New feature: Gates

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Olrox
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Re: New feature: Gates

Post by Olrox »

Is Tiuz still there?
I could make the model for the new "shack" (for corners and for it not to look so fragile and unprotected), in .3ds format.
Did you try to get the converter working?
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Tiuz
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Re: New feature: Gates

Post by Tiuz »

Hi Olrox,

yes, i'm still here :)
However, the next couple of weeks i'll be only sporadic online.
Please post your new gate model here, i will integrate it as fast as possible into the mod.

P.S.: I've just tested the mod with new WZ2.2 rc1 - it doesnt work, i'll fix this, too.

Tiuz.
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Solaris
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Re: New feature: Gates

Post by Solaris »

Great idea! But can you make it work for the latest RC version?
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Tiuz
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Re: New feature: Gates

Post by Tiuz »

This is the updated version for WZ2.2.1, it doesnt work with older versions!

copy the file to mods/globals/ and execute Warzone with the option --mod torheiten_06_221.wz

Tiuz.
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XboxJosh
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Re: New feature: Gates

Post by XboxJosh »

Yay!! Thanks! :D

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Firechkn34
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Re: New feature: Gates

Post by Firechkn34 »

Will this work for the Newest Version, 2.2.1?
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whippersnapper
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Re: New feature: Gates

Post by whippersnapper »

Firechkn34 wrote:Will this work for the Newest Version, 2.2.1?
I have yet to test this myself but the creator of this mod, Tiuz, said this - the second post before yours:
Tiuz wrote:This is the updated version for WZ 2.2.1, it doesnt work with older versions!

copy the file to mods/globals/ and execute Warzone with the option --mod torheiten_06_221.wz

Tiuz.
So I would assume that Tiuz already tested that it does indeed work with v.2.2.1 and that all you need do is follow
his instructions.

Though I think I would use the Mods>Multiplay folder instead of the Global and make my option command line something like this:

"C:\Warzone 2100\warzone2100.exe" --mod_mp torheiten_06_221.wz

Regards, whip :cool:
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winsrp
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Re: New feature: Gates

Post by winsrp »

well... this looks good, but i would remove the fixed part of the gate... make it only 1 tile, the other problem I see, is that we cannot turn the gate position (or does it accommodates automatically?) since i would like to have like 3 or 4 of these babies next to each other, i normally do big entrances so lots of my units can get out at the same time... have you guys tried to move an army of 100 vehicles thru a 1 tile space... heck... the gate is a great idea... but leave it either 1 tile, or a 2 tile whole gate.. that works for me too... but a 1 tile would be better, this should be part of the core WZ... great idea.
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Olrox
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Re: New feature: Gates

Post by Olrox »

winsrp wrote:well... this looks good, but i would remove the fixed part of the gate... make it only 1 tile, the other problem I see, is that we cannot turn the gate position (or does it accommodates automatically?) since i would like to have like 3 or 4 of these babies next to each other, i normally do big entrances so lots of my units can get out at the same time... have you guys tried to move an army of 100 vehicles thru a 1 tile space... heck... the gate is a great idea... but leave it either 1 tile, or a 2 tile whole gate.. that works for me too... but a 1 tile would be better, this should be part of the core WZ... great idea.
Currently, there are 2 gate models, one is rotated 90 degrees in relation to the other. But I agree that passing a large group of units through a single tile is a hell of a mess (much like in straight valleys, where the whole group got to line up in order to pass: if you are attacked by enemies on the other side you can't fight back at the full potential of your team, like on 300, where the spartans did pretty much the same thing with the persians).

I've got a 3x3 gate model in mind just while I wrote that, maybe tiuz is interested (I know I've said I would to a new gate shack a long time ago, but in the model I´ve got in mind we wouldn't need a properly separate shack, as it would be atop the gate).

