Models By Berg

Improving the artwork in Warzone2100 - not for mod discussions
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Berg
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Re: Models By Berg

Post by Berg »

wz2100-20120312_212241-Sk-LittleEgypt-T1.jpg
Slightly more contrast but all the textures need rework so they blend with new ones.
page-84-tiles-arizona.png
Just upload these textures so you all have them make of them what you will
the texture file for the scale i also added
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tertilesc1hwGtype.txt
(155 Bytes) Downloaded 250 times
Last edited by Berg on 12 Mar 2012, 14:16, edited 1 time in total.
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Re: Models By Berg

Post by Emdek »

Berg, no opinions about concept of detailed cliff models (kind of feature like objects put on top cliff tile)?

EDIT:
Also cliff feature would mark unpassable obstacle without saving / calculating extra data.
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Rman Virgil
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Re: Models By Berg

Post by Rman Virgil »

Emdek wrote:.....

EDIT:
Also cliff feature would mark unpassable obstacle without saving / calculating extra data.
Good point.
Emdek wrote:For those looking really good we would need real cliffs, vertical ones.
Maybe done as feature models, to allow them to be more detailed and bypass limitations of terrain rendering.
Rman Virgil wrote:That's exactly how we made cliffs in Warzone 2200 - as 3D feature models - and they did look spectacular. But what of the thousands of maps already made? The hand work involved would be prohibitive. Of course any new maps made going forward would be striking. And 6 was indeed the number of interlocking model segments we made / used for each 3D Cliff feature built in the Map Editor.

Berg: Well done! :3

And btw Australia has some truely amazing rock formations. :)

.
Here are some screens of what I was refering to circa early 2009 from the v.1.10 code fork WZ 2200 project.
.
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Cliff5.jpg
Cliff1test.jpg
New Trinity v 015.jpg
Last edited by Rman Virgil on 12 Mar 2012, 15:41, edited 1 time in total.
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Re: Models By Berg

Post by Emdek »

I see I should dig deeper in old topics (or start do that in modding related forum sections). ;-)
Anyway, I've created separate thread for that.
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Re: Models By Berg

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Emdek wrote:I see I should dig deeper in old topics (or start do that in modding related forum sections). ;-)
Anyway, I've created separate thread for that.
You would not have found this stuff in these bbs. These are from my files as I was on that project team.

Good idea to make new thread. Don't wanna high-jack this one. ;)

Sorry Berg.... would not wanna distract from your fine work. :3

ALSO.... for as much as love making these cliff out of 3D Feature Models I still much appreciate aubergine's PoV:
aubergine wrote:Maybe, but I still think those updated cliffs are way better than what we currently have. For me the benchmark for a good cliff image is something that looks like it would hurt if I got too close to the edge and fell over the side. The normal cliffs look like I would just slide down them, they look like the stuff a mansion's marble floor would be made out of. The updated cliffs look like I would end up in hospital or even dead, and hence I like them a lot more.
- Regards, RV. :hmm:
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Re: Models By Berg

Post by Emdek »

Sure, for sure those (especially Arizona) are improvement, it's just they don't show full potential on such "flat" terrain. ;-)
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Re: Models By Berg

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Emdek wrote:Sure, for sure those (especially Arizona) are improvement, it's just they don't show full potential on such "flat" terrain. ;-)
Agree. Especially Rocky Mountain. To die for. And Island maps too - spectacular. :)

And let's not forget re-doing Boulder Features.... the stuff you can do with those in map making Right Now, with extant .wrfs in place, is truly astonishing.... but I won't post anymore screens of that here. ;)

- Regards, RV. :hmm:
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Re: Models By Berg

Post by Slye_Fox »

Emdek wrote:Slye_Fox, so if some other games uses that, then it might be not bad idea then. ;-)
I never said it was a bad idea, just commenting how RA3 did their stuff.
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Re: Models By Berg

Post by iap »

Berg wrote:
wz2100-20120312_212241-Sk-LittleEgypt-T1.jpg
Slightly more contrast but all the textures need rework so they blend with new ones.
page-84-tiles-arizona.png
Just upload these textures so you all have them make of them what you will
the texture file for the scale i also added
Just try not to make it look repetitive to much because it's destructing. I would prefer to see ground texture with less details and even less resolution then seeing an excellent texture repeats itself unnaturaly.

Other then this - your work rocks! :)
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Re: Models By Berg

Post by Emdek »

Slye_Fox wrote:
Emdek wrote:Slye_Fox, so if some other games uses that, then it might be not bad idea then. ;-)
I never said it was a bad idea, just commenting how RA3 did their stuff.
Yes, that was only meant that if other engines use that then it makes sense. ;-)
But lets stop hijacking this thread since we have dedicated one now.
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Re: Models By Berg

Post by Berg »

Screenshot-crane - WMIT-2.png
Screenshot-crane - WMIT-3.png
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crane.tar.gz
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Last edited by Berg on 22 Mar 2012, 16:15, edited 2 times in total.
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Re: Models By Berg

Post by Rman Virgil »

.

You've captured the Scav look for sure. Have you thought about weaponizing it?

- Regards, RV :hmm:
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Berg
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Re: Models By Berg

Post by Berg »

Rman Virgil wrote:Have you thought about weaponizing it?
if its like other models it only need a connector added to pie file.
As usual I just make stuff folks can do what they will.
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Re: Models By Berg

Post by effigy »

That'd make an awesome scav builder, if scavs were ever allowed to expand/rebuild :)
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: Models By Berg

Post by aubergine »

I would *love* to see scavs build stuff. I'd like to see them launch raids on nearby oil resources to capture them as well, and maybe set up small outposts in random parts of the map to add a more dynamic element to the game.

Scavs can easily be updated to make them build stuff - just a few mods to the scavfact.js, perhaps based on an early version of NoQ's nullbot or even semperfi-js? The required components, research, structures, etc. are relatively easy to enable via the JS API, although the model and some associated stuff to make it available in the game would need deploying as a mod.

Not sure about the wheels and windows on the model, but other than that it looks awesome. Would be a bit weird having the blue/red beams while constructing/demolishing though :s
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