Structure Improvement

Improving the artwork in Warzone2100 - not for mod discussions
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Colditz
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Re: Structure Improvement

Post by Colditz » 15 Feb 2010, 22:21

ehh.. let say... lost in combat... O_o

I know he's missing, but I didn't thought about a new design yet. I hate this building, anyway.
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Olrox
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Re: Structure Improvement

Post by Olrox » 16 Feb 2010, 02:52

Colditz wrote:ehh.. let say... lost in combat... O_o

I know he's missing, but I didn't thought about a new design yet. I hate this building, anyway.
Yeah, I also think that the power generator is the second most contraditory design in Warzone. The first one are trucks - no doubt about it.

But I think it must have something for the "little glowing spheres" to spin around.
Just copy and paste one of the other towers to the top of the main building, and rescale it, I'd say - doesn't need to be something too special IMO.

And there are those wedge-shaped things around the main structure, in the main model, also. those can be made a bit more detailed, maybe turn horizontal when close to the towers.

I dunno what you could do about the tower, though. I also got the feeling that they aren't quite alright, but can't identify what's about it.

But you're on the right path (you are since you've started making those models, anyway ;) )!
Nice work.

~Olrox

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Colditz
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Re: Structure Improvement

Post by Colditz » 23 Feb 2010, 21:42

god damnit, the research facility is a mayhem, impossible to get under 512 triangles without losing more geometry, f*****g pipes... let's see...
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Zarel
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Re: Structure Improvement

Post by Zarel » 23 Feb 2010, 21:47

Colditz wrote:god damnit, the research facility is a mayhem, impossible to get under 512 triangles without losing more geometry, f*****g pipes... let's see...
Erm, you could leave the pipes for bump mapping?

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Re: Structure Improvement

Post by Per » 24 Feb 2010, 00:29

512 is a hard limit only for defensive buildings and walls. It is not (yet) a good idea to go far beyond that, though.

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Olrox
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Re: Structure Improvement

Post by Olrox » 24 Feb 2010, 01:01

Per wrote:512 is a hard limit only for defensive buildings and walls. It is not (yet) a good idea to go far beyond that, though.
I second that, and also think that, if you can keep the other models at a reasonable count, there wouldn't be quite much of a problem. Those pipes could be made as normal map, nonetheless, IMO.

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Colditz
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Re: Structure Improvement

Post by Colditz » 24 Feb 2010, 20:51

Never! I get done with this! This is going to be 3D!
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2.jpg
1.jpg
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Olrox
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Re: Structure Improvement

Post by Olrox » 24 Feb 2010, 21:03

Colditz wrote:Never! I get done with this! This is going to be 3D!
Ahhh, don't beat me! :gonk:

hahahahhahahaahhaha xD

It's looking nice, well done so far!

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Zarel
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Re: Structure Improvement

Post by Zarel » 24 Feb 2010, 22:05

...I think we have too many faces/vertices on those pipes...

Might be better to spend more vertices on adding back the "R" thing.

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Re: Structure Improvement

Post by Per » 25 Feb 2010, 00:15

Colditz wrote:Never! I get done with this! This is going to be 3D!
I better get back on track upgrading the model rendering code then ;)

The roof of the building is quite flat. Perhaps throw a few polygons up there, too? (No, I do not miss the 'R'. It was weird.)

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Olrox
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Re: Structure Improvement

Post by Olrox » 25 Feb 2010, 02:42

Maybe you could make the outer half of the pipes (the most visible part) as they are and extrude the inner vertexes, so that it's effectively a protuberation with rounded edges. Then you can use transparency and gradients to make it look tubular :rolleyes:

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lav_coyote25
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Re: Structure Improvement

Post by lav_coyote25 » 25 Feb 2010, 05:42

Colditz wrote:Never! I get done with this! This is going to be 3D!

bloody hell!!! awesome. so when is it going to be done??? and in game. :3 xD

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Re: Structure Improvement

Post by MaNGusT » 25 Feb 2010, 08:53

1.jpg
Colditz, you can reduce "sides" on parts which I marked as 1st then you'll get enough "free" faces to make the "R" tower on the 2nd image. I think if you will make part 1 using cylinder with 14 or 12 sides - it would be better then 16, anyway you are going to use "smoothing groups", at normal zoom cylinders will look smooth. ;)
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Re: Structure Improvement

Post by Colditz » 26 Feb 2010, 00:04

Well,... 628 triangles. f**k it.
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Research Facility - WIP Normal Map
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Re: Structure Improvement

Post by Zarel » 26 Feb 2010, 00:25

wrt: download/file.php?id=5733&mode=view

Those are octagonal pipes... Seems a bit excessive... You could save a whole bunch of triangles just by cutting them all down to hexagonal.

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