New feature: Gates
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Per
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Re: New feature: Gates
Won't that archway on top clip into tall droids, like howitzer droids?
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Olrox
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Re: New feature: Gates
I was thinking about that too, but we need to see the ingame model for comparison with other structures and units. I mean, The gate's 3 tiles wide, and at the middle, the height is a little bit more than 1.3 tiles. It's as wide as a factory's baseplate, I was even thinking if it wouldn't be unproportionally large in comparison to the rest of the structures.
Anyway, let's see what Tiuz's making for us
Anyway, let's see what Tiuz's making for us
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winsrp
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Re: New feature: Gates
weren't you making it like OXXXO, so you have 3 walkable tiles in the middle and 2 in the base? that would make a 5x1 building.
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XANAX
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Re: New feature: Gates
looks awesome xDOlrox wrote:Here is the screenshot.
The textures may seem weird because I've created them from scratch, and used no othertexture files.
I can make some improvements still, but not right now
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Mabsterone
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Re: New feature: Gates
Very cool artwork...low poly and looking good.
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Olrox
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Re: New feature: Gates
This model is intended to allow passage in all tiles, or at least of two vehicles simultaneously. That's why I don't know if Tiuz will keep it, because I have no idea if the game needs at least one tile to be separated (no movement allowed, consequently) for the gate's "base" or "shack" (I was trying to find the exactly translation of the term, the closest thing should be "gate sentry", after all).winsrp wrote:weren't you making it like OXXXO, so you have 3 walkable tiles in the middle and 2 in the base? that would make a 5x1 building.
In a more illustrative way, being [ ] the tiles that allow passage, and [X] the tiles that doesn't allow passage, we would have:
The model I've already made:
[ ][ ][ ]
The model I'll have to do if we need fixed bases:
[X][ ][ ][ ][X]
I think that 5 tiles is too much to fit in most bases, but less than 3 tiles of passage is too few. Also, a gate like that:
[X][ ][ ][ ]
Would look strange, I think.
I'll make models for the last two layouts, anyway. After all, each of those models take about half an hour to model each. Mapping and texturizing takes most of the time (took me about 1 hour to figure out the whole proccess and about 4 hours to make it all, for the model I've sent the screenshot of)
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winsrp
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Re: New feature: Gates
did this die or something??? this was like the feature i wanted the most!!
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Olrox
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Re: New feature: Gates
Tiuz probably got trouble to find the time to mess out with his mod. He mentioned before, he's constantly busy.winsrp wrote:did this die or something??? this was like the feature i wanted the most!!
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winsrp
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Re: New feature: Gates
where the heck is the source for it, and i'll mess around with it... 7 years of programming skills might help me out here, not much into games, but code is code, and if only small changes are to be done, then I'm in.
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Olrox
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Re: New feature: Gates
I'll make the textures again when I've got the time, and I would like to invite Tiuz to participate on Art Revolution
Actually, I mean adding his gate to the mod, I think it's a great addition to pretty much any mod.
But it seems I'll have to wait some time for an answer, Tiuz must be really busy!
Actually, I mean adding his gate to the mod, I think it's a great addition to pretty much any mod.
But it seems I'll have to wait some time for an answer, Tiuz must be really busy!
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Delphinio
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Re: New feature: Gates
if the gates works for 2.2.4 and the next wz versions, then i can add them to ntw mod again.
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winsrp
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Re: New feature: Gates
well I have added the gate mod to my mod, and works fine in 2.3 beta 3... so maybe if Olrox can finish the new gate model I might try to make it work since... 1 space gate is really small, and the coding is not that hard for this one.
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Olrox
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Re: New feature: Gates
It's ok, but what layout do you want? Specifically, I need to know how many tiles the gate needs to occupy, and how many tiles need to be passable. Knowing that, I can make the model - next week.winsrp wrote:well I have added the gate mod to my mod, and works fine in 2.3 beta 3... so maybe if Olrox can finish the new gate model I might try to make it work since... 1 space gate is really small, and the coding is not that hard for this one.
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winsrp
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Re: New feature: Gates
well, since we don't want to take that much space and normally you don't have a 10 tile entrance to your base, then we might want to start off with some basics and try from there, so lets start with the X00X model where x is unpassable and 0 is passable and see what seems to happen from there on.
Maybe it'll be better to try a model that works for all 000 kind of gate and don't have unpassable tiles just entrance tiles that go up and down, this way it will be a smaller model and more passable tiles, and 3 tiles as an entrances sounds good. Maybe even a 00 might be good too since you can put a couple together and have as big entrance as you want.
Let me know what you think guys.
Maybe it'll be better to try a model that works for all 000 kind of gate and don't have unpassable tiles just entrance tiles that go up and down, this way it will be a smaller model and more passable tiles, and 3 tiles as an entrances sounds good. Maybe even a 00 might be good too since you can put a couple together and have as big entrance as you want.
Let me know what you think guys.
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Olrox
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Re: New feature: Gates
I've made some previews. Unit is 1 tile (duh), both rectangles have 1 tile width. The area highlighted in red represents the passable tiles.
I've made the 3/2 (total tiles/passable tiles) layout because I thought the 4/2 looked just like bad space usage.
I've made the 3/2 (total tiles/passable tiles) layout because I thought the 4/2 looked just like bad space usage.
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