Wall models

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Olrox
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Wall models

Post by Olrox »

Hi everybody (who reads this)
I'm working with walls right now (also making Panther textures), AR-intended ;)
I've done some models, using the profiles that Mysteryem produced some time ago (multiple corner types, X-connections different from hardpoints).

I've done an overall change to the main aspect, made it look more like a fast-assembly concrete structure (since I'm on the last year of a civil construction course here on Brasil, where 99% of the buildings still use concrete structure, I've used some specific knowledge on it).

Screenshots are inbound, brace yourselves! :D

As always on my topics, everyone is welcome to contribute with good opinions and comments! Your opinion can often make something "good" into something "awesome"!

Regards,
Olrox :!!!:
guciomir
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Re: Wall models

Post by guciomir »

I can't see the pics :(
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Olrox
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Re: Wall models

Post by Olrox »

Olrox wrote:Screenshots are inbound, brace yourselves! :D
Inbound - coming ;)
I'm at work right now, the screens are at my home PC - I've made them yesterday night and the forums came online today's morning
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Olrox
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Re: Wall models

Post by Olrox »

Okay, here's a preview on what I'm doing. The textures are yet going to receive realistic effects such as scratches to the paint and dirtiness to the base.
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Zarel
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Re: Wall models

Post by Zarel »

Oh, yeah, I was going to write wall code that supported those kinds of walls, wasn't I? Gimme a sec.

Edit: Actually, I have barely any free time right now. Maybe another day.
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Olrox
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Re: Wall models

Post by Olrox »

Zarel wrote:Oh, yeah, I was going to write wall code that supported those kinds of walls, wasn't I? Gimme a sec.

Edit: Actually, I have barely any free time right now. Maybe another day.
*cough**cough*lazy*cough**cough*
hahahaha, I'm kidding xD
Take your time, we're not using those for AR until the teamcolor masks are working properly, anyway!

But thanks for the goodwill, that wall codes are going to be very appreciated!

Regards,
Olrox :!!!:
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lav_coyote25
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Re: Wall models

Post by lav_coyote25 »

as for putting the dirt and scratches on - is it possible to have them get that way during the battles... start with new paint and end up with dirty scratched partials or whatever looks decent...? :)
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Zarel
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Re: Wall models

Post by Zarel »

Olrox wrote:*cough**cough*lazy*cough**cough*
hahahaha, I'm kidding xD
Take your time, we're not using those for AR until the teamcolor masks are working properly, anyway!

But thanks for the goodwill, that wall codes are going to be very appreciated!

Regards,
Olrox :!!!:
No, I have programming assignments for two different classes due Wed and Thurs. I should be working on those...
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Olrox
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Re: Wall models

Post by Olrox »

lav_coyote25 wrote:as for putting the dirt and scratches on - is it possible to have them get that way during the battles... start with new paint and end up with dirty scratched partials or whatever looks decent...? :)
I believe that it could work using additional masks, with growing opacity according to the damage levels, but it wouldn't be permanently applied to a piece of wall this way. If they were to be scratched until destroyed, even if repaired, each piece of wall would need a value to specify how many shots it has already taken, which would determine the opacity of the mask (or how many masks, if we wanted a more realistic effect).

However, to know if it's possible or not, we'd be better off asking to elio or Mysteryem, they are much more experienced than me. :rolleyes:
guciomir
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Re: Wall models

Post by guciomir »

if it is possible than think about damaged tanks also.and cyborgs. and buildings. and terrain ;)
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Olrox
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Re: Wall models

Post by Olrox »

guciomir wrote:if it is possible than think about damaged tanks also.and cyborgs. and buildings. and terrain ;)
That's the idea - if we got damage masks we can use them for many models. Making the geometry change with damage, however, is something I just don't see happening. The masks affect only textures, geometry is something completely different (I know you didn't mean that, it's just to make it clear ;) )
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Olrox
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Re: Wall models

Post by Olrox »

Someone got any different ideas for its shape? I'll see if I find some time to work on the walls by today's night.
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Corporal Punishment
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Re: Wall models

Post by Corporal Punishment »

Yeah, I got something. With the gables in conjunction with the vertical fields, these walls look less then walls than neoclassicist facades. Especially with red teamcolor and on the domed junctions. Maybe you could experiment with a tubular termination like the Sperranlage 74 wall on the Berlin wall had. Here is a picture of it.
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Olrox
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Re: Wall models

Post by Olrox »

But this kind of coping from the Berlin Wall was intended for making it extremely difficult for people to jump over the wall, as there was no ledges to hold on. In the scenario of warzone 2100, this isn't a problem, as the infantry (who would be able to jump over walls IRL) is composed actually of cyborgs, with heavy equipment. The coping I've used here is intended for sealing the top of the wall.

You must know, most of the concrete walls are composed of the concrete (coarse aggregate, fine aggregate and a binder, commonly portland cement), which provides compression resistance, and the reinforcement bars (rebars), made usually of steel, providing the traction resistance, which the concrete lacks. Water is definetely something we don't want to reach the rebars - if they do reach, the rebar starts to oxidate ans thus, expand, generating cracks along all of the surface.

Therefore, the walls need a decent coping so that the water doesn't accumulate in any way on the surface of the concrete. The tapered coping I've designed isn't meant to be concrete, it's meant to be steel plates with hydrofuge paint. That's interesting because then we can put the teamcolor on it, also.

I won't put cylindrical coping on it, it doesn't have anything to do with the actual walls and would look *very* weird.
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MattF
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Re: Wall models

Post by MattF »

you can do something like this :)
Image