I looked into the solution chosen by wzgm, and it is a rather different solution than the one discussed in the link above. The wzgm approach is to add a few more vertices below the zero height axis for stretching, while keeping the rest of the model above it. This does not help with removing the stretching as such, which is necessary to update the Warzone drawing code to more modern techniques. Alas.MaNGusT wrote:download/file.php?id=5055&mode=view just to comparing.Berg wrote:New MG bunker that uses tcmask and has a basement to distort to uneven ground
also, have you solved this problem? -> viewtopic.php?f=33&t=3992&start=45#p39732
bunker is too large in build menu and when it built it can't be damaged because center of a model is under terrain.
New Models for 3.0, that make use of the mask feature wanted
Re: New Models for 3.0, that make use of the mask feature wa
Re: New Models for 3.0, that make use of the mask feature wa
Thanks to Berg, all the original models have been converted to use TCmask.
and it ends here.
Re: New Models for 3.0, that make use of the mask feature wa
He has put quite of bit of work into this. Yay, Berg!
Re: New Models for 3.0, that make use of the mask feature wa
thnx berg!
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: New Models for 3.0, that make use of the mask feature wa
BTW, sorry to double post, but where is berg? I haven't seen him for ages.
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: New Models for 3.0, that make use of the mask feature wa
Berg & crew are pushing the bar higher for what can be done with Warzone.macuser wrote:BTW, sorry to double post, but where is berg? I haven't seen him for ages.
New models, animation, shields, and more...
For those that don't know,
Their site is: wzgm.net
The latest build is http://sourceforge.net/projects/wzgraph ... e/download (windows)
http://sourceforge.net/projects/wzgraph ... z/download (tarball)
They don't have anyone that can make mac builds though.
and it ends here.
Re: New Models for 3.0, that make use of the mask feature wa
Here is Bergmacuser wrote:BTW, sorry to double post, but where is berg? I haven't seen him for ages.
I am around just not on this forum Much I can be found on irc ##wzgm channel
Thanks Berg
Re: New Models for 3.0, that make use of the mask feature wa
Glad to see you berg
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: New Models for 3.0, that make use of the mask feature wa
new guard tower texture and added distortion section.
All models use tcmask.
Regards Barg
PS. If anyone wants these models PM me or visit irc ##wzgm
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- Trained
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Re: New Models for 3.0, that make use of the mask feature wa
I like. cliff rocks look good too. what up with them ?Berg wrote: New radar texture.
new guard tower texture and added distortion section.
All models use tcmask.
Regards Barg
Re: New Models for 3.0, that make use of the mask feature wa
Here are archived files of the tower and texture tcmask included .
Cliff texture
Cliff texture
- Attachments
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- page-46-cliff.png.tar.gz
- archive cliff
- (756.21 KiB) Downloaded 262 times
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- nextower.tar.gz
- nexus towers
- (105.21 KiB) Downloaded 267 times
- Rman Virgil
- Professional
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Re: New Models for 3.0, that make use of the mask feature wa
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Thanks for posting you files, Berg.
I do wanna run some Cliff-Rock Formation experiments with your Texture at my earliest opportunity.
- Regards, RV
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Thanks for posting you files, Berg.
I do wanna run some Cliff-Rock Formation experiments with your Texture at my earliest opportunity.
- Regards, RV
.
Re: New Models for 3.0, that make use of the mask feature wa
I was looking at the old powergen and it is poorly done with a good many extra polygons that cant be seen = wasted poly
I remade it and set the texture co-ords correctly Thanks to safety0ff new tool WMIT model viewer and converter, I made an object file from the old model and loaded it into my editor and saw many errors in old default model.
The upgraded power gen is 130 polygon I removed the extra useless ones and added a little extra shape to doors, now this model is tcmask and using 124 polygons. This image shows the old not upgraded and the new with added door shape the doors are extended out further so they can be seen as example of added shape but this model is 6 less polygons then the original ---go figure wasted poly
Regards Berg
PS: this is in PIE3 format running in Buginators pre-3.0 branch
I remade it and set the texture co-ords correctly Thanks to safety0ff new tool WMIT model viewer and converter, I made an object file from the old model and loaded it into my editor and saw many errors in old default model.
The upgraded power gen is 130 polygon I removed the extra useless ones and added a little extra shape to doors, now this model is tcmask and using 124 polygons. This image shows the old not upgraded and the new with added door shape the doors are extended out further so they can be seen as example of added shape but this model is 6 less polygons then the original ---go figure wasted poly
Regards Berg
PS: this is in PIE3 format running in Buginators pre-3.0 branch
- Attachments
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- blpower4.pie
- added pie file for fun
- (12.57 KiB) Downloaded 248 times
Re: New Models for 3.0, that make use of the mask feature wa
There is something wrong about the colours of the power generator. It has a "tinted green glass" effect over several surfaces that should be crisp gray.