Per wrote:
I think even if we made it possible to rotate buildings manually, you wouldn't want to do that manually for changing between inside and outside versions of walls. If there is some kind of heuristic we can run to determine which side is 'in' and which is 'out', we can add that, but I am not sure there is any that will always work.
Yeah, I think that making them at least symmetrical is a good solution.
I think that a wall with a simple profile but with those reinforcement columns would look good. I'll see if I can find the time to make a model tonight - I'm cooking my lunch right now, even though it's 5 PM already
I think that that wall is turned the other way due to the position in the map itself.
I edited the wall model used by editworld by adding a red polygon which points fowards along the z axis:
But in-game, if a player builds walls horizontally/vertically will they always face the same way? I'm going to test it.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
I've checked, when making walls in-game they will either face down or right, never up or left (I couldn't get them to face the other directions, there may be a way that I didn't think of though).
Aside from that, Olrox, I'm going to guess that you've not found Alex's Killa or the other supertank, I would count those as easter eggs.
Finally, those models are looking great! I think a hardpoint and corner wall should be done next, so that they would fit in nicely in mods.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
Mysteryem wrote:
Finally, those models are looking great! I think a hardpoint and corner wall should be done next, so that they would fit in nicely in mods.
But aren't more than 250 polys too much for wall pieces?
BTW, are corner walls already functional in trunk?
Olrox wrote:BTW, are corner walls already functional in trunk?
What are you talking about?
Haven't you maybe made a super technology that makes corner walls by merging 2 normal walls?
Ofcourse you didn't, but that fell on my mind first. xD
Olrox wrote:BTW, are corner walls already functional in trunk?
What are you talking about?
Haven't you maybe made a super technology that makes corner walls by merging 2 normal walls?
Ofcourse you didn't, but that fell on my mind first. xD
It was already planned, I think Zarel was going to work with this code.
Olrox wrote:But aren't more than 250 polys too much for wall pieces?
Probably, but they still look great.
Olrox wrote:BTW, are corner walls already functional in trunk?
As far as I know, no they're not.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
Olrox wrote:How about this geometry? 60 triangles, symmetrical, will fit each other perfectly when alligned - looking continuous as walls are IRL:
Wallwr.PNG
Looks great...
Started placing watermarks?
Yeah, more for the visual effect than anything else
MaNGusT wrote:
250 triangles are not 250 polys.
faces=triangles.
our bodies' models have up to 200 faces.
perhaps it would be better to make my model symmetrical? we have all textures. only remake the model and remap texture coordinates.
Well, I still think that walls should have especially low poly counts. If it runs ok, no problem by me. It should be made in the same tone of grey as the regular concrete structures, though.
Olrox wrote:Well, I still think that walls should have especially low poly counts. If it runs ok, no problem by me.
We do not have so many walls in game as tanks. Anyway we can reduce a face count in any time.
It should be made in the same tone of grey as the regular concrete structures, though.
You know that change a saturation isn't so hard.
May be devs will add a function that will dynamically load structure texture depending on a map type (sands, urban, snow), then it will probably solve the problem that the base plates look like "plastic" on the new terrain textures in the trunk build.
MaNGusT wrote:May be devs will add a function that will dynamically load structure texture depending on a map type (sands, urban, snow), then it will probably solve the problem that the base plates look like "plastic" on the new terrain textures in the trunk build.
That's sort of how features, scavs and baseplates are done at the moment. Look at the saturation of the baseplates when on an urban map, then look at the baseplates on an arizona map.
For example, in the 'texpages' folder you will find: page-7-barbarians-arizona.png, page-7-barbarians-kevlar.png (rockies) and page-7-barbarians-urban.png. The way the game chooses which one to use for which tileset is decided in the wrf\vidmem.wrf files (excluding vidmemc.wrf). Open one of them up with a text editor. That's assuming that's what you meant. If you have any questions then just ask.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."