Rethinking WZ GFX

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
Serman
Trained
Trained
Posts: 244
Joined: 25 May 2007, 03:54
Location: New York City

Re: Rethinking WZ GFX

Post by Serman » 28 Oct 2007, 16:10

Well, the oil derricks need to pump oil somehow, so obviously it needs to move.  ???

But you have a point, it is too noisy. However, may I suggest making a new oil derrick model, and one that pumps oil vertically, and only makes quiet hydraulic noises. something like this, which was taken from Half-Life 2, but is used there to make vibrations that keep underground predators away.
[img]http://upload.wikimedia.org/wikipedia/e ... _Large.png][/img]


Also, to the Developers:

Please make the time interval between each steam release on the factories longer,
because, it's pretty annoying when the steam goes off every 2 seconds, combined with the annoying Power Generator electric sound, which also goes off every 2 seconds.

Increase it to something like a 10 second or a 15 second pause between each.

User avatar
kage
Regular
Regular
Posts: 751
Joined: 05 Dec 2006, 21:45

Re: Rethinking WZ GFX

Post by kage » 28 Oct 2007, 20:56

Please make the time interval between each steam release on the factories longer,
because, it's pretty annoying when the steam goes off every 2 seconds, combined with the annoying Power Generator electric sound, which also goes off every 2 seconds.
that's when you know you're spending too much time at base... attack something
GrimMoroe wrote: Actually the smoke stacks do have an interior, they are not caps at all I know that the darkness of the texture makes them look that way but nothing is final so I might change a lot really.
okay, cool

Kayiaxo
Trained
Trained
Posts: 209
Joined: 27 Aug 2007, 11:35

Re: Rethinking WZ GFX

Post by Kayiaxo » 28 Oct 2007, 22:17

When you're in the campaign and the ennemy has only a tower left and you do researching and upgrading the base defenses meanwhile those sounds do get annoying after awhile.
Image
Credits to Kacen for making the image.

User avatar
Serman
Trained
Trained
Posts: 244
Joined: 25 May 2007, 03:54
Location: New York City

Re: Rethinking WZ GFX

Post by Serman » 08 Nov 2007, 02:31

since there havent been any updates recently, I assume you're working on something that's meant to blow our minds.  :D

User avatar
DevUrandom
Regular
Regular
Posts: 1690
Joined: 31 Jul 2006, 23:14

Re: Rethinking WZ GFX

Post by DevUrandom » 09 Nov 2007, 00:27

Answer and off-topic discussion in "Regarding the fork".

Dizzi78
Greenhorn
Posts: 13
Joined: 16 Sep 2007, 21:17

Re: Rethinking WZ GFX

Post by Dizzi78 » 09 Nov 2007, 16:50

This is a futuristic game. They don't suit the theme. Maybe add some colour somwhere and more of a blockly concrete feel. I think the architecture is a bit basic too. This is only my opinion. They do look good. However, I woudnt use them.

User avatar
Terminator
Regular
Regular
Posts: 1068
Joined: 05 Aug 2006, 13:46
Location: Ukraine
Contact:

Re: Rethinking WZ GFX

Post by Terminator » 09 Nov 2007, 17:26

Dizzi78 wrote: This is a futuristic game. They don't suit the theme. Maybe add some colour somwhere and more of a blockly concrete feel. I think the architecture is a bit basic too. This is only my opinion. They do look good. However, I woudnt use them.
Well its a grim' s mod so > you will choose to turn on or off this mod.
Death is the only way out... sh*t Happens !

Russian-speaking Social network Group http://vk.com/warzone2100

Chojun
Regular
Regular
Posts: 518
Joined: 25 Nov 2006, 17:49
Contact:

Re: Rethinking WZ GFX

Post by Chojun » 09 Nov 2007, 20:13

Dizzi78 wrote: This is a futuristic game. They don't suit the theme. Maybe add some colour somwhere and more of a blockly concrete feel. I think the architecture is a bit basic too. This is only my opinion. They do look good. However, I woudnt use them.
Yes, I think the original models that came with the game (circa 1999) look much better.
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.

User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Rethinking WZ GFX

Post by Rman Virgil » 10 Nov 2007, 04:49

Dizzi78 wrote: This is a futuristic game. They don't suit the theme. Maybe add some colour somwhere and more of a blockly concrete feel. I think the architecture is a bit basic too. This is only my opinion. They do look good. However, I woudnt use them.

* Well Terminator is sorta half right (& btw, everything in this thread is hush-hush, so ... )

* This work is not a mod that will work with the WPR but you will always have a choice in what you choose to play with or not.

