Super Transport model submissions for 3.1

Improving the artwork in Warzone2100 - not for mod discussions
Post Reply
Jorzi
Regular
Regular
Posts: 2063
Joined: 11 Apr 2010, 00:14

Re: Super Transport model submissions

Post by Jorzi »

What kind of normalmap do you mean? Also do you have the required shader? (the pie files support normal maps but the current default shader doesn't use them, at least not in beta 3.1)
ImageImage
-insert deep philosophical statement here-
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Super Transport model submissions

Post by Berg »

Jorzi wrote:the pie files support normal maps but the current default shader doesn't use them, at least not in beta 3.1)
Ok well ill leave that till the game supports the shaders etc I thought everything was up and running.

I have been reading the forum on lighting and other threads its very confusing as to what actualy works.

PS: One should never assume I just looked in the files and the shaders are missing
PPS:

Code: Select all

0(73) : error C1038: declaration of "lightDir" conflicts with previou
info    |12:49:28: [pie_LoadShaders] Failed to load component shader
info    |12:49:28: [pie_LoadShaders] Assert in Warzone: piestate.cpp:303 (result), last script event: ''
Bit beyond Me ill wait till its done.
User avatar
effigy
Regular
Regular
Posts: 1217
Joined: 22 Jan 2010, 03:21
Contact:

Re: Super Transport model submissions

Post by effigy »

Berg wrote:
The attachment wz2100-20120205_001525-Sk-Rush.jpg is no longer available
just messing with normalmaps same texture I played with material but it seem to have a negative affect unless you had it on default 1.0
Here's my critique :lecture:

I've sketched on the attached image, though, I'm really not sure what's possible with wz texturing:

-paint the flaps on the wings/rudders a non-team color, different from the body

- make the cockpit glass bigger

- what's up with having bay doors on the top of the transport?

-use team colors where the engines meet the body

-reduce the model size in the build menu

-texture rivets on all hard edges of the body
Attachments
wz2100-20120205_001525-Sk-Rush.jpg
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Super Transport model submissions

Post by aubergine »

bay doors on top of transport could be used when it's carrying vtols - vtols could fly out the top?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
effigy
Regular
Regular
Posts: 1217
Joined: 22 Jan 2010, 03:21
Contact:

Re: Super Transport model submissions

Post by effigy »

I didn't think vtols were allowed into the super transport.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
Cyp
Evitcani
Evitcani
Posts: 784
Joined: 17 Jan 2010, 23:35

Re: Super Transport model submissions

Post by Cyp »

Neither did I.

But apparently they are. I guess it can be useful for transporting plasmite VTOLs on slow bodies, or something. The transport seems to be very very slightly faster than a Plasmite scorpion VTOL.
User avatar
MaNGusT
Art contributor
Posts: 1152
Joined: 22 Sep 2006, 10:31
Location: Russia

Re: Super Transport model submissions

Post by MaNGusT »

Berg wrote:Bit beyond Me ill wait till its done.
you could always make a patch from AR's shader and put it to a new ticket . ;-)
Image
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: Super Transport model submissions

Post by Olrox »

......
Last edited by Olrox on 05 Feb 2012, 05:35, edited 1 time in total.
zany
Trained
Trained
Posts: 303
Joined: 20 Sep 2011, 07:04

Re: Super Transport model submissions

Post by zany »

effigy wrote:
Berg wrote:
wz2100-20120205_001525-Sk-Rush.jpg
just messing with normalmaps same texture I played with material but it seem to have a negative affect unless you had it on default 1.0
Here's my critique :lecture:

I've sketched on the attached image, though, I'm really not sure what's possible with wz texturing:

-paint the flaps on the wings/rudders a non-team color, different from the body

- make the cockpit glass bigger

- what's up with having bay doors on the top of the transport?

-use team colors where the engines meet the body

-reduce the model size in the build menu

-texture rivets on all hard edges of the body
download/file.php?id=10072&mode=view
needs more color
User avatar
vexed
Inactive
Inactive
Posts: 2538
Joined: 27 Jul 2010, 02:07

Re: Super Transport model submissions

Post by vexed »

:dash1:
Look people, I was just interested in model submissions, not flame wars or anything that isn't constructive criticism.
We had a few good designs in this thread, and most need a bit of tweaking to make them fit the "Warzone" style.

Yes, it is possible to have more than one super transport design.
Yes, the super transport can carry VTOLs in it.
No, you can't change turrets at this time, that requires more code changes, and that isn't what I had planned right now.

Please try to help each other out, if you don't like the way it looks, then ask for the model in question, and tweak it yourself, and then we can compare and contrast.

Make sense ?
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Super Transport model submissions

Post by Berg »

A revamp of old model larger wings and lift fan
wz2100-20120205_181201-Sk-Rush.png
Attachments
wz2100-20120205_184517-Sk-Rush.png
drtrans.pie
(42.02 KiB) Downloaded 590 times
Remotehorst
Trained
Trained
Posts: 54
Joined: 01 Nov 2010, 21:45

Re: Super Transport model submissions

Post by Remotehorst »

Here is my Model. Im sorry but i got some problems with wmit so i cant make a pie file out of it.

To preview the Model watch:
http://www.youtube.com/watch?v=MMQzqBHhq98
Attachments
supertransport001b.zip
Zipped Files: transporter001b.obj transporter001b.mtl transporter-tex.png
(1.48 MiB) Downloaded 599 times
My Blender Tutorials for Beginners (german): http://www.youtube.com/user/voxelgeek
User avatar
Emdek
Regular
Regular
Posts: 1329
Joined: 24 Jan 2010, 13:14
Location: Poland
Contact:

Re: Super Transport model submissions

Post by Emdek »

I'm with vexed. ;-)
But one more thing for future (was talked about more than one year ago), rotating engines. :-P
Or it is already done in game?
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.


Beware! Mad Qt Evangelist.
User avatar
MaNGusT
Art contributor
Posts: 1152
Joined: 22 Sep 2006, 10:31
Location: Russia

Re: Super Transport model submissions

Post by MaNGusT »

Emdek wrote:I'm with vexed. ;-)
But one more thing for future (was talked about more than one year ago), rotating engines. :-P
Or it is already done in game?
could be done if devs will allow(in code) using the animation that is used for oil derricks.
Image
Remotehorst
Trained
Trained
Posts: 54
Joined: 01 Nov 2010, 21:45

Re: Super Transport model submissions

Post by Remotehorst »

Normally i wanted to change a few things in my first model, but then i noticed that it would be easier to start from scratch and
make something similiar. But that wasnt enough for me. My first concept has one big disatvantage. Its too clumsy and looks more like a litte ship than a super transporter.

I wanted to make a shape that looks bigger, so it needs more detail and this came out:
http://www.youtube.com/watch?v=mDP4BaBNLyE

What do you think about it? Is it better than my first one? Im not sure on wich one i should focus.
My Blender Tutorials for Beginners (german): http://www.youtube.com/user/voxelgeek
Post Reply