Re-done PIEs
Re: Re-done PIEs
Yeah, later i'll do more changes... now i'm really busy =\
Re: Re-done PIEs
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?Kyor wrote: Don't look to the arrows, they're a personal change =)
Re: Re-done PIEs
Those are some really fine things.
Its a shame they were never released :-\
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Re: Re-done PIEs
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?
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?
- DevUrandom
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Re: Re-done PIEs
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...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?
Re: Re-done PIEs
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?![Smile :)](./images/smilies/icon_smile.gif)
So I suppose I'm saying: Is anyone going to finish this soon?
![Smile :)](./images/smilies/icon_smile.gif)
- psychopompos
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Re: Re-done PIEs
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.
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.
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- Rman Virgil
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Re: Re-done PIEs
------>
* 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![Smile :)](./images/smilies/icon_smile.gif)
* 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
![Smile :)](./images/smilies/icon_smile.gif)
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Impact = C x (R + E + A + T + E)
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Echo
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Impact = C x (R + E + A + T + E)
Contrast
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Exposure
Articulation
Trust
Echo
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- psychopompos
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Re: Re-done PIEs
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?!
..... omg, must calm down... *breaths* :-[
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?!
![Surprised :o](./images/smilies/icon_surprised.gif)
Last edited by psychopompos on 03 Mar 2008, 07:37, edited 1 time in total.
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Re: Re-done PIEs
* Yep... your absolutely right 'bout all that.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?!..... omg, must calm down... *breaths* :-[
![Smile :)](./images/smilies/icon_smile.gif)
* 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
![Smile :)](./images/smilies/icon_smile.gif)
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: Re-done PIEs
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)
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)
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Re: Re-done PIEs
are they in the .blend that Deus Siddis upped for me?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)
if not id like to see um, as i got no big ideas bout the prop models.
except the tiger.
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MEMORY - 4 Gig (2x2gig) ddr2 1066mhz¦-¦OPERATING SYSTEM - WINDOWS 7 (ULT)
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MEMORY - 4 Gig (2x2gig) ddr2 1066mhz¦-¦OPERATING SYSTEM - WINDOWS 7 (ULT)
GRAPHICS - BFG GTX 260 OCX (requires ForceWare drivers for good openGL)
Re: Re-done PIEs
no idea... seems unlikely, thoughpsychopompos 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.
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).
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- Rman Virgil
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Re: Re-done PIEs
* That's an excellent idea Kage & probably the WRP's best bet for an eventual GFX make-over.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)
* 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
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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Re: Re-done PIEs
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.![Surprised :o](./images/smilies/icon_surprised.gif)
Okay I'm exaggerating a little but you get the idea. ;D
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.
![Surprised :o](./images/smilies/icon_surprised.gif)
Okay I'm exaggerating a little but you get the idea. ;D