* Here let me tell a little story:

-------->>


* There was this quasi kwel young dude called Conan.

* Conan woke up early & hungry one Saturday after a long night playing Halo 3 at a LAN party.

* He went to the kitchen, pulled a gallon jug of milk from the fridge, set it on the table along with a spoon & bowl. Then Conan went to the cupboard to get his favorite cereal, Cocoa Puffs.

* When he picked-up the box he knew right away something was wrong & who did it.

* "WTF ! Jessie !", the box just had some puff crumbs & a wee bit of cocoa powder.

* Jessie was his kid brother & was always doing chit like that - with Pop Tarts too.

* "What the hell..." Everybody was still asleep, including his dweeb bro, so there was no point in whinning.

* Conan hopped on his skatboard & did some quasi kwel moves on his way to the local supermarket. He was suprised there were so many people shopping this early & mostly old too, like 30 something & chit. But WTF, an audience was an audience, so he did one of his quasi kwel dismounts just before the store entrance.

* Inside he made a beeline to the cereal shelves & found his Cocoa Puffs right off. But right next to them was a 2 for1 special on Cap 'n Crunch for the same price as one box of Cocoa Puffs. Now Cap 'n Crunch wasn't his beloved Cocoa Puffs but chit it was something ta think about a bit.

* While Conan was trying to make up his mind, Goth Girl started walking slowly down the aisle towards him obviously looking for something.

* Dang was she hot. "Love those  piercings & tatoos", he thought. And all in black, including fishnets & 3 inch heeled patent leater boots with hella chrome studs, her face maggot pale, a crimson slash for a mouth.

* "Yea baabby, " Conan whispered as she  came within a few feet of him.

* "SWEET !," she said all excited, reaching for 2 boxes of Cap 'n Crunch & then headed back to the cashier check-outs without having even noticed him.

* Conan turned back to the shelves and looked at Cap 'n Crunch in a slightly different light.

* "Hmmm," he said, and reached for a box of Cocoa Puffs.


---------->THE END<----------
.

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

Contrast
Reach
Exposure
Articulation
Trust
Echo
.

User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: Rethinking WZ GFX

Post by lav_coyote25 » 10 Nov 2007, 07:38

;D...rotflmao... great story... too funny. ;D 
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.

User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Rethinking WZ GFX

Post by Rman Virgil » 10 Nov 2007, 19:10

lav_coyote25 wrote: ;D...rotflmao... great story... too funny. ;D 
* Hehe.... thanks Lav, it crack me up too & I'm glad to know I'm not alone. :)

* Thing is I don't know were it came from. It just hit me of a piece like an epiphany or eureka moment.

* Also -I haven't  written any "Mini-Sagas" in months & this one brought back just how enjoyable & powerful the form can be like the prose equivalent of a Haiku.

* After re-reading it a dozen times it passes muster & is going into my ebook collection of mini-sagas. The "Conan" character I have a feeling will resurface, by & by,  in other mini-sagas... maybe with his little bro, jessie.

Cheers, RV :)
.

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

Contrast
Reach
Exposure
Articulation
Trust
Echo
.

MasterDrow
New user
Posts: 5
Joined: 24 Oct 2007, 08:05

Re: Rethinking WZ GFX

Post by MasterDrow » 12 Nov 2007, 00:33

Simply put I would add this mod/upgrade. I was actually thinking about doing this myself, but im lazy and probably don't have the programs for it. Anyway, glad that your doing it, hope to see the final version soon.

User avatar
Rider
Trained
Trained
Posts: 106
Joined: 31 May 2007, 16:06

Re: Rethinking WZ GFX

Post by Rider » 01 Feb 2008, 00:17

So it's been a few months.

Has anything been heard from this project since? On other websites maybe?

doom3r
Regular
Regular
Posts: 502
Joined: 29 Aug 2007, 15:04

Re: Rethinking WZ GFX

Post by doom3r » 01 Feb 2008, 00:44

It looks like guys in Warzone 2200 Project decided to use these models for it.

http://www.warzone2200.com/modules/news/

User avatar
Buginator
Professional
Professional
Posts: 3285
Joined: 04 Nov 2007, 02:20

Re: Rethinking WZ GFX

Post by Buginator » 01 Feb 2008, 08:19

doom3r wrote: It looks like guys in Warzone 2200 Project decided to use these models for it.

http://www.warzone2200.com/modules/news/
Perhaps because they are the same guys?
and it ends here.

Post Reply