Structure Improvement

Improving the artwork in Warzone2100 - not for mod discussions
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: Structure Improvement

Post by Zarel »

Wow, that's looking great!
Safety0ff
Trained
Trained
Posts: 397
Joined: 18 Jul 2009, 23:23

Re: Structure Improvement

Post by Safety0ff »

Kudos on the models!
I really like the improved base plates, and I wonder how they would look in trunk (with it's improved terrain graphics.)

I think the biggest question is which changes produce noticeable difference in-game; maybe when you're satisfied with the models/textures you could make a mod for comparison ?

Obviously the cyborg factory changes will be noticeable, I look forward to seeing it in action!
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: Structure Improvement

Post by Olrox »

Safety0ff wrote: Obviously the cyborg factory changes will be noticeable, I look forward to seeing it in action!
I think that one of my greatest wishes right now is that the development team embraces those excellent models and is able to find a solution to the limitations of the game as we know it.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: Structure Improvement

Post by Zarel »

Olrox wrote:I think that one of my greatest wishes right now is that the development team embraces those excellent models and is able to find a solution to the limitations of the game as we know it.
I think we need to wait until they're finished, first. ;)

Believe me, these have a pretty good chance of being committed immediately after being finished. I even offered to commit the baseplates immediately, but we don't have PNGs of them yet.
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: Structure Improvement

Post by Olrox »

Zarel wrote:
Olrox wrote:I think that one of my greatest wishes right now is that the development team embraces those excellent models and is able to find a solution to the limitations of the game as we know it.
I think we need to wait until they're finished, first. ;)

Believe me, these have a pretty good chance of being committed immediately after being finished. I even offered to commit the baseplates immediately, but we don't have PNGs of them yet.
I meant a long-term wish :ninja:
BulletMagnet
Trained
Trained
Posts: 99
Joined: 10 Nov 2006, 12:04

Re: Structure Improvement

Post by BulletMagnet »

holy hell; the stuff in this thread is fantastic.

Image

now, if i were to take my personal pick, i'd take this one because it's most reminiscent of the original factory (though i don't know how/if WZ2100 supports alpha/transparency).
User avatar
Colditz
Trained
Trained
Posts: 67
Joined: 31 Jan 2010, 17:25
Location: Germany
Contact:

Re: Structure Improvement

Post by Colditz »

BulletMagnet wrote: i don't know how/if WZ2100 supports alpha/transparency).
If you take a look at the in game oil derrick you will see that alpha channel within *.png files are supported and can be displayed 2 sided, this shouldn't be the problem. The only problem is that the shadow will cast no details through it, because the box is a solid geometry and the details are given by the texture. That's the same problem with the guard towers, sensor tower and every mesh who's using a texture with *.png alpha channel.

Some WIP's:
Attachments
Research Facility
Research Facility
Power Generator
Power Generator
Command Center
Command Center
ImageImage

Software: Autodesk Entertainment Creation Suite 2011 / Adobe Photoshop CS2
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Structure Improvement

Post by Berg »

Warzone supports alpha channel.
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: Structure Improvement

Post by Olrox »

I don't see why a silo would possibly have such a "frame", and personally think that the best-fitting example of what I think they were trying to represent in the texture details over the rectangular box is this:
Image
Purely coincidently, searching on the source of the picture, I've found out that it is a silo for stocking ptroleum derivates such as asphalt.
Of course, this one has no metal plating (which I bet that those grid patterns are), but the lower details fit the elevated structure on the picture.

I defend the fact that there would be no motive to have a metal frame around the silo (and that it is a silo, of course), but if anyone can find one, please tell us :D
User avatar
yamar
Trained
Trained
Posts: 68
Joined: 10 Aug 2009, 01:27

Re: Structure Improvement

Post by yamar »

WOW! those are amazing models!if the new units are implemented, and these are too, I might just be zoomed in quite a bit more than now! I think we need a new tag, so there would be artist and modeler, because some people like you do crazy awesome models!

Cheers, Yamar
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: Structure Improvement

Post by Zarel »

Modelers are artists, too. ;)
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: Structure Improvement

Post by Olrox »

yamar wrote:WOW! those are amazing models!if the new units are implemented, and these are too, I might just be zoomed in quite a bit more than now! I think we need a new tag, so there would be artist and modeler, because some people like you do crazy awesome models!

Cheers, Yamar
Maybe a group of unnofficial artists, but that would be hardly any good. :rolleyes:

I'm ashamed to say that I'll only be able to make some textures for the cyborg factory tomorrow or, in the worst case, only friday... I'm exhausted today, was the whole day out (unexpectedly) :stressed:

But I'm still willing to make it, really :)
User avatar
MaNGusT
Art contributor
Posts: 1152
Joined: 22 Sep 2006, 10:31
Location: Russia

Re: Structure Improvement

Post by MaNGusT »

look at polycount on the last picture download/file.php?id=5419&mode=view
then increase this quantity on 2 and you'll receive quantity of faces(triangles).
It looks awesome but only as a static image... :(

P.S. Colditz, warzone does not support the smoothing groups. Your screenshots aren't fair. Also, warzone doesn't support multi/sub-object materials.
Last edited by MaNGusT on 04 Feb 2010, 17:41, edited 1 time in total.
Image
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3780
Joined: 03 Aug 2006, 19:39

Re: Structure Improvement

Post by Per »

If you could post some of the models here, I could have a shot at converting them and seeing how they will perform in the game.
User avatar
Colditz
Trained
Trained
Posts: 67
Joined: 31 Jan 2010, 17:25
Location: Germany
Contact:

Re: Structure Improvement

Post by Colditz »

All RED meshes are the high polygon meshes which I use for normal mapping. Those are NO ingame meshes. All ingame base plates consists of 2 triangles, every ingame structure has not more than 512 triangles.
P.S. Colditz, warzone does not support the smoothing groups. Your screenshots aren't fair. Also, it doesn't support multi/sub-object materials.
My ingame meshes have smoothing groups indeed, otherwise normal mapping is not possible with smooth results. If those things, including normal mapping and specular mapping are not supported, we can forget everything I've done so far, except some better meshes with new diffuse textures.
ImageImage

Software: Autodesk Entertainment Creation Suite 2011 / Adobe Photoshop CS2
Post Reply