headquarter

Discuss the future of Warzone 2100 with us.
fisk0
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Re: headquarter

Post by fisk0 »

for me the game crashes when I try to play it with the hq mod, but as far as I can see from the screenshots, I think the texture would need to make the edges of the model clearer (I think that usually looks best by having the edges a little bit brighter than the rest of the texture), that both makes it easier to see that the structure looks like and gives it a bit more run down feel, the texture could be made a bit darker and with more contrast too, but the model itself I think is perfect for the game, the structure has a military feel to it, looking like it's made of some really strong bunker style materials.
About the weapon mount points - I guess this could require a lot of programming and stuff, but maybe there could be an additional weapon category, on the opposite side of the size spectrum from the fortress guns, just miniature defensive weapons? They could be smaller and somewhat weaker models of the standard weapons, like the cyclone with only two barrels instead of the standard four, lancer/scourge/AT rockets with only one launcher instead of two, and otherwise only light weapons like light cannons, machineguns, flashlight lasers, needleguns and such
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MetalBeast
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Re: headquarter

Post by MetalBeast »

Per wrote:Now it works, and it looks absolutely fantastic in-game!

A few things I noticed:
* There are a few seams visible when you look close.
* The weapon pylons are far too small to fit weapons on them. Perhaps they should be dropped.
* The building is far "cleaner" compared to the other buildings. This is a post-apocalyptic setting, so I guess even new buildings should look run-down and dirty :P
* It is now much more obvious that the base plate is ugly ;)
Agree, and on my mind it is a bit too small, I think 5-10% bigger should be OK.
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Zarel
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Re: headquarter

Post by Zarel »

fisk0 wrote:for me the game crashes when I try to play it with the hq mod, but as far as I can see from the screenshots, I think the texture would need to make the edges of the model clearer (I think that usually looks best by having the edges a little bit brighter than the rest of the texture), that both makes it easier to see that the structure looks like and gives it a bit more run down feel, the texture could be made a bit darker and with more contrast too, but the model itself I think is perfect for the game, the structure has a military feel to it, looking like it's made of some really strong bunker style materials.
About the weapon mount points - I guess this could require a lot of programming and stuff, but maybe there could be an additional weapon category, on the opposite side of the size spectrum from the fortress guns, just miniature defensive weapons? They could be smaller and somewhat weaker models of the standard weapons, like the cyclone with only two barrels instead of the standard four, lancer/scourge/AT rockets with only one launcher instead of two, and otherwise only light weapons like light cannons, machineguns, flashlight lasers, needleguns and such
Those are called cyborg weapons. ;)
fisk0
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Re: headquarter

Post by fisk0 »

Zarel wrote: Those are called cyborg weapons. ;)
Yeah, it was something like that I had in mind, though for some reason I forgot to actually use the word cyborg anywhere in the text.
I think it would be interesting if you would be able to mount that kind of light weapons turrets on the building (and some other buildings in the future).
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elio
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Re: headquarter

Post by elio »

There are a few seams visible when you look close.
fixed texture attached
The weapon pylons are far too small to fit weapons on them. Perhaps they should be dropped.
:( i'll look for it, maybe we place the mount points on the feet
The building is far "cleaner" compared to the other buildings. This is a post-apocalyptic setting, so I guess even new buildings should look run-down and dirty
not that easy i expect lots of manual work, i'll try
I think the texture would need to make the edges of the model clearer (I think that usually looks best by having the edges a little bit brighter than the rest of the texture)
improved a bit
the texture could be made a bit darker and with more contrast too
i add dritiness first, it'll look darker then
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Olrox
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Re: headquarter

Post by Olrox »

When texturizing, you work on a program with layers, to mark down where the face maps currently are, right?
Or not? :D
Because I'm used to work on photoshop, and the layering really makes work like, let's say, 150% faster, if known how to use them.
Could try to help with that if you want. Just need the current uv map with current textures.

P.S.: I really like the thin thingies around the top "floor". They look pretty much like fortress windows, reminds me something medieval, because of the late archer windows, but here with a modern touch. That allied to the run-down-and-dirty and rugged makes it pretty much like the style people acclaim here.
elio
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Re: headquarter

Post by elio »

yeah thanks

i'm working with layers and masks

i use gimp for my textures, i used photoshop long time, but because photoshop isn't available on linux :zZz: i changed to gimp, and i'm happier than before (same with cinema4d -> blender)
hmm, no, thanks for your offer. my only problem is how to achieve good looking running-down dirt (strong dirt colors)

the gimp texture is available (alwayst latest version) http://svn.gna.org/viewcvs/warzone/orig ... ctures/hq/
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Olrox
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Re: headquarter

Post by Olrox »

Ok. Well, I'll tell you if I achieve any good results on making running-down dirt for any of my textures. Could take some time, tough. :)
The effects you've used on the factory model's concrete would look nice on the hq, I think.
elio
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Re: headquarter

Post by elio »

ok, now i only need a way (maybe a pattern) for the plates
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Deus Siddis
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Re: headquarter

Post by Deus Siddis »

elio wrote:ok, now i only need a way (maybe a pattern) for the plates
Are you still making normal maps for you models? Because if you are most of the plate detail would go into that map instead.
elio
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Re: headquarter

Post by elio »

good idea
no haven't started yet
elio
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Re: headquarter

Post by elio »

here's an update
using this texture http://cgtextures.com/texview.php?id=89 ... f66cebd977 (N°1)

rendering made with specular lighting, have to work out bump texture now.. :D hope you like it and that it is a good replacement for the original hq

regards elio
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theotherhiveking
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Re: headquarter

Post by theotherhiveking »

Wow it looks really good!
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Tenoh
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Re: headquarter

Post by Tenoh »

So when can we get weapons on it? even AA weapons would do. .... Why not add a upgrade function to def towers to replace weapons on will?
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Re: headquarter

Post by gerard_ »

Elio, this looks very good, but why do you only use such a low resolution texture? For now it might be ok but in the future it could be discarded as too low res. A texture can easily be scaled down by warzone if it would be too slow to use it. Do you have a higher resolution of this one? Marcel from cgtextures.com only wants to give permission to individual textures, with a maximum resolution of 1024x1024, and I think we should ask for permission for the highest resolution we can.

By the way, despite the good contact with Marcel, he licenses his textures slightly more restrictive (we need to put a notice somewere). Tristan from imageafter.com just licenses the originals (no restrictions on resolution or whatever) GPLv2+. I would recommend starting your search for textures at his site.