headquarter
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fisk0
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Re: headquarter
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
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
Agree, and on my mind it is a bit too small, I think 5-10% bigger should be OK.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![]()
* It is now much more obvious that the base plate is ugly
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Zarel
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Re: headquarter
Those are called cyborg weapons.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
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fisk0
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Re: headquarter
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.Zarel wrote: Those are called cyborg weapons.
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
fixed texture attachedThere 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.
not that easy i expect lots of manual work, i'll tryThe 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
improved a bitI 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)
i add dritiness first, it'll look darker thenthe texture could be made a bit darker and with more contrast too
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Olrox
- Art contributor
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Re: headquarter
When texturizing, you work on a program with layers, to mark down where the face maps currently are, right?
Or not?
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.
Or not?
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.
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elio
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Re: headquarter
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
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/
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
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
- Art contributor
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Re: headquarter
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.
The effects you've used on the factory model's concrete would look nice on the hq, I think.
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elio
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Re: headquarter
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
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 wrote:ok, now i only need a way (maybe a pattern) for the plates
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elio
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Re: headquarter
good idea
no haven't started yet
no haven't started yet
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elio
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Re: headquarter
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..
hope you like it and that it is a good replacement for the original hq
regards elio
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..
regards elio
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theotherhiveking
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Re: headquarter
Wow it looks really good!
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Tenoh
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Re: headquarter
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?
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
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gerard_
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Re: headquarter
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.
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.