I'll model a quick reference to my idea and post a screenshot here, so you may see what I've got in mind.
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Olrox
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Re: New feature: Gates

Post by Olrox »

Here it is :ninja:

edit: there are 2 lines there that don't belong to the mesh O_o
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XANAX
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Re: New feature: Gates

Post by XANAX »

that is awesome ;)
sense you have the gate span done.. may I have a copy so I can do the gate itself
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Olrox
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Re: New feature: Gates

Post by Olrox »

I'll make the gate wall, you can redo it if you like, yes.
I can also help with texturizing If you want, but I would need the texture map layout.
I think .3ds is fine?
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Olrox
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Re: New feature: Gates

Post by Olrox »

Here are the gate wall and the shack, in separate .3ds files.
I forgot to rescale to 1 unit = 1 tile, I work always with 10 units = 1 tile...
But I don't think that it will be a problem xD

Regards, Olrox.
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winsrp
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Re: New feature: Gates

Post by winsrp »

hmm... interesting model, 3x1.... you could only make big entrances, but big is fine with me... to turn around buildings axes its a definitive must on this game, should be a priority enhancement.

Now the next cool thing we need on this game its a wall that is 2x1 so you can stack them up together for a 2xas much as you stack them here, and you make your china great wall, where cyborgs can get on the walls and shoot their lasers from over the wall... cool, JK

back to topic, the model is great. cant wait for this to actually be put into the next version of the game, so i don't have to be building and demolishing walls for my entrances anymore, which btw... are normally 3 tiles wide... what a coincidence ;)

actually now that i think about it... is there a way to make this entrance work the way walls work.. example here... when you put 1 tile of wall its there alone in the dark, when you put the second wall next to it.. it automatically connect, so it does some transformation here (checks for connections or something), so here you can make it the gate a 1 tile, that when adding a second gate next to it, it transforms into a 2 tile, which is pretty much a beginning and and end on your gate tile, and if you put 3 it puts a center piece into it, so you can do a 5, 6 or how much larger gate you need that will only add middle gate pieces to the center?

hard to explain this idea here.

lets see

Code: Select all

/''\         /'' ''\         /'' '' ''\
|__|   ...   |__ __|   ...   |__ __ __|
if it is a single tile it will put a special all round gate, if its a 2 tile, it will put one beginning and one end, and if its 3 or more, it puts 1 beginning, x amounts of middles, and one end. Can this be done?
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Olrox
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Re: New feature: Gates

Post by Olrox »

Hmmm, first, about putting things into the new version of the game. Well, this kind of suggestions must be posted on the wishlists for the next releases, but it's kind of hard to believe the dev team will agree to add any all-new feature such as gates to the game's core. It's a pity, though, really, as this adds to the game's functionality very, very well.

About the gate's shape being dependant on adjacent gates, I think it's not possible with the shack atop it. I just *think*, because I don't mod anything at all, I'm not even part of this mod, I'm just some curious, creative guy who liked Tiuz's work very much and wants to help in any means possible. That's because, well, even the pieces of wall, when put adjacent one to another, they don't form a 2x1 wall piece. The games just change their model to the flipped version if necessary, and makes the vertex points of the meshes to be on the same position, so the wall stays continuous. And, if a piece of wall is put at the side of a wall that have at least one adjacent piece already connected, the game changes the model to the corner piece and adjusts the vertexes the same way.

Getting to the point, each individual tile of wall is a individual model, it only stretches to match the adjacent walls' ledges.

About the cyborgs, hell, that would be cool indeed. But I bet it's just not going to happen in WZ2100... It would require slopes, or some "elevator", which would work just as a teleporter, and would require the terrain to be elevated and stretched to fit the wall's ledges, AND it would require the "walkway" tile to be centered, I just think it's too much to expect from WZ2100 engine. Tiles aren't treated like buildings, and even if they were, it would take a lot of work to make something that would have questionable functionality (why not putting 2 tiles thick walls of Scourge hardpoints? that would be a heck of a wall to overcome).