tank design and layout idea

Discuss the future of Warzone 2100 with us.
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Olrox
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Joined: 03 Jul 2007, 19:10

Re: tank design and layout idea

Post by Olrox »

http://developer.wz2100.net/wiki/Releases
Version 2.2 beta (at least beta 1 I can assure) have the hydra vehicles. Just download the file that matches with your OS and install it!
In case you don't know, FMVs are the campaign briefing videos, so it isn't important if you don't play campaign.

also, welcome to the community! :D
Zarrkorov
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Joined: 11 May 2009, 21:55

Re: tank design and layout idea

Post by Zarrkorov »

ok, i have windows and it says "coming soon" so ill prob wait until i settle down to download it. and thanks.
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Zarel
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Re: tank design and layout idea

Post by Zarel »

Zarrkorov wrote:so, it was really awesome being able to have the 2 heavy turrets, dragon, treads vehicle. what happened to that option? i have version 2.1.3 and i can't get the dual turrets options. what is the research for that? or maybe it just pops up? also, having a bomber with a bunker buster made the bombers worth while, because they could kill enemy aircraft AND destroy their base. do i just need to re-install WZ 2100? or is there an older version that i can get that has the dual turrets option back. thanks.
The Rebalance Mod for 2.1 has dual turrets:
http://guide.wz2100.net/new/

They were removed from 2.1 stable because of bugs relating to how they shoot.
Starclopsofish
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Re: tank design and layout idea

Post by Starclopsofish »

EvilGuru wrote:I do not have time to answer fully, but:

Yes, we can add specularity/gloss maps quite easily. Bump (dot3-normal) maps can be added, but it will require a lot more work. It may or may not require shaders, depending on how we choose to implement it.

Standard texture size varies, but 256x256 is a good starting point. Important to point out, however, this this has to include all of the various team colours (8 in total) for the model. This may change in the future (team colours done automatically by blending).

We are currently changing model formats (see: Per with regards to,) from PIE to WZM. WZM will support a lot of these required features, but work in other areas (save game formats) is currently taking priority.

Regards, Freddie.
Wow, so currently no shaders are employed whatsoever? So each face is exactly as textured? Wouldn't specularity/normal mapping require a shader? I didn't know it was possible without one!

So one 256x256 image has to include 8 texture maps? That seems incredibly low. Have you considered handling the team colors with an alpha channel?
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Zarel
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Re: tank design and layout idea

Post by Zarel »

Starclopsofish wrote:So one 256x256 image has to include 8 texture maps? That seems incredibly low. Have you considered handling the team colors with an alpha channel?
Yes, we've considered it. Currently, 8 texture maps is easier to handle (and it's a bit more flexible, too).
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Olrox
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Re: tank design and layout idea

Post by Olrox »

Zarrkorov wrote:ok, i have windows and it says "coming soon" so ill prob wait until i settle down to download it. and thanks.
Coming soon? I'm currently using that version!
Try the direct link
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Olrox
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Re: tank design and layout idea

Post by Olrox »

Zarel wrote:Yes, we've considered it. Currently, 8 texture maps is easier to handle (and it's a bit more flexible, too).
I remember seeing some texture pages with all player colors included, the team-colored faces were duplicated & colored in different modes, but on the same page!
Or am I completely mad? O_O :!!!:

But anyway, it would be great to add texture blending system, would save lots of repetitive work. We could also implement graphical damage effects on the game!!!
:D
Or snow effects on the structures and tanks!!!!!!
xD