Models by Jorzi (AR)

Improving the artwork in Warzone2100 - not for mod discussions
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Slye_Fox
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Re: Models by Jorzi (AR)

Post by Slye_Fox » 05 Aug 2018, 17:53

WZ2100ModsFAn wrote:They are found in propulsion.json in mp.wz
*sigh* You arn't listening to what you are being told.
This has NOTHING to do with the inbuilt helicopter model or code.
This is about Jorzi's helicopter replacement models (completely different to the in-game one) for the VTOL propulsion parts.
Jorzi made new models for Light, Medium, Heavy & Super Heavy bodies, and released it as a mod to have the default plane like VTOL parts replaced.

My original question was asking if he was going to replicate his higher poly style used in the AR mod for his Heli models too.

Once again; this has nothing to do with the Scav helicopter.

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Re: Models by Jorzi (AR)

Post by WZ2100ModsFAn » 05 Aug 2018, 18:04

Slye_Fox wrote:
WZ2100ModsFAn wrote:They are found in propulsion.json in mp.wz
*sigh* You arn't listening to what you are being told.
This has NOTHING to do with the inbuilt helicopter model or code.
This is about Jorzi's helicopter replacement models (completely different to the in-game one) for the VTOL propulsion parts.
Jorzi made new models for Light, Medium, Heavy & Super Heavy bodies, and released it as a mod to have the default plane like VTOL parts replaced.

My original question was asking if he was going to replicate his higher poly style used in the AR mod for his Heli models too.

Once again; this has nothing to do with the Scav helicopter.
All right my bad... :oops:
Apologies if i dont see your post
central time usa

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Re: Models by Jorzi (AR)

Post by Jorzi » 06 Aug 2018, 15:16

Hi guys
I won't promise you any high poly helicopter propulsion, as it all takes considerable time and effort to model, both of which are going towards other areas in my life right now. Thank you for your interest and sorry for being this dismissive, I hope you will understand.
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Re: Models by Jorzi (AR)

Post by Tenoh » 06 Aug 2018, 15:22

Thank you for your work Jorzi, we love your work. If you dont have time then you dont have time,we will wait. But in a chance you ever get time to do them... id love to see prop that resembles both chopper styles that exist today, american and soviet. Would love to see something that looks like black hawk or hind, thats all.
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Re: Models by Jorzi (AR)

Post by Deonis » 23 Nov 2018, 09:20

Still dnt understand how use pie2obj! and blender plugin =((


pie2obj error -
error in main.py - macos - help! 0.77
debug
['PIE', '3']
['TYPE', '10200']
['TEXTURE', '0', 'page-75-tower1.png', '0', '0']
debug points
Exception in Tkinter callback
Traceback (most recent call last):
File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-tk/Tkinter.py", line 1536, in __call__
return self.func(*args)
File "/Users/deomac/Desktop/wz_pie/pie2obj/main.py", line 108, in CallBack
po.obj_write(reverswind, piefile, objectfile, slider)
File "/Users/deomac/Desktop/wz_pie/pie2obj/pie2obj.py", line 70, in obj_write
points, textures, tris=read_pie(piefile)
File "/Users/deomac/Desktop/wz_pie/pie2obj/pie2obj.py", line 38, in read_pie
points_list.append([float(line[0]), float(line[1]), float(line[2])])
ValueError: could not convert string to float: NORMALMAP


blender 2.79.b error
Error: File "/pie_import.py", line 238
except NameError, AttributeError:
^
SyntaxError: invalid syntax

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Re: Models by Jorzi (AR)

Post by Jorzi » 24 Mar 2019, 21:43

Since the new animation system will allow me to do normalmapped legs, I increased the detail on them a bit
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cyborg_legs2.jpg
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cyborg_legs1.jpg
cyborg_legs1.jpg (48.17 KiB) Viewed 644 times
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Re: Models by Jorzi (AR)

Post by Berg » 24 Mar 2019, 22:53

they are missing one arm.
nice jorzi
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Re: Models by Jorzi (AR)

Post by Jorzi » 31 Mar 2019, 15:58

Berg: I worked a bit on the other arms ;)
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cyborg_weapons1.jpg
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Re: Models by Jorzi (AR)

Post by MaNGusT » 31 Mar 2019, 16:13

Wow, cyborgs army is coming ^^
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Re: Models by Jorzi (AR)

Post by Jorzi » 06 Apr 2019, 10:31

Texturing pretty much done, might do some touch-ups still
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Re: Models by Jorzi (AR)

Post by MaNGusT » 06 Apr 2019, 14:24

Jorzi wrote:
06 Apr 2019, 10:31
might do some touch-ups still
Nah, it's just perfect overall. Maybe Lancer should be a bit darker. :)
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Re: Models by Jorzi (AR)

Post by Jorzi » 06 Apr 2019, 20:41

Exported them to the game, noticed that the placement of the gun arm seems to be hardcoded and doesn't respect the connector location. The vertical placement of the cyborg body seems to be hardcoded as well, can any developer give some insight into this?
Overall I'm quite satisfied with their look though, if you disregard the fact that they are shifted a bit out of place
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cyborgs_ingame2.png
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cyborgs_ingame1.png
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Re: Models by Jorzi (AR)

Post by MaNGusT » 06 Apr 2019, 22:59

Do you use the same place for arms as the original models have? I noticed that engine doesn't auto-connect such parts as left and right model of propulsion. So you have to move model to a right coords before export from blender. Same goes to dimensions of a model. Maybe cyborg's hands work the same way?
As for connectors, they work as pivot points in 3d editor but hardcoded :(
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Re: Models by Jorzi (AR)

Post by Jorzi » 14 Apr 2019, 11:08

I got them fixed by moving the geometry, but stuff like this needs to be unhardcoded, because now it looks silly when the arm doesn't pivot around the shoulder. Same thing with gun barrels. We need more connectors.
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Re: Models by Jorzi (AR)

Post by MaNGusT » 14 Apr 2019, 17:47

Jorzi wrote:
14 Apr 2019, 11:08
because now it looks silly when the arm doesn't pivot around the shoulder. Same thing with gun barrels. We need more connectors.
I was whining about this in 2012 :lol2:
I believe that there are coders which could help us to add some eye-candies for new models, if they want ofc. :-)
My idea about gun models is simple. :lecture:

1)Firing animation:
Currently when a tank fires, the gun and the turret models are scaling by z-axis a bit and moving back(+z). Looks just funny in our days.
The gun model always has at least one connector for the muzzle flash animation or more if a weapon has more than one barrel and we want to animate every barrel(but I don't sure that multi muzzle-flash patch was ever committed).
The new gn_ model will contain two levels(meshes): 1st - barrel and 2nd - barrel holder.
I suggest to add one more connector(second) to gun model, that will force the game to change firing animation to a new one - moving 1st mesh of gun model a bit back to show recoil without scaling gun and turret. The 2nd level will also have no firing animation coz it just holds the barrel.
12.jpg
12.jpg (21.22 KiB) Viewed 177 times


2) Rotation(aiming) animation:
Currently aiming code rotates a barrel by x-axis if an enemy stands higher or lower our tank. The rotation is based on some strange point inside the turret model(I think it's just a xyz center of a turret but not sure).
I suggest to use coords of the new connector in a gun model to change this hardcoded point inside the turret model to exclude broken animation that we have now. So we could split our gun models from single mesh to a multi mesh. :)
21.jpg
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