, the question, "Will it ever be brought to term, the complete GFX makeover of WZ ?"

* The answer is yes. And it is well on its way. Because all that I've mentioned above is for real & has been for some time. You all know who that individual is. It's money in the bank, as we say state-side.

- Regards, RV :)
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
User avatar
psychopompos
Trained
Trained
Posts: 470
Joined: 08 Nov 2007, 09:18
Location: UK

Re: Re-done PIEs

Post by psychopompos »

i diddnt mean to sound pessimistic about it being done.
i was just pointing out that there will always be others to come & put their own spin on things.
as wz2100s nature seems to allow/encourage this, even after the current goal is met, the process will still continue.
others are aiming for improvements on the arcade-y theme...
with me, google for images of a "leopard 2a6" and "M1a2 ambrams" for the hvy & med cannons(respectively), i will eventually get to.
though, i may try to base the hvy can. on the merkava mk4's turret. cause its a monster IRL even compared to the first 2.

unless i can assign one to each factions bodies?! :o ..... omg, must calm down... *breaths*  :-[
Last edited by psychopompos on 03 Mar 2008, 07:37, edited 1 time in total.
MOTHERBOARD - MSI P7N PLATINUM¦-¦PROCESSOR - C2D E7300 @ 4.00GHZ
MEMORY - 4 Gig (2x2gig) ddr2 1066mhz¦-¦OPERATING SYSTEM - WINDOWS 7 (ULT)
GRAPHICS - BFG GTX 260 OCX (requires ForceWare drivers for good openGL)
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Re-done PIEs

Post by Rman Virgil »

psychopompos wrote: i diddnt mean to sound pessimistic about it being done.
i was just pointing out that there will always be others to come & put their own spin on things.
as wz2100s nature seems to allow/encourage this, even after the current goal is met, the process will still continue.
others are aiming for improvements on the arcade-y theme...
with me, google for images of a "leopard 2a6" and "M1a2 ambrams" for the hvy & med cannons(respectively), i will eventually get to.
though, i may try to base the hvy can. on the merkava mk4's turret. cause its a monster IRL even compared to the first 2.

unless i can assign one to each factions bodies?! :o ..... omg, must calm down... *breaths*  :-[
* Yep... your absolutely right 'bout all that. :)

* Indeed, it is even a goal to the extent that after the complete GFX make-over is released we want to make it a whole lot easier for others to put their own individual spin & stamp on the game and even encourage them to realize those visions that may differ dramatically from what has already been done. And, as you've stated, that is very much a part of the original Pumpkin-WZ caretaker spirit....promoting  emergent evolution .

- RV :)
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
User avatar
kage
Regular
Regular
Posts: 751
Joined: 05 Dec 2006, 21:45

Re: Re-done PIEs

Post by kage »

at the same time, there would be great value in getting it done. as one of those modders, i think it'd be beneficial to suggest to anyone trying this to immediately GPL of CC their work, and give them an upload-through-web-interface account on some server, allowing others to see their work as they go through it. i'm sure that, between all the failed attempts, there collectively exists twice as much material as is needed to get something together -- just modify the models you find to keep a consistent look and feel, then package, and go.

i had personally redone (and added) all of vtol models (so now there's one per stock body, not including dragon or wyrven), and about half of the ground propulsion ones before giving up, and anyone is more than welcome to take those models and modify them or use them as they like, subject to it's license (gpl)
User avatar
psychopompos
Trained
Trained
Posts: 470
Joined: 08 Nov 2007, 09:18
Location: UK

Re: Re-done PIEs

Post by psychopompos »

kage wrote: i had personally redone (and added) all of vtol models (so now there's one per stock body, not including dragon or wyrven), and about half of the ground propulsion ones before giving up, and anyone is more than welcome to take those models and modify them or use them as they like, subject to it's license (gpl)
are they in the .blend that Deus Siddis upped for me?
if not id like to see um, as i got no big ideas bout the prop models.
except the tiger.
MOTHERBOARD - MSI P7N PLATINUM¦-¦PROCESSOR - C2D E7300 @ 4.00GHZ
MEMORY - 4 Gig (2x2gig) ddr2 1066mhz¦-¦OPERATING SYSTEM - WINDOWS 7 (ULT)
GRAPHICS - BFG GTX 260 OCX (requires ForceWare drivers for good openGL)
User avatar
kage
Regular
Regular
Posts: 751
Joined: 05 Dec 2006, 21:45

Re: Re-done PIEs

Post by kage »

psychopompos wrote: are they in the .blend that Deus Siddis upped for me?
if not id like to see um, as i got no big ideas bout the prop models.
except the tiger.
no idea... seems unlikely, though

attached is an unfinished copy converted for use with modern wz (i found the more-complete mod, but conversion is lengthy, so it wont be around today).
Attachments
kage-effects-mod.wz
(354.29 KiB) Downloaded 449 times
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Re-done PIEs

Post by Rman Virgil »

kage wrote: at the same time, there would be great value in getting it done. as one of those modders, i think it'd be beneficial to suggest to anyone trying this to immediately GPL of CC their work, and give them an upload-through-web-interface account on some server, allowing others to see their work as they go through it. i'm sure that, between all the failed attempts, there collectively exists twice as much material as is needed to get something together -- just modify the models you find to keep a consistent look and feel, then package, and go.

i had personally redone (and added) all of vtol models (so now there's one per stock body, not including dragon or wyrven), and about half of the ground propulsion ones before giving up, and anyone is more than welcome to take those models and modify them or use them as they like, subject to it's license (gpl)
* That's an excellent idea Kage & probably the WRP's best bet for an eventual GFX make-over.

* It is contingent on all the artists in this thread being willing to GPL what they've done like you have.

* I hope it happens - though from what I've seen it doesn't seem likely. I honestly would like to be wrong in that judgement.

- RV :)
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Deus Siddis
Trained
Trained
Posts: 235
Joined: 18 Aug 2007, 06:58

Re: Re-done PIEs

Post by Deus Siddis »

There are a couple of things that would smooth the way for graphical artists to help bring the wrp into this decade visually.

The first would be the creation of tools and a method of content handling that allows models, textures and animations to go easily from the powerful free open source content creation tools like blender and gimp (as well as popular commercial 3ds max and photoshop) into warzone and then, using editor tools or by editing xml files, set how they function in game (body, propulsion and weapon stats for example) without having to recode and recompile or spend hours hunting down non-official documentation on the forum or having to ask the folks who created these tools, how to use them (full documentation would be downloaded with them or could be found in the wiki). The simpler and more standard this process is in relation to the content pipelines of other recent mod-friendly games, the more time and effort artists can and will be willing to put into actually making the content that will go into the next wzr build. Fortunately, it looks like this will be the next big focus for this project, after the current beta phase is over.

The second is to heavily upgrade or replace altogether the ancient graphics engine wz currently uses. This makes it much more rewarding to make massive overhauls, your efforts not being limited by a lack of non-ambient lighting, shaders or engine limits on resolutions or polycounts.

Otherwise it is a little like painting for free a mona lisa replica on fax paper, scanning it in askew and then rotating it back digitally, converting it to jpeg at a '90s compression level and then displaying it on 16 color monitors. Or like trying to optimize the current warzone codebase so that it can be run on history's fastest vacuum tube computer. :o

Okay I'm exaggerating a little but you get the idea. ;D
Post Reply